And what would be the point of tac in sci ship after ?
"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.”
And what would be the point of tac in sci ship after ?
I fly Tac/Sci. Sci/Sci is useless. PSW3 was OP as Tac. PSW3 was okay as Sci, now it is useless as Sci. What is the point of a Sci in a sci? Put 5 sci/sci in an STF, lol. Sci abilities have to be tamed to compensate for Tac buffs, yet that makes them useless to Sci captains. Should Tac/Sci take priority over Sci/Sci?
It should not, but destroying one combo just because other combo is destroyed is wrong.
"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.”
How about doing away with the Tac skills boosting sci abilities like PSW? That would also make the BoP and MVAM PSW less of a problem.
The dmg isn't the issue... sure MiniMax will post the odd 100k shockwave crit... really that isn't the issue IMO. Bort was sort of asking if he should increase the stun duration. Although I think the stun right now is pitiful considering the resist seems to work very well against it... I was perhaps not really worried but just reminding why it got changed to begin with...
Yes we can't stun lock anymore by running 3 ships with shockwave... however if anyone remembers fighting my old Shockwave bop, with the OLD stun values I didn't need any backup, if you where alive after the stun wore off it wasn't going to be by much... anyway you can also slap Tac Team now while stunned so truthfuly they already screwed stuns hard anyway.
It should not, but destroying one combo just because other combo is destroyed is wrong.
I am not saying to destroy a combo. I am just explaining the point science captains are trying to make. It seems people are too busy trying to protect Tac powers to hear the Sci complaints. I quit playing science a long time ago even though it was my favorite. My answer would be to combine all 3 professions and let us choose which power we want at each rank (Sensor scan, rotate shields, or attack pattern alpha) But that's just me, lol. I don't think others would want that.
I am not saying to destroy a combo. I am just explaining the point science captains are trying to make. It seems people are too busy trying to protect Tac powers to hear the Sci complaints. I quit playing science a long time ago even though it was my favorite. My answer would be to combine all 3 professions and let us choose which power we want at each rank (Sensor scan, rotate shields, or attack pattern alpha) But that's just me, lol. I don't think others would want that.
Many people feel so as well.
"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 fly Tac/Sci. Sci/Sci is useless. PSW3 was OP as Tac. PSW3 was okay as Sci, now it is useless as Sci. What is the point of a Sci in a sci? Put 5 sci/sci in an STF, lol. Sci abilities have to be tamed to compensate for Tac buffs, yet that makes them useless to Sci captains. Should Tac/Sci take priority over Sci/Sci?
Well 5 sci sci, in fleet recons or orbs... rotating Disperal Pattern Tric Mines, and sensor scans with Gravity wells.... ya it would likely go pretty smooth.
I joke a bit there... yes STFs and pretty much all other PvE is a DPS race flat out and well the tac does better at that.
I would love to see a couple skills changed on both the sci and the engi....
Sci Photo Spam Fleet... should get trashed, and replaced with a Operations (I guess now it would have to be a combo boost... say a +50-+75 for all offensive sci flow/partical/gen/decomp) as well as a + Dmg Buff (think say an amount around that of a full sensor ann) for 30 seconds every 2-3 min.
Engi needs something as well IMO anyway... Nadion seems to have got a bit of a mini nerf with the new skill tree, I would love to see some direct dmg added to Nadion, something like a direct +30 to weapons and +30 to torps. (around the same bump a dkora gets... so its not game breaking... just a little bit more punch)
The tac would still be the best dmg dealer... but at least Sci Sci could get some supercharged Sci Skills off... and the Engi 30 second boost every 3 min they already get gets a wee bit more powerful with out stepping on the tacs toes to much.
Well 5 sci sci, in fleet recons or orbs... rotating Disperal Pattern Tric Mines, and sensor scans with Gravity wells.... ya it would likely go pretty smooth.
I joke a bit there... yes STFs and pretty much all other PvE is a DPS race flat out and well the tac does better at that.
I would love to see a couple skills changed on both the sci and the engi....
Sci Photo Spam Fleet... should get trashed, and replaced with a Operations (I guess now it would have to be a combo boost... say a +50-+75 for all offensive sci flow/partical/gen/decomp) as well as a + Dmg Buff (think say an amount around that of a full sensor ann) for 30 seconds every 2-3 min.
Engi needs something as well IMO anyway... Nadion seems to have got a bit of a mini nerf with the new skill tree, I would love to see some direct dmg added to Nadion, something like a direct +30 to weapons and +30 to torps. (around the same bump a dkora gets... so its not game breaking... just a little bit more punch)
The tac would still be the best dmg dealer... but at least Sci Sci could get some supercharged Sci Skills off... and the Engi 30 second boost every 3 min they already get gets a wee bit more powerful with out stepping on the tacs toes to much.
ya an 'advanced operations' ability giving +30 to all sci skills replacing fail fleet would be good. fail fleet should be some P2W console power imo.
at least sci has SNB, engineers have basically TRIBBLE. 2 self heals and 2 energy manipulating skills that do nearly nothing. eps power transfer should have all the EPtX buffs included on it too, in addition to the power buff, and make them last the entire duration and not just 5 seconds like with the EPtX skills. any ship running about 150 weapons power is basically running a full time nadion, this skill only has a drop of worth when theirs a weapons power hard cap. just like how FOMM is basically APB4, nadion should be DEM4. or maybe 6.
ya an 'advanced operations' ability giving +30 to all sci skills replacing fail fleet would be good. fail fleet should be some P2W console power imo.
at least sci has SNB, engineers have basically TRIBBLE. 2 self heals and 2 energy manipulating skills that do nearly nothing. eps power transfer should have all the EPtX buffs included on it too, in addition to the power buff, and make them last the entire duration and not just 5 seconds like with the EPtX skills. any ship running about 150 weapons power is basically running a full time nadion, this skill only has a drop of worth when theirs a weapons power hard cap. just like how FOMM is basically APB4, nadion should be DEM4. or maybe 6.
^^ nadion does squad for healing, and eps well it raises aux still when we're done crying about the sci nerfs, lets not forget their are engies in this game to.
I honestly find my Engi does pretty respectable dmg... when nadion is up... Nadion + glider + DEM is win win win... its just that my engi does squat until its up.
Still they need some sort of dmg buff... I think with that in mind perhaps the real fix for the engi dmg... is just a reduction on the nadion cool down... I mean would it be really OP if it was up for 30 seconds every 1:30 ?
I do not think engineers need offensive ability. It's like giving tacs a defensive one. With this we might as well scrap the current classes and let everyone pick one of the three choices at each rank.
"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 do not think engineers need offensive ability. It's like giving tacs a defensive one. With this we might as well scrap the current classes and let everyone pick one of the three choices at each rank.
like TT or APO???, I mean if engies are healers what good does nadion do for your healing, and what PvE or PvP content can be won by healing?
Since when is TT and APO tactical captain-only ability ? I myself do not see engs as healers, but defensive/power management archetype.
"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 do not think engineers need offensive ability. It's like giving tacs a defensive one. With this we might as well scrap the current classes and let everyone pick one of the three choices at each rank.
Well as a few have pointed out thanks to the universal nature of doffs.... tacs where given a ton of tank. My tac is just as tanky as my engi... well ok perhaps not quite as tanky... but my Engi is Nowhere even close to as high DPS....
I am not saying they should be on par... I am simply saying in comparison. Seriously we don't run an Engi anymore in our premade... unless someone is on a lark toon. Why the heck do we need an engi... we can't sit a man out DPS wise anymore... really we can load a tac in a cruiser... loaded to heal... give him 3 shield doffs, and a RSP 1... and where golden our tac healer dishes out the pew and heals like a champ.
Doffs have relegated Engies, to third class citizen status in premade setups.
I mean when every 45 seconds you can brace for impact and have 100% shields + better then RSP regen for long enough to get some hull heals up... M Worker... starts to look pretty meh.
Here is a crazy idea.... that Cryptic would no doubt TRIBBLE up... perhaps what is needed is a DOFF... that provides some special bonuses to Captain Skills (the precident is set with the sensor doff).... meaning the same doff could effect the classes in a different way.... This way at least there is some opportunity cost involved.....
Perhaps this New doff... The Universal Command Hologram (non stacking).... would do something like...
Add +X Hull dmg to all energy attacks while Nadion Inversion is active (or have it reset the cool down by 5% 10% 15% 20%)
Add +X Shield Resistance debuff to hostile shields on targets with in Dampening Field Effect. (or more complicated looking but... have it reflect like FBP shield dmg "no hull, all shield" for anyone under the effect of dampening.)
Add +X Turn Rate Buff when go down fighting is active. (not sure tacs need more dmg or more defense really, perhaps someone has a better idea for a tac version)
LOL I don't know why I give Cryptic Ideas... I could see something like that going badly south balance wise pretty quick... nevermind. lmao
I do not understand than. If there is problem with too powerful DOFFs (I agree about some), why change captain skills?? to TRIBBLE some other stuff ?? ? Shouldn't the most obvious choice be to adjust the DOFFs ?
"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 do not understand than. If there is problem with too powerful DOFFs (I agree about some), why change captain skills?? to TRIBBLE some other stuff ?? ? Shouldn't the most obvious choice be to adjust the DOFFs ?
DOFFS make them money and we all know there will be no major changes there don't we ?
Heck when it was pointed out that some stack that where not intended to stack... the answer was to hard to change now suck it up. lol
Really I like the DOFF system... we all only have 5 slots... and there are lots of great options which is interesting. I wouldn't want to see them all get neutered. As much as we wine and make doffemon jokes, I think the doffs are a cool new way to customize our toons. Perhaps it is a better idea that they just add more doffs to make some of the stuff we would like to see buffed do some new interesting things... as long as they don't create any new ones that stack to 3 and created crazy numbers it could be a good way to balance some stuff out... adding options instead of major skill changes that would only intro new and crazy bugs.
You know thinking about it... perhaps DOFFS are the answer to PSW dmg and Gravity Well dmg... and CPB and Tachyon ect....
Perhaps they just need to roll out some more reinforcement packs.
Perhaps we need a CPB doff that gives you a 20% chance to proc a second 50% power CPB burst. Let it stack... if all 3 proc for you you get 250% strip (of current low numbers)... likely you get an extra 50% of what it is now... so around what it used to be. (at an opportunity cost of 3 doff slots)
Same for Tachyon Beam... there is a doff that provides a laughably weak turn rate debuff... perhaps a reinforcement version could provide a Shield resist debuff.... now that would be cool.
Perhaps that could solve the issue right there... with min work on cryptics part... likely there planning future doffs to sell us anyway. Perhaps someone like Bort just needs to get more involved with the planning of the new doffs... to inject a bit of PvP balance in the form of doffs.
The Tachyon DOFF seems to be bugged not weak. If it worked as intented, it wouldn't be bad, actually.
"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 Tachyon DOFF seems to be bugged not weak. If it worked as intented, it wouldn't be bad, actually.
No I agree... I like it in theory... perhaps with Mais QQin it would be a bad time to mention that I noticed the tac buffs.... increase the debuff on that doff... lol
No I agree... I like it in theory... perhaps with Mais QQin it would be a bad time to mention that I noticed the tac buffs.... increase the debuff on that doff... lol
The tooltip changes whenever you use any ability that increases your turn rating, including evasive action or aux to dampeners...it however has no effect on the target (i tested it). But since this PSW3 "incident" I do not bother to post bug reports anymore. And I know many, especially on less used abilities /doffs.
"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.”
Well as a few have pointed out thanks to the universal nature of doffs.... tacs where given a ton of tank. My tac is just as tanky as my engi... well ok perhaps not quite as tanky... but my Engi is Nowhere even close to as high DPS....
I am not saying they should be on par... I am simply saying in comparison. Seriously we don't run an Engi anymore in our premade... unless someone is on a lark toon. Why the heck do we need an engi... we can't sit a man out DPS wise anymore... really we can load a tac in a cruiser... loaded to heal... give him 3 shield doffs, and a RSP 1... and where golden our tac healer dishes out the pew and heals like a champ.
Doffs have relegated Engies, to third class citizen status in premade setups.
I mean when every 45 seconds you can brace for impact and have 100% shields + better then RSP regen for long enough to get some hull heals up... M Worker... starts to look pretty meh.
exactly. my eng characters are sooooo dusty. they are worthless, tacs with doffs and eng trained heals do as good a job at healing, and an order of magnitude more damage.
when making a new character, eng should literally have (easy mode) next to it, it has built in self heals to save you from the big scarey npcs. im a noob and dieing breaks my immersion so its engies for me! :rolleyes:
engies need help a lot more then sci does. its just the sci ship thats the problem
Until they actually implement real changes, directly based on our feedback and not whatever dumb TRIBBLE thing they pull out from the supposedly existing spreadsheet, I'm not changing my belief of cryptic's attitude towards pvp.
Comments
I fly Tac/Sci. Sci/Sci is useless. PSW3 was OP as Tac. PSW3 was okay as Sci, now it is useless as Sci. What is the point of a Sci in a sci? Put 5 sci/sci in an STF, lol. Sci abilities have to be tamed to compensate for Tac buffs, yet that makes them useless to Sci captains. Should Tac/Sci take priority over Sci/Sci?
The dmg isn't the issue... sure MiniMax will post the odd 100k shockwave crit... really that isn't the issue IMO. Bort was sort of asking if he should increase the stun duration. Although I think the stun right now is pitiful considering the resist seems to work very well against it... I was perhaps not really worried but just reminding why it got changed to begin with...
Yes we can't stun lock anymore by running 3 ships with shockwave... however if anyone remembers fighting my old Shockwave bop, with the OLD stun values I didn't need any backup, if you where alive after the stun wore off it wasn't going to be by much... anyway you can also slap Tac Team now while stunned so truthfuly they already screwed stuns hard anyway.
I am not saying to destroy a combo. I am just explaining the point science captains are trying to make. It seems people are too busy trying to protect Tac powers to hear the Sci complaints. I quit playing science a long time ago even though it was my favorite. My answer would be to combine all 3 professions and let us choose which power we want at each rank (Sensor scan, rotate shields, or attack pattern alpha) But that's just me, lol. I don't think others would want that.
Many people feel so as well.
Well 5 sci sci, in fleet recons or orbs... rotating Disperal Pattern Tric Mines, and sensor scans with Gravity wells.... ya it would likely go pretty smooth.
I joke a bit there... yes STFs and pretty much all other PvE is a DPS race flat out and well the tac does better at that.
I would love to see a couple skills changed on both the sci and the engi....
Sci Photo Spam Fleet... should get trashed, and replaced with a Operations (I guess now it would have to be a combo boost... say a +50-+75 for all offensive sci flow/partical/gen/decomp) as well as a + Dmg Buff (think say an amount around that of a full sensor ann) for 30 seconds every 2-3 min.
Engi needs something as well IMO anyway... Nadion seems to have got a bit of a mini nerf with the new skill tree, I would love to see some direct dmg added to Nadion, something like a direct +30 to weapons and +30 to torps. (around the same bump a dkora gets... so its not game breaking... just a little bit more punch)
The tac would still be the best dmg dealer... but at least Sci Sci could get some supercharged Sci Skills off... and the Engi 30 second boost every 3 min they already get gets a wee bit more powerful with out stepping on the tacs toes to much.
ya an 'advanced operations' ability giving +30 to all sci skills replacing fail fleet would be good. fail fleet should be some P2W console power imo.
at least sci has SNB, engineers have basically TRIBBLE. 2 self heals and 2 energy manipulating skills that do nearly nothing. eps power transfer should have all the EPtX buffs included on it too, in addition to the power buff, and make them last the entire duration and not just 5 seconds like with the EPtX skills. any ship running about 150 weapons power is basically running a full time nadion, this skill only has a drop of worth when theirs a weapons power hard cap. just like how FOMM is basically APB4, nadion should be DEM4. or maybe 6.
^^ nadion does squad for healing, and eps well it raises aux still when we're done crying about the sci nerfs, lets not forget their are engies in this game to.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
Still they need some sort of dmg buff... I think with that in mind perhaps the real fix for the engi dmg... is just a reduction on the nadion cool down... I mean would it be really OP if it was up for 30 seconds every 1:30 ?
like TT or APO???, I mean if engies are healers what good does nadion do for your healing, and what PvE or PvP content can be won by healing?
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
Well as a few have pointed out thanks to the universal nature of doffs.... tacs where given a ton of tank. My tac is just as tanky as my engi... well ok perhaps not quite as tanky... but my Engi is Nowhere even close to as high DPS....
I am not saying they should be on par... I am simply saying in comparison. Seriously we don't run an Engi anymore in our premade... unless someone is on a lark toon. Why the heck do we need an engi... we can't sit a man out DPS wise anymore... really we can load a tac in a cruiser... loaded to heal... give him 3 shield doffs, and a RSP 1... and where golden our tac healer dishes out the pew and heals like a champ.
Doffs have relegated Engies, to third class citizen status in premade setups.
I mean when every 45 seconds you can brace for impact and have 100% shields + better then RSP regen for long enough to get some hull heals up... M Worker... starts to look pretty meh.
Here is a crazy idea.... that Cryptic would no doubt TRIBBLE up... perhaps what is needed is a DOFF... that provides some special bonuses to Captain Skills (the precident is set with the sensor doff).... meaning the same doff could effect the classes in a different way.... This way at least there is some opportunity cost involved.....
Perhaps this New doff... The Universal Command Hologram (non stacking).... would do something like...
Add +X Hull dmg to all energy attacks while Nadion Inversion is active (or have it reset the cool down by 5% 10% 15% 20%)
Add +X Shield Resistance debuff to hostile shields on targets with in Dampening Field Effect. (or more complicated looking but... have it reflect like FBP shield dmg "no hull, all shield" for anyone under the effect of dampening.)
Add +X Turn Rate Buff when go down fighting is active. (not sure tacs need more dmg or more defense really, perhaps someone has a better idea for a tac version)
LOL I don't know why I give Cryptic Ideas... I could see something like that going badly south balance wise pretty quick... nevermind. lmao
DOFFS make them money and we all know there will be no major changes there don't we ?
Heck when it was pointed out that some stack that where not intended to stack... the answer was to hard to change now suck it up. lol
Really I like the DOFF system... we all only have 5 slots... and there are lots of great options which is interesting. I wouldn't want to see them all get neutered. As much as we wine and make doffemon jokes, I think the doffs are a cool new way to customize our toons. Perhaps it is a better idea that they just add more doffs to make some of the stuff we would like to see buffed do some new interesting things... as long as they don't create any new ones that stack to 3 and created crazy numbers it could be a good way to balance some stuff out... adding options instead of major skill changes that would only intro new and crazy bugs.
Perhaps they just need to roll out some more reinforcement packs.
Perhaps we need a CPB doff that gives you a 20% chance to proc a second 50% power CPB burst. Let it stack... if all 3 proc for you you get 250% strip (of current low numbers)... likely you get an extra 50% of what it is now... so around what it used to be. (at an opportunity cost of 3 doff slots)
Same for Tachyon Beam... there is a doff that provides a laughably weak turn rate debuff... perhaps a reinforcement version could provide a Shield resist debuff.... now that would be cool.
Perhaps that could solve the issue right there... with min work on cryptics part... likely there planning future doffs to sell us anyway. Perhaps someone like Bort just needs to get more involved with the planning of the new doffs... to inject a bit of PvP balance in the form of doffs.
No I agree... I like it in theory... perhaps with Mais QQin it would be a bad time to mention that I noticed the tac buffs.... increase the debuff on that doff... lol
The tooltip changes whenever you use any ability that increases your turn rating, including evasive action or aux to dampeners...it however has no effect on the target (i tested it). But since this PSW3 "incident" I do not bother to post bug reports anymore. And I know many, especially on less used abilities /doffs.
exactly. my eng characters are sooooo dusty. they are worthless, tacs with doffs and eng trained heals do as good a job at healing, and an order of magnitude more damage.
when making a new character, eng should literally have (easy mode) next to it, it has built in self heals to save you from the big scarey npcs. im a noob and dieing breaks my immersion so its engies for me! :rolleyes:
engies need help a lot more then sci does. its just the sci ship thats the problem
Because we all know they do not care, nor do they actually want to get it right.
We should all be playing mechwarrior right now.
http://sto-forum.perfectworld.com/showpost.php?p=5381381&postcount=104
Until they actually implement real changes, directly based on our feedback and not whatever dumb TRIBBLE thing they pull out from the supposedly existing spreadsheet, I'm not changing my belief of cryptic's attitude towards pvp.
Ahahahahahah yes, immersion is definitely broken when you die!!!! LOOOOOL