If I misunderstood you, I am sorry. The way you had it worded was as if stacking consoles would give you 88 drain instead of 2 of the 44 procs. As for a solution, maybe make additional stacking procs only add maybe 1/3 more on stacked procs and tweak insulators. For example, if I drain 33 main, if I proc on top of the other, I would add 11 drain to what is already gone so that it totals 44. Then tweak power insulators to be slightly stronger to resist both Polaron and Tetryon.
Another good way to handle power siphon as a whole would be to allow insulators to get more effective with more power drained. Meaning make insulators cut total power drain to systems by a certain percent from the total drained rather than by proc. This would make power siphon still useful without that whole OP factor of just shutting you down.
interesting, they already have a good diminishing return equation they use for hull armor, they could apply it to insulators. the higher the % of a subsystems power is drained, the higher insulator's resistance is too it. siphon drones, leaches, and polaron procs that are drains and not auto shutdowns are to powerful and there is no acquitted defense against them, current form insulators certainly doesn't help.
Another quick fix for Borg sets, just activate the 20% bonus when entering Borg combat areas. Would only effect one pvp zone but makes sense to be buffed up on Borg maps only. Also should be programmer wise easier. At least till we get a better idea on how to handle it.
thats right, there is already a trigger for enhanced XP earning in those red alerts, they could do something similar. enable an anti borg shield matrix whenever you enter stfs, instead of the shield resisting plasma. this would only work provided you have 1 of the set shields equipped though.
... Summarizing lots of rage against the state of complete shutdown ...
So, that is my answer to the quoted question. Make sure that none of those combinations put together in a 5 man situation equals complete and total shut down of a full team, with out a viable counter. And the Viable Counter should be the one thing that both an Engineer, Some doffs, Energy siphon, Batteries, Red Matter Capaciter, and Emergency Power to X should be able viable to use in defense.
Yes, I have to agree. We all hate feeling completely useless, but it's okay if there is a counter and it becomes part of our tactical plan. I think Emergency power to X is a little too common to counter energy drain other than by the power it provides... I don't want to go back to the days when energy drain builds were a joke. But there needs to be a counter.
I've been playing around with my poleron turret Borthas and my poleron BoP and as far as one or two people with polerons goes, I honestly don't see it as OP as things are (perhaps the new phasers... and no one wants to re-equip), but I expect it will be a problem with 5 man teams who are fully specced into it. For the loner with polerons the cost in console slots to be effective balances the utility of the proc. Frankly, the increased power of torpedo spread is of much greater concern to me than energy drain stacking in a pug environment. It's the premade that makes a counter necessary. :eek:
Personally I liked the days of phaser dominance, and rarely used them. My 20% resist shield with [PHA][DIS][POL] and a classic borg threesome made phasers in a pug ignoreable once i started running engineering team instead of tac team... of course that has it's strategic price... tac team is often on cooldown when the 5 man debuff stacking starts. This is why I think science team would make a good counter to energy drain stacking. There are some great tradeoffs so the rock / paper /scissors decision isn't solveable and comes down to playstyle. Assigning a science team to fix energy drain is also what they did in the shows. :cool:
If science team made it so that energy drain of all types did not stack for the 10 second duration, so only the largest applied, and any battery-like device would clear all current poleron procs completely, then I think that would be the best solution and we could leave the poleron procs the way they are.
I dont see a difference with this drain or some other drain.
Its all drain, and its all stackable.
I think we can all agree on the simple fix that you can simply not be drained below a certain level, where ever that limit is based on. I think simply saying no system can be lowered more then to 30 points is not a solution. That would still give u an EMP-like effect, which we all know, is pretty deadly.
As for the Drainers; It will be up to them to tweak their builds and possibly premade builds in order not to bring too much drain abilities/consoles and overdoing it.
I dont see a difference with this drain or some other drain.
Look again.
Other strong drain abilities like TSS:X3 or ES3 take up high level bo slots and have a cooldown. This is a huge difference to always-on drains like polaron and leech which have no cooldown and require no bo slot at all.
Always-on drains have to be rather small, because they cannot sensibly be countered by abilities that have cooldowns. Something that can be put on you with every shoot (leech) or on average every 5s in a focus fire situation (polaron proc) usually cannot be countered by an ability that is available once every 30s (or even longer cooldowns).
I ve been studying the proc consistently when I fight pve and pvp targets
I ve only got 3 stack on a pve target. But regularly it?s not a very consist at proc like leech.
Polaron proc was never ment to stack, solo I doubt it?s a big deal almost kinda like a phaser proc when u get 3 pol procs.
In teams this can be devastating on focus targets.
A simple solution would be to fix the stacking by allowing the largest drain proc as the base and all other proc that hit the target afterwards only add time up to a cap of 15 sec. this means one ship a SV or carrier is the drain anchor and the escort + cruiser are the proc?rs.
This will lead to a more team play dynamic.
Since a maxed out pol proc is -55.7(without ferangi console) it makes no sense to let this stack drain wise.
The dev ask us how many procs is good, he didn?t ask us about drain in general, but since were talking....
Doing a 25 base hard cap would burn the science community even more and then force everyone to convert to VM subsystem shut down spec narrowing the options even more for the science pvp community. The hard cap would make TSS#,ES# and tyk rift irrelevant. The science community has been burned enough almost to extinction and now you want to take one of the last few things science has left. Fix science power as a whole and bringing them back to their former glory world be a better idia, then there would be more diversity.
I do have one of the better drain builds in the game, but I only made it after to counter the atox and tractor hell. What people don?t relies, is that a drain builds cost a lot of your survivability and you must go all drain or go home there no middle ground. You?re a wet paper bag and you make them hit u with a foam noodle. When you get into a team environment, I can get scissor between 2 escorts, then it a race against time to burn one to apply drain on other. I ve also had teams extend through the drain, even a cruiser which drop my jaw scuffed off my drain like nothing once, you should have seen his buff bar look like a Olympic champion.
Some things need to be fixed like leech stacking need to be fixed or given to fed side, A way to fix leech could be something similar to what I said for pol. Larger drain # sticks while other procs do not .
Nova Core
ParadiseKiller
House of Beautiful Orions Zeadonouse ToLate
ive been keeping an eye on this thread, but havent read it all.....but here's what i'm seeing right now:
1. more klings running drain builds with polarons and leech. - i thought i'd fight this with a defiant, and red matter capacitor runs. failed...i'm outa power in about 5 seconds within 5 clicks of any ship.
2. even more fedscorts rocking pol cannons. does every hit proc? because if there are just 2 scorts out there with crf looking your way, its 50% power levels constantly....and don't run anything at 25, it will be gone.
3. there is no spec'able resistance to this drain.
4. a dev was in opvp testing pol and leech. great to see, anyone know if he took any of our advice?
5. i, again, am having severe doubts that the systems guys understand their engine. i work on Volkswagen cars sometimes. way different than american. i have a feeling we have a bunch of "redneck ford mechanics" attempting to change a timing belt, rollers and water pump on a "2012 Passat"
I do have one of the better drain builds in the game, but I only made it after to counter the atox and tractor hell. What people don?t relies, is that a drain builds cost a lot of your survivability and you must go all drain or go home there no middle ground.
Problem is that this isn't really true for the latest polarons. I have no issue with drain builds at all (although I don't envy the dev whose job it is to balance them). My issue is the same one I have with phasers: there's no opportunity cost for the player to take polarons or phasers. You don't even have to spec into flow cap; -25 is very respectable and will often knock out half or more of the average player's engines, not to mention the rest.
I personally don't think on-hit effects that come free with simply equipping a common weapon should be as powerful as either polarons or phasers, but I understand that this isn't a consensus opinion. As far as polarons go, the base drain should be lowered while the scaling with flow cap should be increased (so people have to sacrifice something to make it work). I'm also a fan of the idea that power levels can't go below a certain minimum, perhaps depending on how heavily you've specced into insulators.
It would be nice if power insulaters was a bit more effective, I have it full specced, and its in my deflector but I still get siphon drone spammed. They dont kill all my power levels... but it is enough so that I do basically nothing for damage /shields/etc [ ] all power levels? Really :S
has anyone else noticed how you are NOT getting 10 second immunity from phaser proc after you get hit with it? im almost sure i haven't been. it turned out i got viraled a few times and that caused another subsystem to off line a second later, but there have been times were theres no LTC sci station ships around and i get proc after proc. the patch notes say this
Updated Phaser Procs:
Multiple system offline procs to a single subsystem no longer stack. for example, if your Weapons are offline and you get hit with another Weapons offline proc, it is disregarded.
this is talking about non stacking procs on 1 subsystem
After a phaser proc's duration has ended, targets will receive a 10-second immunity to additional phaser procs.
is this still talking about just the subsystem that went down or all of them?
During this time, no additional systems can be taken offline by Phasers.
ok so no additional subsystems can be taken offline by phasers. according to the notes, every phaser proc should give you 10 second immunity to all phaser procs. the immunity starts after the proc ends, thats why they also included the first part about multiple proc being discarded.
that leaves a loop hole though. this mean that wile you have a proc, you can also get another one to a different subsystem. because the immunity did not begin until the first proc ended. from my play experience that is whats happening, procs to other subsystems are not being disregarded after you receive one. that cant be intended
also, i was warp plasma'ed, someone was nice enough to throw HE on me, and it didnt clear it. great.
Problem is that this isn't really true for the latest polarons. I have no issue with drain builds at all (although I don't envy the dev whose job it is to balance them). My issue is the same one I have with phasers: there's no opportunity cost for the player to take polarons or phasers. You don't even have to spec into flow cap; -25 is very respectable and will often knock out half or more of the average player's engines, not to mention the rest.
I personally don't think on-hit effects that come free with simply equipping a common weapon should be as powerful as either polarons or phasers, but I understand that this isn't a consensus opinion. As far as polarons go, the base drain should be lowered while the scaling with flow cap should be increased (so people have to sacrifice something to make it work). I'm also a fan of the idea that power levels can't go below a certain minimum, perhaps depending on how heavily you've specced into insulators.
This just spawned a new idea for me. How about the higher your power insulator skill, besides what it already does (or as some people would say, doesn't do), it also raises a cap to the max allowed to drain. For example, say that for every 4 points into power insulators = 1 resistance to total power drain. So that by 100 points into insulators, my power could never go below 25 with all power drain. Play with the figures but I think this is a start of a good idea.
Doing a 25 base hard cap would burn the science community even more and then force everyone to convert to VM subsystem shut down spec narrowing the options even more for the science pvp community. The hard cap would make TSS#,ES# and tyk rift irrelevant. The science community has been burned enough almost to extinction and now you want to take one of the last few things science has left. Fix science power as a whole and bringing them back to their former glory world be a better idia, then there would be more diversity.
Hard cap against power drain = not disable
So the idea of hard cap doesn't affect VM.
Sure Tykens would be less effective, but only in combination with enough power drain stacks. Which drain ability is at that point reduced.....whatever.
I think the purpose of (all) power drains is not to shut ships down, but to make them weak and vulnerable.
Furthermore I support the ability to clear the drain (with for example ST), so the stacking has to build up again.
Draining powers should be very slow so they dont do alot of drain too quickly also there should be a cut off point i.e hard limit of no more than 50% as your only suppose to drain some of a power not all of it otherwise that is imbalance.
Polarons are fine tho because they dont drain alot at least mine never do as the energy drain icon on enemies in pve (stfs) doesnt show alot more like once or twice during the attack and even then its not 5 seconds worth its 2-3 seconds worth as when i spot the drain i have yet to see a full 5 second version of it. It is the assimilators and the leech that are the big drainers.
The only problem with that idea, is phasers still have the best proc right now. 600 shield strip potentially on a tet shot, vs out right shield removal from phasers.
Polaron, drain vs, out right subsystem removal.
Plasma, though direly needs a much much stronger proc, due to Endgame shields.
the ideal solution of course would be to remove the 20 percent bonus SDR, which does not affect what make borg deadly in stfs in the first place anyway.
Even as it stands, proc to proc, plasma's proc is the third worst in the game even after your buff. (Disruptors are the second worst, and AP is the worst.... bonus CrtD doesn't matter when the weapon system can't actually hit the target properly in the first place!) I can and have stripped ships off with tetryon fire over a (very long)duration before with the old tet proc.
Phasers I've completely gibbed ships and vaped them by the time the 1st phaser proc was over.
Plasma can't even stop an Escorts native hull regen. The plas torps on the other hand I have roasted people inside of their full shields with a very specialized build.
Borticus, it's great that you're posting here and asking for feedback from the community. While we have different opinions and ideas on the way procs should work, something we're unanimous in is that we really want the 20% plasma resist on competitive shields removed. It's crippling an entire energy type for no real reason (the STF content is not that hard, and as others have pointed out, the only real threat doesn't come from plasma energy weapons anyway).
If you absolutely must keep some kind of "plasma resist" built into the MACO/Omega/KHG shields, just make it "20% [Borg] resist" or something. I know it'd be a little more work flagging Borg weapons, but I can't imagine it'd be too difficult since the game engine already registers a flag for applying Borg radiation.
I don't think we should take the plasma resist off endgame shields, I'd rather have more shields be they set peices or not that can give players more of a choice. Lets say we get 3 more sets this year from somewhere. Give them different resists that have no connection with fighting the Borg. For example, give us a Romulan shield that have a nice disruptor resist, give us a cardassian shield that has a tetryon resist. Right now it seems like everyone's using the same two or three shields. But give people more of a choice and then you open the possibility to run a plasma build.
Making plasma more poweful as a whole might make it a bit OP at lower levels, sure, we all have our MACO shields for example, but LtCommanders, Commanders & Captains don't.
[SIGPIC][/SIGPIC] @Aquitaine985 Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre. 2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
Hard cap against power drain = not disable
So the idea of hard cap doesn't affect VM.
Sure Tykens would be less effective, but only in combination with enough power drain stacks. Which drain ability is at that point reduced.....whatever.
I think the purpose of (all) power drains is not to shut ships down, but to make them weak and vulnerable.
Furthermore I support the ability to clear the drain (with for example ST), so the stacking has to build up again.
The proble of a hard cap on all drains would be that it is pretty much useless in PvE. Currently, you get neat drained Borg Cubes without shields, weapons or engines. With a cap, the benefit wouldn't really be noticeable, would it?
Maybe the cap should only be for player ships? It certainly matters to a player Escort whether it has 125 or 75 weaon power, even if you won't see a difference on an NPC.
Maybe the cap should exist, but be set at 125 or something like that. So only if you expend resources to temporarily or constantly buff your energy high enough, you can deal with the drain.
Maybe drain could also only be applied slowly over time. So a Polaron Proc may last 10 seconds, but only reach its maximum value at the 7th second or so. This would give people more ability to react to drains. If all drains stack the same, slow way even, then even stacking would be less of a problem.
Basically some kind EPS Flow rate that works only for drains.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
I don't think we should take the plasma resist off endgame shields, I'd rather have more shields be they set peices or not that can give players more of a choice. Lets say we get 3 more sets this year from somewhere. Give them different resists that have no connection with fighting the Borg. For example, give us a Romulan shield that have a nice disruptor resist, give us a cardassian shield that has a tetryon resist. Right now it seems like everyone's using the same two or three shields. But give people more of a choice and then you open the possibility to run a plasma build.
Making plasma more poweful as a whole might make it a bit OP at lower levels, sure, we all have our MACO shields for example, but LtCommanders, Commanders & Captains don't.
No thanks. I do not want spend eternity farming STFs for sets. Farming 2 sets for one toon is annoying enough.
There should be pvp sets from pvp rewards. Too bad there are none.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
The thing is, a total 0-power shutdown is not really much different to bringing someone to 25. At 25, your shields stop regenerating and the resistance is nigh to zero, you move at half of your base speed, your weapons do half damage and your aux heals/damages for half as well. I'd say that's pretty severe.
I'm not really against complete shutdowns in principle, but it should take the concerted effort of multiple people working in tandem.
No thanks. I do not want spend eternity farming STFs for sets. Farming 2 sets for one toon is annoying enough.
There should be pvp sets from pvp rewards. Too bad there are none.
Did I say they were STFs sets? Did I say you had to grind for them? No, don't think so...
The Jem'hadar set wasen't gained from grinding, nor the Breen or the Aegis.
Give players more shields that give/take away and plasma might be worth using.
[SIGPIC][/SIGPIC] @Aquitaine985 Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre. 2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
Did I say they were STFs sets? Did I say you had to grind for them? No, don't think so...
The Jem'hadar set wasen't gained from grinding, nor the Breen or the Aegis.
Give players more shields that give/take away and plasma might be worth using.
You did not. But I know how these things are usually implement in the game, and there is like 4/5 chance it's either grind fest or Z-store stuff.
But to solve current STF shields. I would just remove the plasma resistance from shields, buff the omega shields a little. Then introduce a 4th piece to the sets (console) and 4set bonus, that gives the resistances when fighting borgs.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
I don't think we should take the plasma resist off endgame shields, I'd rather have more shields be they set peices or not that can give players more of a choice.
what a TERRIBLE idea. adding more energy types to the worthless category does not solve the problem, it lights the problem on fire.
the ONLY solution if for shields that are must have to not single out any energy type. when they do, like the stf shields do, it makes energy types unusable
What about a "drain cap". Like for example max -40 for every sub system. Then the player which is drained needs to adjust his power setting for what he needs the most, like use remaining power for engines and shields, but aux and weapons are offline
example:
power settings at 100/25/50/25
normal operating at 130/50/75/45
when max drained: 90/10/35/10
The only problem with that idea, is phasers still have the best proc right now. 600 shield strip potentially on a tet shot, vs out right shield removal from phasers.
Polaron, drain vs, out right subsystem removal.
Plasma, though direly needs a much much stronger proc, due to Endgame shields.
the ideal solution of course would be to remove the 20 percent bonus SDR, which does not affect what make borg deadly in stfs in the first place anyway.
Even as it stands, proc to proc, plasma's proc is the third worst in the game even after your buff. (Disruptors are the second worst, and AP is the worst.... bonus CrtD doesn't matter when the weapon system can't actually hit the target properly in the first place!) I can and have stripped ships off with tetryon fire over a (very long)duration before with the old tet proc.
Phasers I've completely gibbed ships and vaped them by the time the 1st phaser proc was over.
Plasma can't even stop an Escorts native hull regen. The plas torps on the other hand I have roasted people inside of their full shields with a very specialized build.
Agreed, Tho with Phaser's 80% of the time the engines subsystem is the one to go. Rarely do you see a shield hit.
Tetryon in its current form is a utter joke. at best what -600 off a shield facing that has an average cap of 8.7k? 2.5% chance? yea good fight on that one, they have healed that amount back by the time the proc hits again if you look at it in that perspective.
Plasma proc always has been a joke. it has a breath of fresh air when you combine dual procs from hypers+high yield torp hypers, then add in plasma wep procs and embassy consoles plasma proc you can have 4 separate plasma DoTs ticking away same time (regular hyper torps proc is separate from the hyper torp proc when buffed with high yield. both are also 100% proc rate) I have seen personally up to 3k dmg/sec from procs ticking away for 10 secs(Critted). 30k extra pure hull dmg is kinda hard to pass up at times.
IMO, disruptor could use a little love to, -10 resistance is not that much. -25 would be more appealing.
Polaron isnt that great to be honest. I ran it for awhile, but now that it dosent stack, the little drop for 5 secs is duly noted. plus a few points in insulators and your good to go. Polarons only work into a energy drain build, not very effective by themselves. Sometimes however you can catch an idiot off gaurd that runs a certain subsystem stupid low+ no points in insulators and you can effectively take the system offline.
Procs are really all a crapshoot either way, unless you get that rare lucky phaser shield proc and you JUST buffed up (most of the times the good phaser porcs are when you are on cooldowns!). What really counts are the modifiers on the weapons. Accx2/3 for PvP. CrtDx2/3 or CrtHx2/3 for PvE (Acc is utterly pointless in PvE as you almost never miss regardless and its no longer a secret that DMG is the most useless modifier in game).
Comments
interesting, they already have a good diminishing return equation they use for hull armor, they could apply it to insulators. the higher the % of a subsystems power is drained, the higher insulator's resistance is too it. siphon drones, leaches, and polaron procs that are drains and not auto shutdowns are to powerful and there is no acquitted defense against them, current form insulators certainly doesn't help.
thats right, there is already a trigger for enhanced XP earning in those red alerts, they could do something similar. enable an anti borg shield matrix whenever you enter stfs, instead of the shield resisting plasma. this would only work provided you have 1 of the set shields equipped though.
good ideas
Yes, I have to agree. We all hate feeling completely useless, but it's okay if there is a counter and it becomes part of our tactical plan. I think Emergency power to X is a little too common to counter energy drain other than by the power it provides... I don't want to go back to the days when energy drain builds were a joke. But there needs to be a counter.
I've been playing around with my poleron turret Borthas and my poleron BoP and as far as one or two people with polerons goes, I honestly don't see it as OP as things are (perhaps the new phasers... and no one wants to re-equip), but I expect it will be a problem with 5 man teams who are fully specced into it. For the loner with polerons the cost in console slots to be effective balances the utility of the proc. Frankly, the increased power of torpedo spread is of much greater concern to me than energy drain stacking in a pug environment. It's the premade that makes a counter necessary. :eek:
Personally I liked the days of phaser dominance, and rarely used them. My 20% resist shield with [PHA][DIS][POL] and a classic borg threesome made phasers in a pug ignoreable once i started running engineering team instead of tac team... of course that has it's strategic price... tac team is often on cooldown when the 5 man debuff stacking starts. This is why I think science team would make a good counter to energy drain stacking. There are some great tradeoffs so the rock / paper /scissors decision isn't solveable and comes down to playstyle. Assigning a science team to fix energy drain is also what they did in the shows. :cool:
If science team made it so that energy drain of all types did not stack for the 10 second duration, so only the largest applied, and any battery-like device would clear all current poleron procs completely, then I think that would be the best solution and we could leave the poleron procs the way they are.
Nerfing is Fraud...
when you make all drains reduced by one skill. why bother with drains at all?
this applys to all the science skills. its stupid how so many skills are all reduced by one teir 2 science skill.
Well that was a Gecko brainchild, so yeah. There you have it.
OP *is* the new balance, whether you know it or not! Gecko says so.
Season 7 - Exodus, available online. U buy nao!
http://seekingalpha.com/article/738221-monetizing-perfect-world-s-latest-update
[SIGPIC][/SIGPIC]
Its all drain, and its all stackable.
I think we can all agree on the simple fix that you can simply not be drained below a certain level, where ever that limit is based on. I think simply saying no system can be lowered more then to 30 points is not a solution. That would still give u an EMP-like effect, which we all know, is pretty deadly.
As for the Drainers; It will be up to them to tweak their builds and possibly premade builds in order not to bring too much drain abilities/consoles and overdoing it.
Simple.
Other strong drain abilities like TSS:X3 or ES3 take up high level bo slots and have a cooldown. This is a huge difference to always-on drains like polaron and leech which have no cooldown and require no bo slot at all.
Always-on drains have to be rather small, because they cannot sensibly be countered by abilities that have cooldowns. Something that can be put on you with every shoot (leech) or on average every 5s in a focus fire situation (polaron proc) usually cannot be countered by an ability that is available once every 30s (or even longer cooldowns).
I ve only got 3 stack on a pve target. But regularly it?s not a very consist at proc like leech.
Polaron proc was never ment to stack, solo I doubt it?s a big deal almost kinda like a phaser proc when u get 3 pol procs.
In teams this can be devastating on focus targets.
A simple solution would be to fix the stacking by allowing the largest drain proc as the base and all other proc that hit the target afterwards only add time up to a cap of 15 sec. this means one ship a SV or carrier is the drain anchor and the escort + cruiser are the proc?rs.
This will lead to a more team play dynamic.
Since a maxed out pol proc is -55.7(without ferangi console) it makes no sense to let this stack drain wise.
The dev ask us how many procs is good, he didn?t ask us about drain in general, but since were talking....
Doing a 25 base hard cap would burn the science community even more and then force everyone to convert to VM subsystem shut down spec narrowing the options even more for the science pvp community. The hard cap would make TSS#,ES# and tyk rift irrelevant. The science community has been burned enough almost to extinction and now you want to take one of the last few things science has left. Fix science power as a whole and bringing them back to their former glory world be a better idia, then there would be more diversity.
I do have one of the better drain builds in the game, but I only made it after to counter the atox and tractor hell. What people don?t relies, is that a drain builds cost a lot of your survivability and you must go all drain or go home there no middle ground. You?re a wet paper bag and you make them hit u with a foam noodle. When you get into a team environment, I can get scissor between 2 escorts, then it a race against time to burn one to apply drain on other. I ve also had teams extend through the drain, even a cruiser which drop my jaw scuffed off my drain like nothing once, you should have seen his buff bar look like a Olympic champion.
Some things need to be fixed like leech stacking need to be fixed or given to fed side, A way to fix leech could be something similar to what I said for pol. Larger drain # sticks while other procs do not .
ParadiseKiller
House of Beautiful Orions
Zeadonouse
ToLate
1. more klings running drain builds with polarons and leech. - i thought i'd fight this with a defiant, and red matter capacitor runs. failed...i'm outa power in about 5 seconds within 5 clicks of any ship.
2. even more fedscorts rocking pol cannons. does every hit proc? because if there are just 2 scorts out there with crf looking your way, its 50% power levels constantly....and don't run anything at 25, it will be gone.
3. there is no spec'able resistance to this drain.
4. a dev was in opvp testing pol and leech. great to see, anyone know if he took any of our advice?
5. i, again, am having severe doubts that the systems guys understand their engine. i work on Volkswagen cars sometimes. way different than american. i have a feeling we have a bunch of "redneck ford mechanics" attempting to change a timing belt, rollers and water pump on a "2012 Passat"
have fun kill bad guys
Problem is that this isn't really true for the latest polarons. I have no issue with drain builds at all (although I don't envy the dev whose job it is to balance them). My issue is the same one I have with phasers: there's no opportunity cost for the player to take polarons or phasers. You don't even have to spec into flow cap; -25 is very respectable and will often knock out half or more of the average player's engines, not to mention the rest.
I personally don't think on-hit effects that come free with simply equipping a common weapon should be as powerful as either polarons or phasers, but I understand that this isn't a consensus opinion. As far as polarons go, the base drain should be lowered while the scaling with flow cap should be increased (so people have to sacrifice something to make it work). I'm also a fan of the idea that power levels can't go below a certain minimum, perhaps depending on how heavily you've specced into insulators.
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
really monkey then y did u need it and stack pol spam rly >? ud dont guys ned it then'pD
Ok guys i will slowly transfer to phasers soon! No more drain, but more shiled procs!!!!zz
Updated Phaser Procs:
Multiple system offline procs to a single subsystem no longer stack. for example, if your Weapons are offline and you get hit with another Weapons offline proc, it is disregarded.
this is talking about non stacking procs on 1 subsystem
After a phaser proc's duration has ended, targets will receive a 10-second immunity to additional phaser procs.
is this still talking about just the subsystem that went down or all of them?
During this time, no additional systems can be taken offline by Phasers.
ok so no additional subsystems can be taken offline by phasers. according to the notes, every phaser proc should give you 10 second immunity to all phaser procs. the immunity starts after the proc ends, thats why they also included the first part about multiple proc being discarded.
that leaves a loop hole though. this mean that wile you have a proc, you can also get another one to a different subsystem. because the immunity did not begin until the first proc ended. from my play experience that is whats happening, procs to other subsystems are not being disregarded after you receive one. that cant be intended
also, i was warp plasma'ed, someone was nice enough to throw HE on me, and it didnt clear it. great.
This just spawned a new idea for me. How about the higher your power insulator skill, besides what it already does (or as some people would say, doesn't do), it also raises a cap to the max allowed to drain. For example, say that for every 4 points into power insulators = 1 resistance to total power drain. So that by 100 points into insulators, my power could never go below 25 with all power drain. Play with the figures but I think this is a start of a good idea.
Hard cap against power drain = not disable
So the idea of hard cap doesn't affect VM.
Sure Tykens would be less effective, but only in combination with enough power drain stacks. Which drain ability is at that point reduced.....whatever.
I think the purpose of (all) power drains is not to shut ships down, but to make them weak and vulnerable.
Furthermore I support the ability to clear the drain (with for example ST), so the stacking has to build up again.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
Polarons are fine tho because they dont drain alot at least mine never do as the energy drain icon on enemies in pve (stfs) doesnt show alot more like once or twice during the attack and even then its not 5 seconds worth its 2-3 seconds worth as when i spot the drain i have yet to see a full 5 second version of it. It is the assimilators and the leech that are the big drainers.
I don't think we should take the plasma resist off endgame shields, I'd rather have more shields be they set peices or not that can give players more of a choice. Lets say we get 3 more sets this year from somewhere. Give them different resists that have no connection with fighting the Borg. For example, give us a Romulan shield that have a nice disruptor resist, give us a cardassian shield that has a tetryon resist. Right now it seems like everyone's using the same two or three shields. But give people more of a choice and then you open the possibility to run a plasma build.
Making plasma more poweful as a whole might make it a bit OP at lower levels, sure, we all have our MACO shields for example, but LtCommanders, Commanders & Captains don't.
@Aquitaine985
Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre.
2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
The proble of a hard cap on all drains would be that it is pretty much useless in PvE. Currently, you get neat drained Borg Cubes without shields, weapons or engines. With a cap, the benefit wouldn't really be noticeable, would it?
Maybe the cap should only be for player ships? It certainly matters to a player Escort whether it has 125 or 75 weaon power, even if you won't see a difference on an NPC.
Maybe the cap should exist, but be set at 125 or something like that. So only if you expend resources to temporarily or constantly buff your energy high enough, you can deal with the drain.
Maybe drain could also only be applied slowly over time. So a Polaron Proc may last 10 seconds, but only reach its maximum value at the 7th second or so. This would give people more ability to react to drains. If all drains stack the same, slow way even, then even stacking would be less of a problem.
Basically some kind EPS Flow rate that works only for drains.
No thanks. I do not want spend eternity farming STFs for sets. Farming 2 sets for one toon is annoying enough.
There should be pvp sets from pvp rewards. Too bad there are none.
I'm not really against complete shutdowns in principle, but it should take the concerted effort of multiple people working in tandem.
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Did I say they were STFs sets? Did I say you had to grind for them? No, don't think so...
The Jem'hadar set wasen't gained from grinding, nor the Breen or the Aegis.
Give players more shields that give/take away and plasma might be worth using.
@Aquitaine985
Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre.
2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
You did not. But I know how these things are usually implement in the game, and there is like 4/5 chance it's either grind fest or Z-store stuff.
But to solve current STF shields. I would just remove the plasma resistance from shields, buff the omega shields a little. Then introduce a 4th piece to the sets (console) and 4set bonus, that gives the resistances when fighting borgs.
what a TERRIBLE idea. adding more energy types to the worthless category does not solve the problem, it lights the problem on fire.
the ONLY solution if for shields that are must have to not single out any energy type. when they do, like the stf shields do, it makes energy types unusable
What about a "drain cap". Like for example max -40 for every sub system. Then the player which is drained needs to adjust his power setting for what he needs the most, like use remaining power for engines and shields, but aux and weapons are offline
example:
power settings at 100/25/50/25
normal operating at 130/50/75/45
when max drained: 90/10/35/10
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
Agreed, Tho with Phaser's 80% of the time the engines subsystem is the one to go. Rarely do you see a shield hit.
Tetryon in its current form is a utter joke. at best what -600 off a shield facing that has an average cap of 8.7k? 2.5% chance? yea good fight on that one, they have healed that amount back by the time the proc hits again if you look at it in that perspective.
Plasma proc always has been a joke. it has a breath of fresh air when you combine dual procs from hypers+high yield torp hypers, then add in plasma wep procs and embassy consoles plasma proc you can have 4 separate plasma DoTs ticking away same time (regular hyper torps proc is separate from the hyper torp proc when buffed with high yield. both are also 100% proc rate) I have seen personally up to 3k dmg/sec from procs ticking away for 10 secs(Critted). 30k extra pure hull dmg is kinda hard to pass up at times.
IMO, disruptor could use a little love to, -10 resistance is not that much. -25 would be more appealing.
Polaron isnt that great to be honest. I ran it for awhile, but now that it dosent stack, the little drop for 5 secs is duly noted. plus a few points in insulators and your good to go. Polarons only work into a energy drain build, not very effective by themselves. Sometimes however you can catch an idiot off gaurd that runs a certain subsystem stupid low+ no points in insulators and you can effectively take the system offline.
Procs are really all a crapshoot either way, unless you get that rare lucky phaser shield proc and you JUST buffed up (most of the times the good phaser porcs are when you are on cooldowns!). What really counts are the modifiers on the weapons. Accx2/3 for PvP. CrtDx2/3 or CrtHx2/3 for PvE (Acc is utterly pointless in PvE as you almost never miss regardless and its no longer a secret that DMG is the most useless modifier in game).
Do you even Science Bro?
Don't be hating on the zombies...
...they were once people too!
No idea lol.