Obviously:
Eject Warp Plasma
Plasma DoTs
Vent Theta Radiation
Newly Discovered:
Energy Siphon (The Drain)
Tyken's Rift (The Debuff)
Wonder if it slices.. dices.. and can make wonderful salads.
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Ya but come on Hazards clears way to much... another interesting thing I noticed running some tests with Teapower... the Borg Hull hz clear does all the same great stuff.... So what is really funny is firing sci on people with 2 piece borgs as the dmg tick will almost always set off the borg hull heal and negate its effect...
Its honesty sort of a joke that any ship with a 2 piece borg and a one copy of Hazards 1... can ignore Tykens 1-3... Siphen 1-3 + all the engi TRIBBLE like aceton e warp plasma.
Hazards is to good.
Rank 1 counter clearing Rank 1 Ability = 100%
Rank 1 counter clearing Rank 2 Ability = 66% chance to clear it
Rank 1 counter clearing Rank 3 Ability = 33% chance to clear it
That would be sort of nerf to TT1 and HE1, as it would not be able to reliably remove various debuffs and hazzards.
Edit: More sophisticated version
rank 1 counter clearing rank 1 ability = 80%
rank 1 counter clearing rank 2 ability = 60%
rank 1 counter clearing rank 3 ability = 40%
rank 2 counter clearing rank 1 ability = 90%
rank 2 counter clearing rank 2 ability = 80%
rank 2 counter clearing rank 3 ability = 60%
rank 3 counter clearing rank 1 ability = 100%
rank 3 counter clearing rank 2 ability = 90%
rank 3 counter clearing rank 3 ability = 80%
It clears Energy siphon and tykens rift? I did not know this :[
On energy siphons, considering the cooldowns of energy siphon and haz em comparatively this seems out of balance with energy drains/bonus' being primarily over time abilities. (So you don't gain the bonus/drain straight away)(Shorten energy siphon cd? shorten energy siphon from over time amount and increase energy drain? Make something else clear it?)
And as for tykens, well I don't think anything should clear something that has a physical presence that you can avoid via flying, it seems to defeat the point.
Just my opinion:eek::o
Your Ramming Speed III deals 52098 (99235) Kinetic Damage(Critical) to Remus.
Perhaps something not so chance based. But I get the idea and I'm liking the thinking behind your post.
Let no other Captain discourage you from what you believe you can achieve in PvP. Debuffs and Disables be damned! Charge up your Backstep and Forge your build out of Lock Boxes, Consoles, and Flash Sales feeding off of only your pure will to chain, spam, and hax your way forward. You will not be forgotten to history.
I also don't see a point in gravity well having barely enough repel to pull a runabout more powerful than a locomotive and capable of tractoring player starships 3 times its size in a single bound. Just saying.
Let no other Captain discourage you from what you believe you can achieve in PvP. Debuffs and Disables be damned! Charge up your Backstep and Forge your build out of Lock Boxes, Consoles, and Flash Sales feeding off of only your pure will to chain, spam, and hax your way forward. You will not be forgotten to history.
I must say, I really don't like this idea. While I'm not against procs or crits, I really think debuff clearing shouldn't be up to chance. When I'm debuffed I don't want to hope that I'm being cleared, I want to know it.
But maybe that's just me.
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E.g I was in kerrat tanking some klinks in an intrepid, one of them was using Sub nuc on cd, so I made sure me sci team was always ready to use to clear it asap. I rely on abilities doing a job to make my builds not rng.
imho
Edit: dont get me wrong though, I still think haz em is a tad too good and might need a minor change.
Your Ramming Speed III deals 52098 (99235) Kinetic Damage(Critical) to Remus.
I might not agree with you on many things, but that might be the elephant in the room regarding haz em, it does do 2 jobs very well, for little cost, (haz em 1 is enough for debuffs and on full aux does a lot of healing)
How do you change that though? Separate it into boff skills? I personally think the sci skills set is already overcrowded so don't like the idea of that.
Your Ramming Speed III deals 52098 (99235) Kinetic Damage(Critical) to Remus.
Things Hazard Emitters should clear:
Theta
Warp plasma
Plasma fires
Things Hazard Emitters should not clear:
99% of Sci powers (we have Sci Team for a reason)
75% of offensive Eng powers
vids and guides and stuff
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If you don't like debuffs, bring a proper counter. I hate that TT1 removes APB3, FOMM3 and such very easily. You hate the fact you wouldn't be able to reliably remove debuffs, I hate the fact that some captain or cmd. ranked abilities are reliably removed by ensing rank ability spammage.
Beside, all current counters clear debuffs for their whole duration, so even with my suggestion they would remove it, it could just take few seconds if you try to clear high ranked ability with low ranked counter not just instantly. Which would add a risk / opportunity cost for some counters. Right now, it is a no-brain choice.
But I guess, people prefer dull combat, when everyone has 2 copies of TT to clear all tactical debuff and distribute shields, to have HE to clear every possible hazzard and such so some stupid debuff does not interfere with DMG vs HEAL contest.
Or like was said, let HE clear only plasma, not engineering or science debuffs.
Aux2Sif would like a word with you...
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
Only for cruisers, as most ships can't affort to use eng skills for anything but shields
Siphon drones are OP anyway.
No no it only clears Energy Siphon, not power siphon.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
It should also clear EPtoS! That would stop HE spamming!
Judging by the fact that we haven't seen any offical word stating that it's not.. perhaps it really is safe to assume that it was intended to work this way and it just took a little while to notice it..
Think about this:
American Football has been in open beta for 144 years. ~Kotaku