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Abilities That Needs Attention

savingjsavingj Member Posts: 126 Arc User
edited August 2012 in PvP Gameplay
Tyken's Rift
Tested Tyken's Rift and found that skill benefits from absolutely nothing after removing flow capacitors and auxiliary power. It drained the same amount of power regardless of what I did. Testing was done by having another person report the amount of power it drained him. On a side note, Gravity Well might be suffering from the same issue, stay tuned.

Aceton Beam
Who uses this skill? The radiation DoT is negligible and the damage reduction isn't reducing the damage dealt with energy weapons that would be worth mentioning.

Photonic Shockwave
This ability still has its uses for being a lt cmdr ability when knocking off extends or stopping evasive, but the commander ability of this needs more justification than just a longer stun time. And considering most players pvpers should have starship inertial dampaners it renders it useless. The damage fix was needed, but it was too serve in my opinion.

Auxiliary to Inertial Dampaners
A skill that is definitely useful only for ships that need to turn. Ships equipped with weapons that has a narrow arc, escorts. However most escorts don't have the luxury of relinquishing their Lt. Eng. slot when they really need that RSP or EPtS II. If it resisted tractor beams it may have a use, surprised it doesn't already when it resists TBR. Moreover, this ability shares a global cooldown with Aux to SIF; a better ability to use.

Auxiliary to Batteries
This ability is great to use if you plan on running three technician duty officers to reduce the cooldown of your BO abilities, but the only problem is that it shares a cooldown with emergency power to x. Science ships cannot use it because most of their abilities are aux dependent, logical cruisers use EPtX, and escorts would rather run EPtS for the extra damage resistance.

Tactical Team
This ability is great, but it needs to be tweaked. Although there is good reasons to run ET III/II or ST III/II, there isn't really a good reason to run TT III/II. This is because it does exactly the same as Tactical Team I aside from the damage bonus you would receive for that couple of seconds. People running abilities like ATB or Fire on my Mark is negated easily.
Post edited by savingj on

Comments

  • edited August 2012
    This content has been removed.
  • lostusthornlostusthorn Member Posts: 844
    edited August 2012
    savingj wrote: »
    Auxiliary to Inertial Dampaners
    A skill that is definitely useful only for ships that need to turn. Ships equipped with weapons that has a narrow arc, escorts. However most escorts don't have the luxury of relinquishing their Lt. Eng. slot when they really need that RSP or EPtS II. If it resisted tractor beams it may have a use, surprised it doesn't already when it resists TBR. Moreover, this ability shares a global cooldown with Aux to SIF; a better ability to use.

    Here i disagree, its not for escorts, they have massive turn rates already. Its a power more useable by cruisers, especially battle cruisers. And it does a good job at that. It also adds kinetic damage resistance, which at least cancels out some of the hull damage of tractors.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2012
    there needs to be something besides 4 EPtX abilities that are all in the same cool down group and a team skill cooldown group power at the engineering ensign level. i nominate aceton beam.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited August 2012
    Aceton Beam
    Who uses this skill? The radiation DoT is negligible and the damage reduction isn't reducing the damage dealt with energy weapons that would be worth mentioning.

    while i generally agree, that some abilities you mentioned need a little tweaking, the aceton beam is a very cool PVE ability for tanking. The fact that the aceton 1 is actually the best one (shortest CD of all the 3 tiers) and it reduces the energy damage by 50% and more for 30 sec. No npc can purge this ability, so you have a tactical cube or gate that deals little dmg for 30 sec, which is the time for some team to take it down.
    So this one has it's place in PVE, in my opinion. Only sad that aceton 3 has way longer CD than aceton 1...can't figure why.

    http://www.stowiki.org/Ability:_Aceton_Beam

    would be great if aceton 2 was a ltcmdr ability, and all had a 1 minute cd...or what he said
    there needs to be something besides 4 EPtX abilities that are all in the same cool down group and a team skill cooldown group power at the engineering ensign level. i nominate aceton beam.

    i can also see this one as a taunt abilitiy for cruisers
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  • lostmoonylostmoony Member Posts: 0 Arc User
    edited August 2012
    savingj wrote: »

    Feedback Pulse
    It says that this ability benefits from Starship Particle Generator, but when slotting in the consoles the damage reflected was exactly the same.

    .

    how you test the dmg?
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited August 2012
    Pretty much ALL offensive Sci abilities can be added to that list.

    - GW, PSW, Tyken's, CPB, Tachyon Beam, Energy Siphon, etc.
  • pottsey5gpottsey5g Member Posts: 4,326 Arc User
    edited August 2012
    Torpedo Spread and High yield both need looking at as they give different damage bonus to different torpedo types.
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited August 2012
    savingj wrote: »
    Aceton Beam
    Who uses this skill? The radiation DoT is negligible and the damage reduction isn't reducing the damage dealt with energy weapons that would be worth mentioning.

    Aceton beam, I agree with you. One effect I saw at one time was the damage delt also provided you with a HoT.. Of course that was in PVE, and it was when the Kar'fi Carrier attacked you in the end of the KDF mission.

    But as a Damage Debuff, it isn't that great. It doesn't provide much damage. And it also is Radiation, so Hazard Emitters and the Borg Hull Proc can clear it.
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  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited August 2012
    So why is Aceton Beam so bad, exactly? On paper it seems very strong...
    1.3 Radiation Damage every 1 sec for 30 sec (Ignores Shields)
    -300% Target Energy Weapon Damage for 30 sec.

    (I haven't actually had an opportunity to try Aceton before)
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  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited August 2012
    It's not bad. It's great ! until it is cleared by hazzard emmiters.
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  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited August 2012
    Hot damn, Aceton 3 has a longer cooldown (+20 secs) than SNB! Why the hell?
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  • cerritourugcerritourug Member Posts: 1,376 Arc User
    edited August 2012
    praxi5 wrote: »
    Pretty much ALL offensive Sci abilities can be added to that list.

    - GW, PSW, Tyken's, CPB, Tachyon Beam, Energy Siphon, etc.

    x2............
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  • husanakxhusanakx Member Posts: 1,674 Arc User
    edited August 2012
    My fix for aceton would be to change what it effects.

    One of the biggest problems for cruisers... and engi captain cruisers... is shield strip I think.

    DEM = extra hull dmg.

    Aceton I think should = Extra Shield dmg.

    Think of it as on demand tet glider. Granted that may end up being a bit OP with the gear versions of glider floating around... and tractor beam doffs... and everyone runnnng tet weapons now. Still that would be the logical circle I think.

    Aceton applies a number similer to the DEM number as bonus shield dmg instead of hull. I would also then change the levels with 1 being LT... as DEM is. This gives a few more lower options in the engi skill set. As well as making Aceton useful. Aceton radiation destroying shields... I can buy that more then I can buy the convoluted, reduces weapon dmg stuff.

    As far as a fix... they would just have to copy the dem code... and change the dmg type to shield... of course I know some pve npcs have aceton they may want to tune those so they don't pull our shields off with every shot. lol
  • dassemstodassemsto Member Posts: 792 Arc User
    edited August 2012
    Abilities that don't work as they should:

    Tac:
    - APB, being cleared by TT on impact
    - TT, (too good with both debuff clearing and shield distro.)
    - Beam Target X
    - FAW

    Eng:
    BP
    Acetone
    EPtoA-E-W (too weak compared to EPtoS)

    Sci:
    PSW
    GW
    Tykens
    E-Siphon
    CPB
    Tachyon
    PH/HE (too high shared CD)
    Jam sensors
  • savingjsavingj Member Posts: 126 Arc User
    edited August 2012
    praxi5 wrote: »
    Pretty much ALL offensive Sci abilities can be added to that list.

    - GW, PSW, Tyken's, CPB, Tachyon Beam, Energy Siphon, etc.

    Those abilities are garbage by themselves typically, but when grouped together it can be very devestating. Use two or three gravity well on a target and you will see what I mean.
  • savingjsavingj Member Posts: 126 Arc User
    edited August 2012
    lostmoony wrote: »
    how you test the dmg?

    For one thing the UI displays no change and then I thought it could be just a visual error, so I decided to test it personally with another person. Simply equip Particle Generator consoles on the science ship and have that person fire a single weapon while FBP is on. Repeat it without the consoles and find the difference.
  • savingjsavingj Member Posts: 126 Arc User
    edited August 2012
    Here i disagree, its not for escorts, they have massive turn rates already. Its a power more useable by cruisers, especially battle cruisers. And it does a good job at that. It also adds kinetic damage resistance, which at least cancels out some of the hull damage of tractors.

    I can only see this skill beneficial to Klingon cruisers because they can equip DHC on their Negh'Vars or the Vorcha. However, almost all Federation cruisers aside from the dreadnaught cannot benefit from this because they either are running single cannons or beam arrays. These weapons have a fairly wide arc and it wouldn't be that difficult to simple reverse engines to get your target into the arc. I'm not worried about the kinetic damage of the tractor beam, but rather more concerned about it not granting a immunity to it's hold.
  • corsair114corsair114 Member Posts: 276
    edited August 2012
    Aceton isn't used by cruisers very often because it is a forward arc attack with the same firing angle hamstrings as a torpedo on a Cruiser.

    Excel and Vor'cha can get decent mileage out of it, I suppose.
  • savingjsavingj Member Posts: 126 Arc User
    edited August 2012
    Just tested Gravity Well and found out that auxiliary has no affect on the damage despite what it says. I personally believe it affects the pull, but I have no hard evidence.
  • savingjsavingj Member Posts: 126 Arc User
    edited August 2012
    Just recently retested feedback pulse and it is properly receiving benefits from Particle Generator. Not sure when they put in the fix, but it is in. Before, we couldn't see any changes for the ability when equipping Particle Generator.
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