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New lockbox and it's impact on PvP, take two

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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2012
    those escorts are op as hell, how can you not think that? the 1.05 shield mod is huge for an escort. thats the baseline, and every shield hp multiplier is based off of that, no escort should have a shield mod that high, and the thing has 4 sci consoles. its a LOT more then 15% when you check your hitpoints per facing

    it has basically full escort weapons and station powers, and can have 5 sci powers. thats crazy. that thing could foul you up and hit you so hard its not even funny. or it could tank like a champ with a LTC and ENG eng station. with its movement score it makes even the fleet vorcha look like a joke. i don't think its possible to have a more do all super kirk ship then those escorts, and their potential for team play is just as huge.

    compared to the mvam escort, it has a much better built in ensign station, the big downside on that ship. i can think of a couple ways 4 sci consoles and a LTC sci on an escort can hurt you more then 5 tac console weapon damage ever could
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited September 2012
    If i would get the escort (and still have who to play with, lol) I'd rather use it as a sci scort. I think that's its best fit. Even though with few particle generators and an engi ltc you can use some nasty warp plasma. Or 4 flows and tet glider with turrets/dhc. Put on top of that the leech... Still think that for a tac is not as good as the bug. The console and boff layout makes it the best sci bop IMO. Just needs a battle cloak... Lol. It is a lite op though, but I guess we'll need to see what the consoles/sets are about.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited September 2012
    "Where are the damned Time Cops when you need them?"
    Leonard Nimoy, Spock.....:(

    R.I.P
  • teleon22teleon22 Member Posts: 424
    edited September 2012
    bitemepwe wrote: »
    "Where are the damned Time Cops when you need them?"

    I don't know... but I'd like them to do THIS with the lock box situation... that and of course stop making un-balanced or broken stuff.
  • edited September 2012
    This content has been removed.
  • flee4urlivesflee4urlives Member Posts: 3 Arc User
    edited September 2012
    more evidence that we've been completely ignored and that cryptic has no idea what they are doing with pvp, and lack the necessary foresight to understand the implications of all these consoles represent. MWO is looking more and more like a probability for me.
  • naz4naz4 Member Posts: 1,373 Arc User
    edited September 2012
    Lets not judge too quicky before the ships are released. Remember the revamped assault cruiser? On paper sounded good, in practice a flying piece of ...... (Fill in the blank).
  • diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    Well I like the AoE freeze ability, at lease ONE science power you can't resist with a cheap tac ability. Seriously, ONE usefull sci ability, so sad it's lockboxed. It's so unique it should have been given to BOffs. :P
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • beary666stobeary666sto Member Posts: 0 Arc User
    edited September 2012
    The Tipler Cylinder is part of a set, and can be used on any Timeship, including the Wells, Mobius, Korath, Krenn, Aeon or Rozhenko class vessels. If you also have a Manheim Device equipped, activating the Temporal Backstep will also cause all nearby foes to freeze in time until the sequence has ended.

    So if you look at that highlight video, the sequence is about 5 seconds. So that's a 5 second "frozen in time" stun where the rest of your team is free to pummel the affected ships with impunity? That's of course if by "frozen in time" they mean you can't do squat, which is likely does. Here I thought hard stuns were nerfed because they are no fun? I guess that's not the case if you are willing to spend money on it.

    Edit: Also notice they had to use mobs 26 lvls lower to make it look impressive in combat?
    Join Date: Sep 2009
    [23:35] Horta deals 1738411 (1538303) Toxic Damage to Centurion Engineer with Corrosive Acid.
  • dant158#3249 dant158 Member Posts: 11 Arc User
    edited September 2012
    It looks like a free MW...

    My concern would be, is everyone frozen during the sequence, or just the enemy? If everyone, then ok. If just the enemy, then we have a big problem.
  • matteo716maikaimatteo716maikai Member Posts: 823
    edited September 2012
    diogene0 wrote: »
    Well I like the AoE freeze ability, at lease ONE science power you can't resist with a cheap tac ability. Seriously, ONE usefull sci ability, so sad it's lockboxed. It's so unique it should have been given to BOffs. :P

    im more worried about that ability being used on the escort with a skilled tactical captain. if it resets captain powers tacs will still be king.



    the idea of rewinding time to reset abilities is "neat" in that it provides a hard counter to SNB.

    "oh you cleared my abilities? well i'll just rewind the game and do it all over again."
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited September 2012
    im more worried about that ability being used on the escort with a skilled tactical captain. if it resets captain powers tacs will still be king.



    the idea of rewinding time to reset abilities is "neat" in that it provides a hard counter to SNB.

    "oh you cleared my abilities? well i'll just rewind the game and do it all over again."

    Lol. In all fairness Mai it could be used by a sci too: here you go, get a subnuc, oh, you still have heals, go back in time 13 sec and boom, get another subnuc, lol. This whole thing seems dangerous though, I guess we'll have to see how it would be like. Right now I'm hoping for at least a 5 min cooldown for this ability.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2012
    this time rewind thing will be game destroying. i don't say that lightly. by the looks of it, every time it is used, everyone else pauses which will be INFURIATING in and of itself, wile the time ship gets a full heal, all its ability off cool down, returned to its original position, everything.

    oh, didn't kill the guy on the first pass? rewind yourself and hit him all over again after hes damaged from the first pass. about to die? rewind yourself and be free of all that damage without burning any abilities.

    they can only hate balance, there is no other explanation for putting something this cheap, this overpowered, and this insane in game

    at least it doesn't look like this time freeze takes 13 seconds to complete. if it does, i expect to logout every time its used. go **** yourself time ships, i can make my current dire circumstances disappear too.
  • brandonflbrandonfl Member Posts: 892
    edited September 2012
    Lol. In all fairness Mai it could be used by a sci too: here you go, get a subnuc, oh, you still have heals, go back in time 13 sec and boom, get another subnuc, lol. This whole thing seems dangerous though, I guess we'll have to see how it would be like. Right now I'm hoping for at least a 5 min cooldown for this ability.

    Now imagine a skilled sci with a skilled tac, running timeships, temporal sets and coordinating with each other. You could theoretically double SNB and double Alpha -- isn't the target frozen while you rewind time? So the target wouldn't even be able to use that time to rebuild their defenses. If it really works this way then, well, then everybody can potentially have a "do-over button."

    Ofc, if the target has the same abilities it can just reset itself and do whatever it did before to survive the onslaught. I guess that's 'balanced'... Fighting Fire with Fire seems to be the way of the future in this game. :(
    LOLSTO
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited September 2012
    brandonfl wrote: »
    Now imagine a skilled sci with a skilled tac, running timeships, temporal sets and coordinating with each other. You could theoretically double SNB and double Alpha -- isn't the target frozen while you rewind time? So the target wouldn't even be able to use that time to rebuild their defenses. If it really works this way then, well, then everybody can potentially have a "do-over button."

    Ofc, if the target has the same abilities it can just reset itself and do whatever it did before to survive the onslaught. I guess that's 'balanced'... Fighting Fire with Fire seems to be the way of the future in this game. :(

    I'd go even further, get 3 time scis and 2 tacs, and have a time-fest premade vs same combo. Lulz, we'll get so young from so much time travel that we'll be wetting the chair while playing...

    I would guess that time freeze won't allow anybody to take/deal damage, but be able to heal as a time ability caster, all others would be probably frozen, but I only speculate. It would be really dumb otherwise.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited September 2012
    this time rewind thing will be game destroying. i don't say that lightly. by the looks of it, every time it is used, everyone else pauses which will be INFURIATING in and of itself, wile the time ship gets a full heal, all its ability off cool down, returned to its original position, everything.

    oh, didn't kill the guy on the first pass? rewind yourself and hit him all over again after hes damaged from the first pass. about to die? rewind yourself and be free of all that damage without burning any abilities.

    they can only hate balance, there is no other explanation for putting something this cheap, this overpowered, and this insane in game

    at least it doesn't look like this time freeze takes 13 seconds to complete. if it does, i expect to logout every time its used. go **** yourself time ships, i can make my current dire circumstances disappear too.

    That reminds me about "Click" with Adam Sandler... only he went forward.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • brandonflbrandonfl Member Posts: 892
    edited September 2012
    I'd go even further, get 3 time scis and 2 tacs, and have a time-fest premade vs same combo. Lulz, we'll get so young from so much time travel that we'll be wetting the chair while playing...

    I would guess that time freeze won't allow anybody to take/deal damage, but be able to heal as a time ability caster, all others would be probably frozen, but I only speculate. It would be really dumb otherwise.

    I wonder what an in-game paradoxical destruction of the universe would look like. How much you wanna bet we find out when that match happens?
    LOLSTO
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited September 2012
    It looks like it only shaves a few seconds off your timers and those that are frozen are untargettable, so not all is lost.

    But it's only on a 2 minute timer.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2012
    We're watching these temporal console abilities closely for gameplay concerns. While they are definitely powerful, our intention isn't to make them must-haves or otherwise "game destroyers."

    In order to try and put an end to speculation and allow players to start examining the facts of these abilities, I'll try and explain them in a way that is less confused by IP terminology and technobabble.

    The Tipler Cylinder (Temporal Backstep) doesn't truly rewind you. We fake it so that it looks like it does. Here's the actual game mechanic effects:

    All of the following effects last 7 seconds unless otherwise stated.
    - You become untargetable.
    - You become immune to most control effects. (But they are not removed, and will take effect again when the 7sec runs out)
    - You lose control of your ship and travel directly backwards a certain distance.
    ** This does mean that if you turn sharply just before activating it, you may move off in a direction other than "back."
    - For each second after the first (6 ticks) you regain some hitpoints and shields
    ** Added together, the total heal is slightly less powerful than Miracle Worker III.
    ** This heal benefits from Hull Repair and Shield Emitter skills, for the hitpoint and shield heals respectively.
    ** This heal cannot resurrect a "dead" ship, as the power can only be activated while you're alive.
    - For each second after the first (6 ticks) all powers that are currently recharging have 5 seconds taken off the total amount remaining, up to a max total of 30 seconds.
    - Powers locked into a 'global' cooldown are also affected, but not as dramatically.

    All of the above is if you are using only the Tipler Cylinder, which comes with the Wells and Korath (Lock Box ships). If you also have the Manheim Device equipped (which comes with the Krenn and Mobius - Lobi Store ships), there is a set bonus applied. That set bonus effect is as follows:

    - All foes within a 5.0k of the position at which the power was activated, will be held in place for 7 seconds.
    ** This effect cannot be resisted.
    - During this time, they will be untargetable and immune to ongoing damaging effects, as well as being immune to knockback and repel.
    - Foes caught in this stasis field do not have their cooldowns affected - they will continue to tick down at the standard rate while held.
    - Friendly targets are unaffected.

    If this explanation raised any further questions or concerns, I'll try and answer them as best I can.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2012
    Also, it has a 5-minute cooldown. If the ship stats state otherwise, I'll have them updated.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited September 2012
    We're watching these temporal console abilities closely for gameplay concerns. While they are definitely powerful, our intention isn't to make them must-haves or otherwise "game destroyers."

    In order to try and put an end to speculation and allow players to start examining the facts of these abilities, I'll try and explain them in a way that is less confused by IP terminology and technobabble.

    The Tipler Cylinder (Temporal Backstep) doesn't truly rewind you. We fake it so that it looks like it does. Here's the actual game mechanic effects:

    All of the following effects last 7 seconds unless otherwise stated.
    - You become untargetable.
    - You become immune to most control effects. (But they are not removed, and will take effect again when the 7sec runs out)
    - You lose control of your ship and travel directly backwards a certain distance.
    ** This does mean that if you turn sharply just before activating it, you may move off in a direction other than "back."
    - For each second after the first (6 ticks) you regain some hitpoints and shields
    ** Added together, the total heal is slightly less powerful than Miracle Worker III.
    ** This heal benefits from Hull Repair and Shield Emitter skills, for the hitpoint and shield heals respectively.
    ** This heal cannot resurrect a "dead" ship, as the power can only be activated while you're alive.
    - For each second after the first (6 ticks) all powers that are currently recharging have 5 seconds taken off the total amount remaining, up to a max total of 30 seconds.
    - Powers locked into a 'global' cooldown are also affected, but not as dramatically.

    All of the above is if you are using only the Tipler Cylinder, which comes with the Wells and Korath (Lock Box ships). If you also have the Manheim Device equipped (which comes with the Krenn and Mobius - Lobi Store ships), there is a set bonus applied. That set bonus effect is as follows:

    - All foes within a 5.0k of the position at which the power was activated, will be held in place for 7 seconds.
    ** This effect cannot be resisted.
    - During this time, they will be untargetable and immune to ongoing damaging effects, as well as being immune to knockback and repel.

    If this explanation raised any further questions or concerns, I'll try and answer them as best I can.

    Hm... I'm a little concerned about the 2 peice part.. Only because you could use it to Isolate Healers or other team mates from healers. Not sure I like it.. But then again you can't do anything to the people in the bubble.. but your also immune.. Hmm.. Definitely feels powerful..
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • matteo716maikaimatteo716maikai Member Posts: 823
    edited September 2012
    We're watching these temporal console abilities closely for gameplay concerns. While they are definitely powerful, our intention isn't to make them must-haves or otherwise "game destroyers."

    In order to try and put an end to speculation and allow players to start examining the facts of these abilities, I'll try and explain them in a way that is less confused by IP terminology and technobabble.

    The Tipler Cylinder (Temporal Backstep) doesn't truly rewind you. We fake it so that it looks like it does. Here's the actual game mechanic effects:

    All of the following effects last 7 seconds unless otherwise stated.
    - You become untargetable.
    - You become immune to most control effects. (But they are not removed, and will take effect again when the 7sec runs out)
    - You lose control of your ship and travel directly backwards a certain distance.
    ** This does mean that if you turn sharply just before activating it, you may move off in a direction other than "back."
    - For each second after the first (6 ticks) you regain some hitpoints and shields
    ** Added together, the total heal is slightly less powerful than Miracle Worker III.
    ** This heal benefits from Hull Repair and Shield Emitter skills, for the hitpoint and shield heals respectively.
    ** This heal cannot resurrect a "dead" ship, as the power can only be activated while you're alive.
    - For each second after the first (6 ticks) all powers that are currently recharging have 5 seconds taken off the total amount remaining, up to a max total of 30 seconds.
    - Powers locked into a 'global' cooldown are also affected, but not as dramatically.

    All of the above is if you are using only the Tipler Cylinder, which comes with the Wells and Korath (Lock Box ships). If you also have the Manheim Device equipped (which comes with the Krenn and Mobius - Lobi Store ships), there is a set bonus applied. That set bonus effect is as follows:

    - All foes within a 5.0k of the position at which the power was activated, will be held in place for 7 seconds.
    ** This effect cannot be resisted.
    - During this time, they will be untargetable and immune to ongoing damaging effects, as well as being immune to knockback and repel.
    - Foes caught in this stasis field do not have their cooldowns affected - they will continue to tick down at the standard rate while held.
    - Friendly targets are unaffected.

    If this explanation raised any further questions or concerns, I'll try and answer them as best I can.

    you have to keep in mind, anytime you release something more powerful then the last release it automatically becomes "must have". this new set is quite powerful for what it costs, a sinlge button click. combined with the ability to use these in a new powerful escort... -sighs- you may say you have pvp in mind and consideration, if thats true then dont release these as they are. the ships are insanely powerful and then the abilities they offer are insanely powerful.

    assuming theyre going to get released anyways heres my thoughts.


    can a foe that is caught in the chrono field still use their powers to help their teammates? if not then this power will still be too powerful, isolate a single guy with tractor repulsors by freezing his teammates then blowing him away.

    also, if you could post these stats on the ship page with the ships it would calm a lot of people too so they know what theyre getting into.

    more heals in this game is not needed, the idea of this is neat ill grant you that but even with only a 5 min cooldown its still a free "super heal" that doesnt cost anything of the user to use (ie no shared cooldowns).

    also, when you use the time backstep power, does it cool itself down faster as well? if thats the case then that 5 min cooldown automatically becomes 4 mins 30 seconds right there, will it be effected by other abilities in the game to cool it down faster? (tac initiave, aux to batt doffs. etc etc)


    also, in the ships pages it says it can last up to 13 seconds, yet you say only 7. how did they get to 13?

    also, can a target be chanined frozen?

    also, you say "all" foes. is there a number limit on targets? if not why is that? other aoe's have had target numbers restricitions because of fear of lag or something. if it does have a limit, what is the limit?
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2012
    also, when you use the time backstep power, does it cool itself down faster as well? if thats the case then that 5 min cooldown automatically becomes 4 mins 30 seconds right there, will it be effected by other abilities in the game to cool it down faster? (tac initiave, aux to batt doffs. etc etc)

    The power does not go onto cooldown until after it has completed its cycle, and is therefore unaffected by its own cooldown reduction.

    No Doff will reduce its cooldown. Some bridge officer abilities may (such as Photonic Officer - I haven't tested this yet to verify).

    also, in the ships pages it says it can last up to 13 seconds, yet you say only 7. how did they get to 13?

    "Approximately 13 seconds" is a reference to the Omega-13 from Galaxy Quest. We started out with a 13-second duration, but it felt far too long and it eventually landed at 7 seconds.
    also, can a target be chanined frozen?

    Yes.

    Which gives them another 7 seconds to wait for their cooldowns and plan their next move. I'll acknowledge that this could get annoying if you face an enemy team of 5 players, each using the set bonus. But as aggravating as it may feel, it doesn't give them a strong tactical advantage since the targets they freeze cannot be affected.

    Also, a "best-case scenario" is 5 teammates using this in perfect sequence, which would be a total of 35 seconds of up-time out of 5 minutes. That's only 11.6667% up-time.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • falloutx23falloutx23 Member Posts: 456
    edited September 2012
    EVERY power should have a counter...
  • matteo716maikaimatteo716maikai Member Posts: 823
    edited September 2012
    The power does not go onto cooldown until after it has completed its cycle, and is therefore unaffected by its own cooldown reduction.

    No Doff will reduce its cooldown. Some bridge officer abilities may (such as Photonic Officer - I haven't tested this yet to verify).




    "Approximately 13 seconds" is a reference to the Omega-13 from Galaxy Quest. We started out with a 13-second duration, but it felt far too long and it eventually landed at 7 seconds.



    Yes.

    Which gives them another 7 seconds to wait for their cooldowns and plan their next move. I'll acknowledge that this could get annoying if you face an enemy team of 5 players, each using the set bonus. But as aggravating as it may feel, it doesn't give them a strong tactical advantage since the targets they freeze cannot be affected.

    Also, a "best-case scenario" is 5 teammates using this in perfect sequence, which would be a total of 35 seconds of up-time out of 5 minutes. That's only 11.6667% up-time.

    Id for sure check and make sure photonic officer doesnt decrease its cooldown, ph3 can be really nasty.

    ah ok, neat reference.

    if you chain isolate the healer/s for a team this can be deadly unless they can still use their powers while "frozen". so can they use their powers while frozen?

    and thanks for the quick reply.
  • falloutx23falloutx23 Member Posts: 456
    edited September 2012
    The power does not go onto cooldown until after it has completed its cycle, and is therefore unaffected by its own cooldown reduction.

    No Doff will reduce its cooldown. Some bridge officer abilities may (such as Photonic Officer - I haven't tested this yet to verify).




    "Approximately 13 seconds" is a reference to the Omega-13 from Galaxy Quest. We started out with a 13-second duration, but it felt far too long and it eventually landed at 7 seconds.



    Yes.

    Which gives them another 7 seconds to wait for their cooldowns and plan their next move. I'll acknowledge that this could get annoying if you face an enemy team of 5 players, each using the set bonus. But as aggravating as it may feel, it doesn't give them a strong tactical advantage since the targets they freeze cannot be affected.

    Also, a "best-case scenario" is 5 teammates using this in perfect sequence, which would be a total of 35 seconds of up-time out of 5 minutes. That's only 11.6667% up-time.

    Rofl...yeah, the ability to stun someone for 35 straight seconds with no counter to it is JUST merely aggravating...
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2012
    if you chain isolate the healer/s for a team this can be deadly unless they can still use their powers while "frozen". so can they use their powers while frozen?

    No. Players frozen by the set bonus power cannot act or be acted upon in any fashion. So using it to isolate the enemy team's healer would be a strong tactic not easily pulled off. You'd also have to ensure that your teammates could take advantage of that 7-second window of opportunity, since the user of the power is also incapable of taking action while they're in their Rewind cycle.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • matteo716maikaimatteo716maikai Member Posts: 823
    edited September 2012
    falloutx23 wrote: »
    Rofl...yeah, the ability to stun someone for 35 straight seconds with no counter to it is JUST merely aggravating...

    that isnt too bad if they can still use their powers. they basically just become a "you cant touch me while i toss out heals" dude.

    -replied before borticus did.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited September 2012
    falloutx23 wrote: »
    Rofl...yeah, the ability to stun someone for 35 straight seconds with no counter to it is JUST merely aggravating...

    It's not a stun. It's complete removal from the battlefield. You cannot act, or be acted upon, in any way.

    35 seconds of a hold where you were getting pounded to a paste by the other team would definitely be way out-of-bounds for what could be considered fair gameplay. 35 seconds of time-out, where nobody can do anything to you, is something very different. Powerful, yes. But not a complete "I Win" situation.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • criminiuscriminius Member Posts: 184 Arc User
    edited September 2012
    falloutx23 wrote: »
    Rofl...yeah, the ability to stun someone for 35 straight seconds with no counter to it is JUST merely aggravating...

    What are the chances of a full premade with all of these ships (and no not every panda will have it :P )? You need 5 time ships in perfect sync to pull this 35sec off.
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