I use to pride myself on a solid build, but seriously this just can't be right? Not moaning.
My carrier is running at full aux and it still only has a launch time of 58 secs? Before the patch I could get it to 31 - 34 secs, even without batteries. In three separate matches my shields dropped in under 1.3 secs. I was running SCI III and EpTS III. What's happened. I use to be the tank of the team. How can I remotely support my team in that time frame? FAW seems worse not better...
My question is this - what changes have been affected to the Klingon ship classes by the latest update?
Are there any notes on the specifics. Something has certainly changed and I would like to start a discussion about it that is civil and productive.
Well, covariant shields got nerfed for starters. Weapons do 5% more damage for each rarity level, so a purple weapon deals 15% more damage than a white one. Lower shield values, more damamge, there you go.
Then why am I not seeing the difference? I have the full Borg set and all my weapons are the same class + spec and purple MK XI? Sure - you would say my weapons power is so low running on aux. but how longer would that take my average launch to? 2mins?
I am more than prepared to be considerate of the issues since S4 - but why mess so much with something that was never broken???
Your launch time issue may be part of the rampant scaling bug that was introduced in S4. I'd wait until after that's fixed before getting worried. I know that doesn't help now, but what else can you do?
[ * drums his fingers ] I was really looking forward to improvements that would enhance my abilities not hamper them to this extent. There, I've gone and done it. Ruined a perfectly good mood.
[ * drums his fingers ] I was really looking forward to improvements that would enhance my abilities not hamper them to this extent.
Same here,but these things happen with every Season update.....I just don't play as much and try to avoid any broken parts.....I like to keep my sanity.;)
Thanks bud - [ swallows a tranquilizer ] - I see your reason. I just want to make sure this is not seen as normal or intended ... [ on my knees hands firmly clasped towards Sto'Vo'Kor!)
It's not really a bug as such, and I know the devs have their hands full. I just hope they are aware of the impact, and are saying, "Actually guys, this is crappy. Let's try something else."
What pets are you trying to launch? Each pet has a different cooldown so if you recently switched from fighters to BoP then your launch time will naturally increase.
That said, my carrier build runs 125 aux at all times and my launch times are as follows:
BoP: 56 seconds
Siphon pods: 43 seconds
To'Duj fighters: 28 seconds? (Have not used them in a while so not exactly sure.)
What pets are you trying to launch? Each pet has a different cooldown so if you recently switched from fighters to BoP then your launch time will naturally increase.
That said, my carrier build runs 125 aux at all times and my launch times are as follows:
BoP: 56 seconds
Siphon pods: 43 seconds
To'Duj fighters: 28 seconds? (Have not used them in a while so not exactly sure.)
BOP is all I run as fighters tend to just infuriate players as spam. But, I swear their launch rate seems slower. Could I be mistaken?
I think you might have just been mistaken. I know that a lot of times the pace of the fight I'm in can make my cooldowns seem shorter or longer. For instance, if I am in a fight with an escort that using fast hit and run tactics, my cooldowns seem to take an eternity. But in a slugfest with a cruiser, the slower pace and lower burst damage make my skills seem to refresh quicker.
Also base cooldown for the BoP is 60 seconds and when they tied it in with aux power cryptic normalized it to 100 aux power. What this means is that to get the same cds that we had pre aux power update, we have to run 100 aux. So you can see how if 100 aux give 60 seconds, adding only 25 power won't give you enough to halve the cd unless 25 power setting tripled it. And honestly I think even the fed exclusive players who want carriers thrown out of the game would agree that both ends of that spectrum are terribad.
i heard that they were reducing the numbers of fighters but are going to make them tougher.
not sure if thats related... probably not, because that is something they are still planning for.
i heard that they were reducing the numbers of fighters but are going to make them tougher.
not sure if thats related... probably not, because that is something they are still planning for.
I am not aware of any changes that would cause what the original poster is describing.
The changes we're looking at for carriers and fighters (not to mention other ships) are pretty extensive, and will probably go to Tribble and live at the same time as the duty officer system.
I am not aware of any changes that would cause what the original poster is describing.
The changes we're looking at for carriers and fighters (not to mention other ships) are pretty extensive, and will probably go to Tribble and live at the same time as the duty officer system.
I got an issue that is an old issue, that is an issue that is about 2/3 resolved. The thanks on the issues of every npc in npcville being able to see thru the b'rel cloak is fixed, the jam communications, and dialogue issue is fixed... big thanks on getting that done. Third thing the final issue before I'm happy with the ship is that its suppossed to in theory have an advantage by being able to fire projectiles while cloaked and the 3 second thing. I'm not against how it works vs heals, or not having shields but the damage output we have because boffs do not do anything for it (Believe me I've spent many hours trying just about every combination of projectiles vs boff skills to pull this off). I am hoping with all these counter skills to cloak that someone will give the go ahead to make this ships projectile function worth it to play this ship. Also to be honest what would make this ship work very well is an almost complete shield penetration for damage to hull and with the torpedo cool downs it really only needs 1 weapon slot forward, and 2 rear for mines or mine and torpedo. To all the nay sayers of my idea it would not be unfair or unbalanced because of the fact of I could count on 2 thumbs and 8 fingers ways to decloak a player, it decloaks a player for 3 seconds on top of that, and when someone uses the ship like that they have no shields. All in all I hope Its already been fixed/dealt with and that I'm just wasting time LOL.
Thats my 2 cents I just hope the ship gets to where it needs to be so it can be fun to use.
I got an issue that is an old issue, that is an issue that is about 2/3 resolved. The thanks on the issues of every npc in npcville being able to see thru the b'rel cloak is fixed, the jam communications, and dialogue issue is fixed... big thanks on getting that done. Third thing the final issue before I'm happy with the ship is that its suppossed to in theory have an advantage by being able to fire projectiles while cloaked and the 3 second thing. I'm not against how it works vs heals, or not having shields but the damage output we have because boffs do not do anything for it (Believe me I've spent many hours trying just about every combination of projectiles vs boff skills to pull this off). I am hoping with all these counter skills to cloak that someone will give the go ahead to make this ships projectile function worth it to play this ship. Also to be honest what would make this ship work very well is an almost complete shield penetration for damage to hull and with the torpedo cool downs it really only needs 1 weapon slot forward, and 2 rear for mines or mine and torpedo. To all the nay sayers of my idea it would not be unfair or unbalanced because of the fact of I could count on 2 thumbs and 8 fingers ways to decloak a player, it decloaks a player for 3 seconds on top of that, and when someone uses the ship like that they have no shields. All in all I hope Its already been fixed/dealt with and that I'm just wasting time LOL.
Thats my 2 cents I just hope the ship gets to where it needs to be so it can be fun to use.
The last things hide n' seek bops need is additional penetration. A skilled pilot can already "science up" somebody's shields, and keep plugging away with normal odinance. The idea of a B'rel loading 'pengs is worrying enough, let alone your "almost complete shield penetration". Furthermore, many players aren't specced into anti cloaking tactics, that's a science captain's game. My Engineer has to rely on HYTIII and an itchy trigger finger, and on looking in the right place at the right time.
I think there's also a general attitude towards the B'rel that "it can attack cloaked, therefore it shouldn't have to decloak to finish the job".
The last things hide n' seek bops need is additional penetration. A skilled pilot can already "science up" somebody's shields, and keep plugging away with normal odinance. The idea of a B'rel loading 'pengs is worrying enough, let alone your "almost complete shield penetration". Furthermore, many players aren't specced into anti cloaking tactics, that's a science captain's game. My Engineer has to rely on HYTIII and an itchy trigger finger, and on looking in the right place at the right time.
What you are refering to is in pvp where you have multiple ships focus firing on a single ship, I have done extensive testing with this ship and what you are stating is virtually impossible not to mention trolling. Which the devs probally already fixing this problem. As I stated earlier it would not be an issue since the federation has a ship with a dedicated skill to detecting cloaked ships plus all the boffs to detect and decloak a cloaked ship. Where you have a hole in your theory is that the science cool downs are too far apart to do any *REAL* damage from a *Lone Skilled Pilot*.
What you are refering to is in pvp where you have multiple ships focus firing on a single ship, I have done extensive testing with this ship and what you are stating is virtually impossible not to mention trolling. Which the devs probally already fixing this problem. As I stated earlier it would not be an issue since the federation has a ship with a dedicated skill to detecting cloaked ships plus all the boffs to detect and decloak a cloaked ship. Where you have a hole in your theory is that the science cool downs are too far apart to do any *REAL* damage from a *Lone Skilled Pilot*.
I'm not sure what it is you're suggesting's impossible? The HYT in the decloaked window? It works. But that aside, you're assuming that all teams have a sci captain, and that even in PVP all battles are between all players at once. Cap & Hold and Ker'rat, and the forthcoming Transport raids just don't turn out that way. Also, with the B'rel fixed, how many of the large proportion of KDF players who fly BoPs might switch to it? I wouldn't like to assume, but I'd imagine many of them would, especially those who already got it before realising it's bugs.
The main reason firing while cloaked isnt OP is the fact that torps are rubbish on shielded targets. If you make them effective against shielded targets, it'll mean the B'rel can attack without revealing itself properly and reliably do hull damage, without even having to announce itself with science powers first. Also, it's worth taking into account that B'rel pilots that don't actually plan to decloak tend to lean towards all torp builds. So it's a lot worse than the torpedo damage from balanced weapon loadouts on a B'rel. global cool down is 3 seconds on nearly all torpedos. That's four torpedos in 12 seconds, and you can bet an HYTIII or two will find their way in there.
With two copies of HYTIII and holding off on firing the first one, you can fire off HYTIII twice in three seconds. You could have both of these buffed by Attack Pattern Alpha, a second like Beta or Omega, Fire on My Mark, Tactical Fleet, and Go Down Fighting. Two HYTIIIs buffed by all of this? Two pilots doing this could do must ships like this I think. And I'd love to think that you wouldn't find teams of people abusing this and making B'rel squadrons for PVP, but those sort of people are out there sadly. There are just too many ways a cheap player/team could exploit a torpedo that did worth while damage through shields on a B'rel. I'm not "trolling" you, I'm just trying to explain why it's not a good idea.
Comments
I am more than prepared to be considerate of the issues since S4 - but why mess so much with something that was never broken???
Z
Same here,but these things happen with every Season update.....I just don't play as much and try to avoid any broken parts.....I like to keep my sanity.;)
It's not really a bug as such, and I know the devs have their hands full. I just hope they are aware of the impact, and are saying, "Actually guys, this is crappy. Let's try something else."
That said, my carrier build runs 125 aux at all times and my launch times are as follows:
BoP: 56 seconds
Siphon pods: 43 seconds
To'Duj fighters: 28 seconds? (Have not used them in a while so not exactly sure.)
BOP is all I run as fighters tend to just infuriate players as spam. But, I swear their launch rate seems slower. Could I be mistaken?
Also base cooldown for the BoP is 60 seconds and when they tied it in with aux power cryptic normalized it to 100 aux power. What this means is that to get the same cds that we had pre aux power update, we have to run 100 aux. So you can see how if 100 aux give 60 seconds, adding only 25 power won't give you enough to halve the cd unless 25 power setting tripled it. And honestly I think even the fed exclusive players who want carriers thrown out of the game would agree that both ends of that spectrum are terribad.
not sure if thats related... probably not, because that is something they are still planning for.
I am not aware of any changes that would cause what the original poster is describing.
The changes we're looking at for carriers and fighters (not to mention other ships) are pretty extensive, and will probably go to Tribble and live at the same time as the duty officer system.
I got an issue that is an old issue, that is an issue that is about 2/3 resolved. The thanks on the issues of every npc in npcville being able to see thru the b'rel cloak is fixed, the jam communications, and dialogue issue is fixed... big thanks on getting that done. Third thing the final issue before I'm happy with the ship is that its suppossed to in theory have an advantage by being able to fire projectiles while cloaked and the 3 second thing. I'm not against how it works vs heals, or not having shields but the damage output we have because boffs do not do anything for it (Believe me I've spent many hours trying just about every combination of projectiles vs boff skills to pull this off). I am hoping with all these counter skills to cloak that someone will give the go ahead to make this ships projectile function worth it to play this ship. Also to be honest what would make this ship work very well is an almost complete shield penetration for damage to hull and with the torpedo cool downs it really only needs 1 weapon slot forward, and 2 rear for mines or mine and torpedo. To all the nay sayers of my idea it would not be unfair or unbalanced because of the fact of I could count on 2 thumbs and 8 fingers ways to decloak a player, it decloaks a player for 3 seconds on top of that, and when someone uses the ship like that they have no shields. All in all I hope Its already been fixed/dealt with and that I'm just wasting time LOL.
Thats my 2 cents I just hope the ship gets to where it needs to be so it can be fun to use.
The last things hide n' seek bops need is additional penetration. A skilled pilot can already "science up" somebody's shields, and keep plugging away with normal odinance. The idea of a B'rel loading 'pengs is worrying enough, let alone your "almost complete shield penetration". Furthermore, many players aren't specced into anti cloaking tactics, that's a science captain's game. My Engineer has to rely on HYTIII and an itchy trigger finger, and on looking in the right place at the right time.
I think there's also a general attitude towards the B'rel that "it can attack cloaked, therefore it shouldn't have to decloak to finish the job".
What you are refering to is in pvp where you have multiple ships focus firing on a single ship, I have done extensive testing with this ship and what you are stating is virtually impossible not to mention trolling. Which the devs probally already fixing this problem. As I stated earlier it would not be an issue since the federation has a ship with a dedicated skill to detecting cloaked ships plus all the boffs to detect and decloak a cloaked ship. Where you have a hole in your theory is that the science cool downs are too far apart to do any *REAL* damage from a *Lone Skilled Pilot*.
I'm not sure what it is you're suggesting's impossible? The HYT in the decloaked window? It works. But that aside, you're assuming that all teams have a sci captain, and that even in PVP all battles are between all players at once. Cap & Hold and Ker'rat, and the forthcoming Transport raids just don't turn out that way. Also, with the B'rel fixed, how many of the large proportion of KDF players who fly BoPs might switch to it? I wouldn't like to assume, but I'd imagine many of them would, especially those who already got it before realising it's bugs.
The main reason firing while cloaked isnt OP is the fact that torps are rubbish on shielded targets. If you make them effective against shielded targets, it'll mean the B'rel can attack without revealing itself properly and reliably do hull damage, without even having to announce itself with science powers first. Also, it's worth taking into account that B'rel pilots that don't actually plan to decloak tend to lean towards all torp builds. So it's a lot worse than the torpedo damage from balanced weapon loadouts on a B'rel. global cool down is 3 seconds on nearly all torpedos. That's four torpedos in 12 seconds, and you can bet an HYTIII or two will find their way in there.
With two copies of HYTIII and holding off on firing the first one, you can fire off HYTIII twice in three seconds. You could have both of these buffed by Attack Pattern Alpha, a second like Beta or Omega, Fire on My Mark, Tactical Fleet, and Go Down Fighting. Two HYTIIIs buffed by all of this? Two pilots doing this could do must ships like this I think. And I'd love to think that you wouldn't find teams of people abusing this and making B'rel squadrons for PVP, but those sort of people are out there sadly. There are just too many ways a cheap player/team could exploit a torpedo that did worth while damage through shields on a B'rel. I'm not "trolling" you, I'm just trying to explain why it's not a good idea.