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weekly pvp thread update- 8/23/2012

matteo716maikaimatteo716maikai Member Posts: 823
edited August 2012 in PvP Gameplay
Hey there boys and girls and critters of all ages!

some ground stuff got fixed, some space stuff got "fixed".... -_- ....

science in general in the game sucks atm,

pets rule the sky,

power drians (specific ones) still suck the life out of you faster then a $2... well you know...


we got new uniforms and lost the ability to donate fleet duty officers to fleet projects! YAY!

so yeah... kinda light this week because i havent been paying as much attention.

as always ill edit in anything people add that i missed.

id say have fun..... but really... thats really hard to do for me at the moment so i hope you'll forgive my unwillingness to wish that on anyone else -_-
The Extend Shields graphics have been changed. Instead of the blue line it's now a red swirly thing which doesn't go all the way to the extend target. This means that there is no indication which ship you need to shockwave to break the extend.
Post edited by matteo716maikai on
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Comments

  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited August 2012
    Have fun play mechwarrior? :P

    You know, when I made that uniform pips and new uniforms crack earlier, I was joking but expecting that to be 100 percent the case.

    So why am I still disappointed?
  • teleon22teleon22 Member Posts: 424
    edited August 2012
    All I will say is that I?m still just as dissatisfied with the State of PVP and PVE balance as I was a week or two ago where I stepped over the line in my rant and rave and dislike of how Cryptic does things! At least they didn?t further destroy anything PVP related this week? I mean? it can get worse you know? :(:eek:
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2012
    they did some good things with ground stealth and ground melee, or was that last week...

    sci ship and sci captain have problems because sci abilities are in such bad shape, and the combination of the 2 can only be moderately effective because of that.

    eng captains are a worse problem, but at least their ships don't suck. its the my first play through easy mode character type, next to a tac captain they're worthless.
  • guriphuguriphu Member Posts: 494 Arc User
    edited August 2012
    Ground polarons got ninjanerfed: their Weapon Malfunction proc is back down to 5 seconds against players. Still the increased 10 seconds against NPCs.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited August 2012
    Slow week on the PvP front, but we've been discussing some ways we may be able to increase the viability of Science ships, Science captains, and Science consoles. No solid plans yet, so nothing to discuss openly. A lot of the feedback from this forum goes into those discussions, though.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • fakehilbertfakehilbert Member Posts: 252 Arc User
    edited August 2012
    The Extend Shields graphics have been changed. Instead of the blue line it's now a red swirly thing which doesn't go all the way to the extend target. This means that there is no indication which ship you need to shockwave to break the extend.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited August 2012
    The Extend Shields graphics have been changed. Instead of the blue line it's now a red swirly thing which doesn't go all the way to the extend target. This means that there is no indication wich ship you need to shockwave to break the extend.

    I am so logging in later to see this.
  • zorena#3961 zorena Member Posts: 254 Arc User
    edited August 2012
    Powerful abilitys like extend's "thin" line is horrible also from a player perspective of reading the battlefield, RSP witch can be argued as a powerful deny skill is as powerful as extend, and the worst part about the extend line is that it could disappear in the graphics, Maybe the art department could update the Extend shields both receiving bubble and the "connection".
    Noone.
  • husanakxhusanakx Member Posts: 1,608 Arc User
    edited August 2012
    That sums up the amount of extend in matches these days... when everyone has one its so hard to tell who is the extender. hahaha Fun matches when the other guys have so many extends it isn't obvious who is thrown em. lol
  • mrkollinsmrkollins Member Posts: 0 Arc User
    edited August 2012
    Slow week on the PvP front, but we've been discussing some ways we may be able to increase the viability of Science ships, Science captains, and Science consoles. No solid plans yet, so nothing to discuss openly. A lot of the feedback from this forum goes into those discussions, though.

    Nice to see the weekly dev message!
    Division Hispana
    www.divisionhispana.com
  • stof4nb0ystof4nb0y Member Posts: 0 Arc User
    edited August 2012
    Slow week on the PvP front, but we've been discussing some ways we may be able to increase the viability of Science ships, Science captains, and Science consoles. No solid plans yet, so nothing to discuss openly. A lot of the feedback from this forum goes into those discussions, though.

    Do you have any idea when things will move beyond simply discussion?
  • matteo716maikaimatteo716maikai Member Posts: 823
    edited August 2012
    stof4nb0y wrote: »
    Do you have any idea when things will move beyond simply discussion?

    well considering its only just recently been shown just how bad science in this game is with the final nail in the coffin in fixing photonic shockwave... this is actually quite a big step.

    i just hope these talks havent put aside the talks about adding fleet marks to pvp matches.
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited August 2012
    I know how hard this must be for Cryptic because without any additional programming or what not I'm drawing a serious blank on this.

    I guess best constructive statement I could make on this is provide insight from my point of view on different aspects of science skills and science ships. One issue is beams is as time goes on they seem to do less and less compared to cannons. So thats a majority of the federation ship fleet and then to a lesser extent the KDF carriers, Orion Marauder, and Varanus.

    On that note being that its hard to disable a system completely and is not something anyone really wants to be on the recieving end of... Maybe a suggestion on trying to find a way that when using subsystem abilities or a proc that lands a hit to a specific subsystem that it gets something like a boos of damage or a high chance of landing a critical hit possibly?

    A seperate issue in relating to this when it comes to fed and kdf is making their abilities more unique to each faction like the sensor scan and photonic fleet is something more I would think the federation would use it just doesn't seem like a KDF tactic someone in the area of Science would use that being the KDF in lore does not view science as an honorable career in the first place. The KDF in lore only uses science mostly when it comes to its application in weapons. I'd just suggest cutting the fat on the sci abilities we have now and push them all to all federation and then redesigning from a True KDF perspective of how a Warrior in Persuit of using Weaponized application of Science to replace that... Some may not agree but I think it would put more integrity into the game imo. It would give the federation more of a sense of uniqueness and also work towards giving the KDF some uniqueness since it seems every time there needs to be a money making turn in the game that KDF loses another aspect of uniqueness.

    In conclusion though too in the series where you are refering to science there is usually some kind of anomaly or constant like a moon, sun, etc where we saw most science taking place where we do not have that in the game anywhere unless its a specifically tailer object in a mission/episode. That could be the cornerstone of science to changing that too...
  • sovereignmansovereignman Member Posts: 0 Arc User
    edited August 2012
    I wonder what mavairo's doing.

    [SIGPIC][/SIGPIC]
    http://www.youtube.com/watch?v=rMm_VoKkuco - Needs more female relief ops ensign.
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited August 2012
    I wonder what mavairo's doing.

    I hear he plays alot of Endless Space and Sins of a solar empire rebellion these days, while he awaits the next major patch for mechwarrior.
  • meurikmeurik Member Posts: 856 Arc User
    edited August 2012
    The Extend Shields graphics have been changed. Instead of the blue line it's now a red swirly thing which doesn't go all the way to the extend target. This means that there is no indication which ship you need to shockwave to break the extend.

    I really wish the "Extend Shields" effect would be more reminiscent of the series.

    Something along the lines of this. In this image, the "bubble" is under attack by subspace aliens, but the overall bubble "size" shows how an extended shield could look.

    Might even make the ability more tactical, requiring players to be in closer proximity to provide the greatest benefit of the extended shield.
    HvGQ9pH.png
  • matteo716maikaimatteo716maikai Member Posts: 823
    edited August 2012
    meurik wrote: »
    I really wish the "Extend Shields" effect would be more reminiscent of the series.

    Something along the lines of this. In this image, the "bubble" is under attack by subspace aliens, but the overall bubble "size" shows how an extended shield could look.

    Might even make the ability more tactical, requiring players to be in closer proximity to provide the greatest benefit of the extended shield.

    that visually looks awesome but the game wouldnt be able to support that.

    i always thought it was weird that the ship doing the extneding suffers no downside what so ever. it needs to maybe suffer slower natural shield regen to represent the strain of sending the shields elsewhere....
  • mrkollinsmrkollins Member Posts: 0 Arc User
    edited August 2012
    meurik wrote: »
    I really wish the "Extend Shields" effect would be more reminiscent of the series.

    Something along the lines of this. In this image, the "bubble" is under attack by subspace aliens, but the overall bubble "size" shows how an extended shield could look.

    Might even make the ability more tactical, requiring players to be in closer proximity to provide the greatest benefit of the extended shield.

    No way! a whale like me (heal boat) will never follow a dolphin! (escort), we will never be so fast or maneuverable as they are and if they are going to slow down to get the extend they will be losing a lot of bonus defense. The blue line is fine.
    Division Hispana
    www.divisionhispana.com
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited August 2012
    Yeah, blue line is good.

    I miss the "cast line" the old transfer shield strength graphics had, that way the receiver knew who gave it to them and can acknowledge appropriately. Now you have to search to see who else's shields are "pulsing", even then it might not be the guy.
    AFMJGUR.jpg
  • dassemstodassemsto Member Posts: 792 Arc User
    edited August 2012
    Slow week on the PvP front, but we've been discussing some ways we may be able to increase the viability of Science ships, Science captains, and Science consoles. No solid plans yet, so nothing to discuss openly. A lot of the feedback from this forum goes into those discussions, though.

    Winning tip: Go for abilities that negate others damage and healing!

    (not abilities that increase the sci or sciships damage or healing)

    (cause the sciship/capt is inferior to the escort/tac in damage, and to the cruiser/eng in healing. It should be able to bring the others down to it's own level ;) )
  • dassemstodassemsto Member Posts: 792 Arc User
    edited August 2012
    I wonder what mavairo's doing.

    I heard he finally turned into a full-time forum-pvp'er!
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2012
    seen the new extends graphics, don't understand the change. its nearly invisible, theres nothing visible linking the extender and extendee. its got stealth mode now, the enemy team wont be able to react appropriately to it anymore. what, did it look to much like tach beam? well make the extend beam green, thats already associated with highly enhanced shields.

    also A2S appears to just make your ship glow yellow for a second now, no more round spinney thing anymore
  • mrkollinsmrkollins Member Posts: 0 Arc User
    edited August 2012
    seen the new extends graphics, don't understand the change. its nearly invisible, theres nothing visible linking the extender and extendee. its got stealth mode now, the enemy team wont be able to react appropriately to it anymore. what, did it look to much like tach beam? well make the extend beam green, thats already associated with highly enhanced shields.

    also A2S appears to just make your ship glow yellow for a second now, no more round spinney thing anymore

    Yeah , those changes were not in the patch notes. The new red extend shields is awful, and besides you cant see who is getting extended
    Division Hispana
    www.divisionhispana.com
  • toivatoiva Member Posts: 3,276 Arc User
    edited August 2012
    seen the new extends graphics, don't understand the change. its nearly invisible, theres nothing visible linking the extender and extendee. its got stealth mode now, the enemy team wont be able to react appropriately to it anymore. what, did it look to much like tach beam? well make the extend beam green, thats already associated with highly enhanced shields.

    also A2S appears to just make your ship glow yellow for a second now, no more round spinney thing anymore

    I don't dislike new graphics at all (new extend looks really nice, in that regard), but it's true that loosing the line makes it harder to realise the relative positions of players. Might be bad for enemy teams in PvP, but it's also unpleasant to some degree for the team itself.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • havamhavam Member Posts: 1,735 Arc User
    edited August 2012
    Any chance we will ever get more then "simply talking cannot be shared". I mean who is doing the talking anyway and from what perspective do teams even figure into it? is QnA part of it (not sure if i should hope that they are or not)?


    what about that map DSTahl was referring to that is being played on internally, the new background tech, does Gecko still believe that there are always counters, how about snix leader boards in testing since S1.2, or the freighter sortie, the space assault map???

    this whole nothing is moving forward is getting tiresome.

    Balance problems abound, in the meanwhile, how about addressing some of the longtime issues so we get a sense of where they are at?

    Extend animation passed QnA, so no i take it DStahl's improvement to QnA are working as intended. Can we just revert them, or is animations now trumping systems when it comes to combat mechanics, as intended?

    Huzzah!
  • teleon22teleon22 Member Posts: 424
    edited August 2012
    I have no issue with the new extend shields. Most abilities, when cast on another player from an ally simply only show up on that ally! Just pay attention to what abilities are stacked on your target. SNB still clears them all so who even cares that there is no ugly blue beam attached to the friendly target?

    At least, I don't care anyway.
  • teleon22teleon22 Member Posts: 424
    edited August 2012
    dassemsto wrote: »
    Winning tip: Go for abilities that negate others damage and healing!

    (not abilities that increase the sci or sciships damage or healing)

    (cause the sciship/capt is inferior to the escort/tac in damage, and to the cruiser/eng in healing. It should be able to bring the others down to it's own level ;) )

    BTW, I totally agree with that train of thought!
  • emoejoeemoejoe Member Posts: 229 Arc User
    edited August 2012
    Slow week on the PvP front, but we've been discussing some ways we may be able to increase the viability of Science ships, Science captains, and Science consoles. No solid plans yet, so nothing to discuss openly. A lot of the feedback from this forum goes into those discussions, though.

    not far from the point but youve slightly missed it. Science CAPTAINS have snb, and are utmost import regardless of ship type faction or build spec. Science SHIPS have surely seen better days, but are what they are given inherant shield boosts, innate subs targeting, and lolfail instadie status vs hard alphas. Science consoles? are you serious? Epic fail compared to p2w, even tac dmg boost ones or engineer resists, sci consoles are epic fail. (not havign any boost subspace decompiler being a glaring "error")

    No, none of that. The problem is SCIENCE BRIDGE OFFICER POWERS. These have been systematically reduced to ill effect as a result of several "unrelated" changes over the course of recent sto history. Since the powers are fail, boosting them with sci consoles becomes fail. Thus ships with less sci consoles and powers slots (bug ships) ascend the throne of dominance over scis. Not becus sci captains, ships, or consoles. YA DIG?
  • piwright42piwright42 Member Posts: 0 Arc User
    edited August 2012
    dassemsto wrote: »
    Winning tip: Go for abilities that negate others damage and healing!

    (not abilities that increase the sci or sciships damage or healing)

    (cause the sciship/capt is inferior to the escort/tac in damage, and to the cruiser/eng in healing. It should be able to bring the others down to it's own level ;) )

    Agreed. It's a good line of logic that would give us a novel reason to play sci/sci again. If sci can't do area denial de-buff is a good alternative.
    If you are a pickle in a pickle jar you know every pickle's different, sort of, but really they're all just pickles...
    They taste the same.
  • teleon22teleon22 Member Posts: 424
    edited August 2012
    Ability (Tactical)
    Tactical Team
    Beam Overload
    Beam Fire At Will
    Target Engines
    Target Shields
    Target Weapons
    Target Auxiliary
    Torpedo High yield
    Torpedo Spread
    Cannon Rapid Fire
    Cannon Scatter Volley
    Attack Pattern Beta
    Attack Pattern Delta
    Dispersal Pattern Alpha
    Dispersal Pattern Beta
    Boarding Party
    Attack Pattern Omega

    Ability (Engineer)
    Engineering Team
    Emergency Power to Shields
    Emergency Power to Weapons
    Emergency Power to Engines
    Emergency Power to Auxillery
    Hazzard Emitters
    Transfer Shield Strength
    Auxiliary to Emergency Battery
    Auxiliary to Structural Integrity
    Auxiliary to Dapeners
    Extend Shields
    Tractor Beam
    Tractor Beam repolsers
    Eject Warp Plasma

    Ability (Science)
    Science Team
    Jam Sensors
    Tachyon Beam
    Polarize Hull Plating
    Energy Siphon
    Mask Energy Signature
    Reverse Shield Polarity
    Direct Energy modulation
    Aceton Beam
    Scramble Sensors
    Feedback Pulse
    Photonic Shockwave
    Charged Particle Burst
    Gravity Well
    Tykens Rift
    Viral Matrix
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