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"projected stasis beam"?

elandarkskyelandarksky Member Posts: 1,013 Arc User
edited August 2012 in Klingon Discussion
Just ran a KDF space fleet defence (the 5 man one),

And an ability i have never heard of was used against me "projected stasis beam/field" (didn't catch the last part of the name as it was short lasting)

Any ideas which ships use it/what is does? O.o

-edit-

The enemies fought at the time were a Rival KDF fleet
[Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
Post edited by elandarksky on

Comments

  • mimey2mimey2 Member Posts: 0 Arc User
    edited August 2012
    Pretty much acts as a mega-drain on your engines, and I think weapons or one other power level. It shuts you down for like 5-10 seconds I believe.

    Thank goodness it isn't a player-ship ability. But I do think it has a rather narrow cone to fire.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
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  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited August 2012
    Yes, it temporarily disables Weapons and Engines. Was taken from the weapon Koloth used in The Animated Series, which is cool.

    Bad thing about it, there is no countermeasures.
  • ssargonssargon Member Posts: 347 Arc User
    edited August 2012
    I'm torn. On one hand it's actually nice to see NPCs with new abilities that we can't, makes it so there's something you can only get by fighting them.

    On the other hand, making this a console [albeit not nearly as potent, cripes imagine a whole team firing these off...] is the perfect excuse to give the KDF more ship love.
  • trek21trek21 Member Posts: 2,246 Arc User
    edited August 2012
    Yes, it temporarily disables Weapons and Engines. Was taken from the weapon Kor used in The Animated Series, which is cool.

    Bad thing about it, there is no countermeasures.
    But If I remember the animation from that series, the Stasis weapon-thing used not only projected forward, it projected a beam to the left and right, all at the same time. A total of 3 ships it could incapacitate, even if at the time it was impractical because of massive power drain.

    But perhaps that could be a drawback in-game, instead of just a narrow firing arc? This allows it to temporarily incapapitate up to 3 enemy ships, but also disables you for the duration. That would make it a real team weapon, as solo it's not really worth it... just a thought :)
    Was named Trek17.

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  • misterde3misterde3 Member Posts: 4,195 Arc User
    edited August 2012
    trek21 wrote: »
    But If I remember the animation from that series, the Stasis weapon-thing used not only projected forward, it projected a beam to the left and right, all at the same time. A total of 3 ships it could incapacitate, even if at the time it was impractical because of massive power drain.

    But perhaps that could be a drawback in-game, instead of just a narrow firing arc? This allows it to temporarily incapapitate up to 3 enemy ships, but also disables you for the duration. That would make it a real team weapon, as solo it's not really worth it... just a thought :)

    Well, it incapacitated the Enterprise and Kirk ordered the two automated freighters they were escorting to try a remotely-conrolled ramming of the Klingon ship.
    One came in from the left, the other from the right.
    So when Koloth (I checked, it's supposed to be Koloth) tried to disable all three ships at the same time it looked like this:

    http://images.wikia.com/memoryalpha/en/images/7/77/D7_firing_projected_stasis_field.jpg

    I guess that's what you remember.

    But disabling three ships at the same time was too much for the ship and the SFG failed after just a few seconds.

    Well one possibility to implement your idea I can think of would be this:
    make it an AoE cone whose size depends on the amount of Aux Power you shunt into it.
    This way it would have a bigger chance to trap several ships at the same time the more you put into it.
    The obvious drawback is that since you go so much in aux you won't have much power to the shields making you a juicy target without a teammate providing you some TSS or Extend Shields.
  • elandarkskyelandarksky Member Posts: 1,013 Arc User
    edited August 2012
    Ah thankyou all :)

    Would be interesting to see if it ever makes it to the KDF faction :p...

    Though i can somehow see it ...somehow... turning up in federation ships :|
    [Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
  • bladeofkahlessbladeofkahless Member Posts: 0 Arc User
    edited August 2012
    Bad thing about it, there is no countermeasures.

    I've found that activating my Red Matter Capacitor works nicely to cancel it.
    Using a weapons or engines battery should cancel one of the effects, respectively.

    On that note, I wonder if Engineering Team cancels it?
    (since it fixes downed subsystems, like batteries do... I mean, it should.)

    It's me, Chrome. [Join Date: May 2009]

    "Oh, I may be captain by rank... but I never wanted to be anything else but an engineer." ~Montgomery Scott~
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