Commander
Join Date: Aug 2012
Posts: 293
# 1 Concentrated Tachyon Mines
03-07-2013, 09:02 AM
I have them, and I use them on my defiant.
I don't honestly see any direct effect to an enemy shields when caught in the blast Except, for the fact that their shields turn to butter for a short while after being hit. I think they may actually debuff the targets ability to regen their shields for this time also. because it seems, once an enemy's shields have been depleted (by the very first barrage of weapons fire after the tachyon detonation,) they seem to have a hard time getting them back up.

What I'd like to know, is weather or not this is #1 working as intended, #2 effected by 'flow capacitor' skill or console.

I do know that many a shield tanking OP escort captain consider them to be OP. This makes me smile.
Lt. Commander
Join Date: Nov 2012
Posts: 114
# 2
03-07-2013, 10:27 AM
Quote:
Originally Posted by lake1771 View Post
I have them, and I use them on my defiant.
I don't honestly see any direct effect to an enemy shields when caught in the blast Except, for the fact that their shields turn to butter for a short while after being hit. I think they may actually debuff the targets ability to regen their shields for this time also. because it seems, once an enemy's shields have been depleted (by the very first barrage of weapons fire after the tachyon detonation,) they seem to have a hard time getting them back up.

What I'd like to know, is weather or not this is #1 working as intended, #2 effected by 'flow capacitor' skill or console.

I do know that many a shield tanking OP escort captain consider them to be OP. This makes me smile.



I speak for myself not others,,but i do not find them to be OP

I fly a bug,,,i used to run dispersal patt beta 2,,so i was shooting out quite a lot of tach mines,,,yes they helped, but i cant tell you how many times ive hit people with a bunch of them,,,whipped around and blasted at them on focus fire and they still didnt die. The tach mines are supposed to do two things.

#1 direct shield damage

#2 lower the resist % of said shields.

Some have told me they think these mines are op,,,i dont think they are,,,forget cross healing,,,ive used them in 1 on 1 scenarios and slammed people with those mines,,turned around and hammered them with 4 DHCs with rapid 3 and still didnt come close to killing them,,all while flying a bug with 5 mark XII purple tac consoles and accx2 minimum.

The shield healing and tanking has gotten out of hand,,,people complain about escorts having all this firepower yet it does no good unless you go against noobs with crap setups,,,,play a vet with a Godlike tank setup and i dont care how much DPS you dish out you wont kill them without help from 1-3 more teamates.
Empire Veteran
Join Date: Jun 2012
Posts: 5,918
# 3
03-07-2013, 10:43 AM
like all things, if you don't spec into them, they wont do much. put 99 points into flow caps, use 2 or 3 flow consoles, use a dispersal pattern and a tractor beam, and watch your targets shields completely disappear
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Lt. Commander
Join Date: Jul 2012
Posts: 193
# 4
03-07-2013, 05:08 PM
In addition, the shield resist debuff stacks per mine; a DPB2 or DPB3 launch can easily send your target's shield resist through the floor if most of the mines hit. I forget the actual numbers, but I'm pretty sure I made a post on an earlier thread.
Career Officer
Join Date: Jun 2012
Posts: 1,616
# 5
03-07-2013, 05:21 PM
And here's Broken's thread on it:


http://sto-forum.perfectworld.com/sh...d.php?t=512141


Click here and here if you are interested in learning more about PvP.
Lt. Commander
Join Date: Nov 2012
Posts: 114
# 6
03-08-2013, 05:53 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
like all things, if you don't spec into them, they wont do much. put 99 points into flow caps, use 2 or 3 flow consoles, use a dispersal pattern and a tractor beam, and watch your targets shields completely disappear

Not saying your wrong, but i just read the info on them while equipped to my ship and there is nothing on there that says "skills that effect this are"

makes me think its just universal that nothing really effects them,,but i could be wrong. I have 6 points in flow caps,,use a tractor and have ran them with dispersal 2,,,they help but ive never once seen them strip shields or make it so i can just dust my opponent in one volley.
Commander
Join Date: Jun 2012
Posts: 282
# 7
03-09-2013, 08:16 PM
You need to search before posting, this has been discussed at length. Yes they can be op and yes they will remove shields. No, they are not parsed hence they can not be tracked. They do ZERO damage to shields, they only attack the regen.

Please search the forums for the topic, there's lots of good info with math and stuff.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,052
# 8
03-11-2013, 09:22 AM
The effectiveness of this weapon is still under review, but is being scrutinized carefully alongside the effectiveness of similar Science powers: Tachyon Beam, Charged Particle Burst, and to a lesser extent TSS:Shields.

The basic premise at the moment is that most players consider the aforementioned boff abilities to vastly underperform, while a similarly-constructed weapon item is being called out as overperforming. And so, before we can consider changing either, we need to come to a thorough understanding of the differences between the two, and the circumstances separating what is perceived as "junk" to what is perceived as "OP" even when both have almost identical effects.

I'm also curious, if I can poll you guys quickly... the Tachyon Mine launcher has been around for a year or so now. Why is it only now being frequently mentioned as a balance issue? Were they always OP, and just nobody knew or understood their power? Or was there a vital change to the overall structure of ships and their associated builds, that threw these into the forefront of effectiveness? I can tell you with certainty that their mechanics haven't been touched or tweaked since the Mine Revamp, which was several months ago, and before that there were nearly no changes since they first went live. So... why is it only now becoming an issue, do you think?
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Captain
Join Date: Jul 2012
Posts: 2,192
# 9
03-11-2013, 09:24 AM
Quote:
Originally Posted by borticuscryptic View Post
I'm also curious, if I can poll you guys quickly... the Tachyon Mine launcher has been around for a year or so now. Why is it only now being frequently mentioned as a balance issue?
Maybe the fact they cost 200 lobi has something to do with it....
Career Officer
Join Date: Jun 2012
Posts: 980
# 10
03-11-2013, 09:34 AM
Quote:
Originally Posted by borticuscryptic View Post
The effectiveness of this weapon is still under review, but is being scrutinized carefully alongside the effectiveness of similar Science powers: Tachyon Beam, Charged Particle Burst, and to a lesser extent TSS:Shields.

The basic premise at the moment is that most players consider the aforementioned boff abilities to vastly underperform, while a similarly-constructed weapon item is being called out as overperforming. And so, before we can consider changing either, we need to come to a thorough understanding of the differences between the two, and the circumstances separating what is perceived as "junk" to what is perceived as "OP" even when both have almost identical effects.

I'm also curious, if I can poll you guys quickly... the Tachyon Mine launcher has been around for a year or so now. Why is it only now being frequently mentioned as a balance issue? Were they always OP, and just nobody knew or understood their power? Or was there a vital change to the overall structure of ships and their associated builds, that threw these into the forefront of effectiveness? I can tell you with certainty that their mechanics haven't been touched or tweaked since the Mine Revamp, which was several months ago, and before that there were nearly no changes since they first went live. So... why is it only now becoming an issue, do you think?
The OP is probably due to the fact that Tachyon mines make your shields more susceptible to damage, and the fact that apparently Power Insulators reduces shield drains to near negligible levels (even when the drain is boosted by Flow Caps). So you've got a weapon which causes a disruptor-like breach on the shields and other powers which are only shield drains.
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