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Redundant Debuffs and Effects

alexindcobraalexindcobra Member Posts: 608
edited November 2012 in Federation Discussion
Do every debuff or effect have to mess with speed and turn rate? Some of these debuffs and effects are: Warp Plasma, Theta Radiation, plasma effect from plasma beams or cannons, plasma effect from plasma torpedo, Disruptor breech, Gravity Well, Tractor beam, Plasmonic Leech(KDF), Gravetic Anchor, Tyken's Rift, Energy Siphon Drones(KDF), I could possibly go on if I knew the names of the new powers, but all of these either slow your turn rate and speed or completely stop your ship. What is really going on in the mind of the developer incharge of these powers? Do he realize how much balance is being thrown off by making certain ships immune or resistant to these powers? Do the devs want every game playing experience for cruisers to be miserable? Cruisers already have a slow turn rate, and slow speed while escorts get fast speeds with high rurn rates.

Why should escorts get bonuses that make them resistant to being held by tractor beams? Why don't plasma effects bring escorts to a near halt like they do other ships? When I hit EPE while in my cruiser, I barely move from the cloud of plasma, but when escort hits EPE, it whisp away like a flying ball of cotton candy, getting out of attack range.

Why can't tractor baems hold escorts in place? In a cruiser, once you get caught in a tractor beam, you can try to use EPE but you won't go anywhere. Escorts on the other hand, are able to move enough to increase his distance from tractor source eventually escaping its grasp without using Polarized Hull. That doesn't even follow basic physics, let alone Star Trek canon. Smaller mass objects are easier to hold and push than larger mass objects. If you don't believe that, go outside, lift, push, and pull small and large objects. Why aren't cruisers, given bonuses with resistances and immunities to turn rate debuffs, since they are already crippled with low turn rates and slow speeds?

What is the purpose of Plasmonic Leech? To drain power from your target and add power yourself as long as you are firing. What does an escort with already power mods for weapons, engines and shields, need with such a power like Plasomic Leech? Oh, and its KDF only. They gave KDF AMS, what did Feds get in return? Seems to me, more bais acts for Devs to put out.

There is no balance in this game from the start. I would like to hear a Dev explain these actions on why ships that are naturally bonused and moded with speed and power to receive extra resistance to speed debuffs and power debuffs? Can the Dev project manager even out his team so that the escort lover devs aren't the ones coming up with new powers just to make the escorts the top ships in the game.
Post edited by alexindcobra on
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Comments

  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited October 2012
    I'd have to agree, the resists based on ship type are very ineffective. The fact that a Defiant class starship or even a runabout can hold a Dreadnought cruiser, but the opposite isn't true is just plain wrong. It holds no basis in the actual franchise. Tractor beams and such should really gain a boost when used on escorts and lose some effect when applied to larger ships.
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  • marc8219marc8219 Member Posts: 0 Arc User
    edited October 2012
    You can run Omega on the Regent, Odyssey, and Excelsior, although it isn't nearly as important for a cruiser to break snares at it is for an escort since you can often just tank through it.
    Tala -KDF Tac- House of Beautiful Orions
  • jellico1jellico1 Member Posts: 2,719
    edited October 2012
    All of those things are a feature STO provides
    To escorts so it's easier to dispatch those
    Pesky cruisers

    The escort can fly up behind you at incredible
    Speed click on tractor beam it grabs you with
    Only 1/2 your weapons available

    He burst damages you with cannons droping your shield
    Then slams overloaded torpedoes into your hull.

    Or something else equally evil. Lol

    It's a feature your providing entertainment to
    The Tac escort , and when you leave pvp be ready
    To heal him I'n that STF your playing

    :)
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    marc8219 wrote: »
    You can run Omega on the Regent, Odyssey, and Excelsior, although it isn't nearly as important for a cruiser to break snares at it is for an escort since you can often just tank through it.

    If its not so important to get out of snares in STF as a cruiser then sit there then let that Borg heavy plasma crit torpedo hit you one time, and you will change your tune.

    In PVP, most times when they snare you in a tractor beam, they will will either smother you with a cloud of gas, drain you with plasmonic leech, or subnuke you. When that happens, all you buffs are gone and tanking is over.
  • marc8219marc8219 Member Posts: 0 Arc User
    edited October 2012
    If its not so important to get out of snares in STF as a cruiser then sit there then let that Borg heavy plasma crit torpedo hit you one time, and you will change your tune.

    In PVP, most times when they snare you in a tractor beam, they will will either smother you with a cloud of gas, drain you with plasmonic leech, or subnuke you. When that happens, all you buffs are gone and tanking is over.

    I haven't been 1 shotted by borg plasma torps in a cruiser in a few months, only thing that does now somtimes is the isometric charge if it bounces off enough people first and Donatras thalaron beam. Hitting all defensive buffs while tractored as precaution helps a lot.

    My way to deal with plasma torps is to let them hit me on purpose while at point blank range from the cube. Even at point blank range you still have a couple seconds to brace and use AUX2SIF3 and subspace field modulator and its easy to survive the plasma torp while the cube takes massive damage from its own torp sometimes losing over 60% health if its a regular cube, while you often take little damage, 30%to 40% at most.
    Try it is a funny and effective way to kill cubes fast as cruiser.
    Tala -KDF Tac- House of Beautiful Orions
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited October 2012
    marc8219 wrote: »
    I haven't been 1 shotted by borg plasma torps in a cruiser in a few months, only thing that does now somtimes is the isometric charge if it bounces off enough people first and Donatras thalaron beam. Hitting all defensive buffs while tractored as precaution helps a lot.

    My way to deal with plasma torps is to let them hit me on purpose while at point blank range from the cube. Even at point blank range you still have a couple seconds to brace and use AUX2SIF3 and subspace field modulator and its easy to survive the plasma torp while the cube takes massive damage from its own torp sometimes losing over 60% health if its a regular cube, while you often take little damage, 30%to 40% at most.
    Try it is a funny and effective way to kill cubes fast as cruiser.

    I am not sure if this is a bug, but there is a more interesting tactic if you are a science officer. When the borg cube shoots a heavy plasma torp at you, try to deploy scattering field. It doesn't offer resists to torp damage, but it has a chance to deflect heavy torps back toward your current target if it is 5km or less. On crit the cubes can oneshot themselves or bring their health below 10%.

    The first time I noticed this was when playing romulan episodes and the plasma torps continually flew back into the romulan bird of prey. The second time I noticed this was while fighting unimatrix 2 of 10. It launched an invisa-torp at me, which ended up critting and blowing through it's remaining 40% health. Since then I have tried it when fighting all plasma torps, and it has been fairly consistent in deflection.
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  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    marc8219 wrote: »
    I haven't been 1 shotted by borg plasma torps in a cruiser in a few months, only thing that does now somtimes is the isometric charge if it bounces off enough people first and Donatras thalaron beam. Hitting all defensive buffs while tractored as precaution helps a lot.

    My way to deal with plasma torps is to let them hit me on purpose while at point blank range from the cube. Even at point blank range you still have a couple seconds to brace and use AUX2SIF3 and subspace field modulator and its easy to survive the plasma torp while the cube takes massive damage from its own torp sometimes losing over 60% health if its a regular cube, while you often take little damage, 30%to 40% at most.
    Try it is a funny and effective way to kill cubes fast as cruiser.

    That manuver only works if all the probes are destroyed from under the cube, by that time the cube becomes easy, but it doesn't mean you don't have to worry about a snare. Plus I haven't seen that work on the Heavy Tac Cube in Infected, as far as I know.
  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    I am not sure if this is a bug, but there is a more interesting tactic if you are a science officer. When the borg cube shoots a heavy plasma torp at you, try to deploy scattering field. It doesn't offer resists to torp damage, but it has a chance to deflect heavy torps back toward your current target if it is 5km or less. On crit the cubes can oneshot themselves or bring their health below 10%.

    The first time I noticed this was when playing romulan episodes and the plasma torps continually flew back into the romulan bird of prey. The second time I noticed this was while fighting unimatrix 2 of 10. It launched an invisa-torp at me, which ended up critting and blowing through it's remaining 40% health. Since then I have tried it when fighting all plasma torps, and it has been fairly consistent in deflection.

    That invisible torpedo that everybody is talking about is not invisble. I saw what it is. Its a stupid glitch where the effect or damage of the torpedo hits you before it gets to you. Its a regular plasma torpedo thats hard to see till its at a close distance to you. Many times you can't see it because you are destroyed by the damage and the flames get in the way. One time I had a buff and shield rotated just in time when I got hit by the damage then the torpedo hit me. I saw it because I had survived the damage. That why you should avoid showing bare hull to the Tac cube because its torpedos do this all the time in STF's. The Devs need to fix that TRIBBLE becasue thats stupid that damage hits you before weapon does.
  • velktravelktra Member Posts: 0 Arc User
    edited October 2012
    Regarding the "why should escorts have abilities to get out of tractor beams", polarize hull is a bridge officer ability that anyone can have on any ship. Evasive maneuvers (the one that lets escorts and other ships move a little within the beam) is also available to to all players. Attack Pattern Omega is tactical only, but it can be used on any class of ship.

    Also I'm not sure where the "tractor beams can't even hold escorts that aren't using one of those buffs" idea comes from because that's not even remotely accurate. Tractor beams stop escorts just like they do everything else.

    Same thing with plasma fire/plasma effects. They may not stop an escort completely, but they do take away the two major advantages of flying an escort: speed and turn rate. If my escort has some sort of ongoing plasma damage, I'm basically stuck going very slowly in a straight line until the fire dissipates, unless I activate Attack Pattern Omega.

    It's not that these debuffs don't affect escorts. It's just the ones you see getting free of them know how to handle their own buffs.
    Demons run when a good man goes to war.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited October 2012
    typical alexindcobra post...he can't figure out how to overcome something, so the game must be broken.

    If you fire EPtEngines when in a plasma cloud or a tractor beam it is your own fault if nothing happens. But i guess improving you own build or skills at playing is not a goal for you. It is surely easier to just complain about it on the forum instead.

    the thing is also, that just recently the shared cooldown between PH and HE has been eliminated.
    Heavy plasma torpedos are targetable, and relatively easy to take down before they reach your ship. Ofcourse if you fly your ship at 1km from a cube, you may not have the time to react...but thats no game error, it is human error.
    Go pro or go home
  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    velktra wrote: »
    Regarding the "why should escorts have abilities to get out of tractor beams", polarize hull is a bridge officer ability that anyone can have on any ship. Evasive maneuvers (the one that lets escorts and other ships move a little within the beam) is also available to to all players. Attack Pattern Omega is tactical only, but it can be used on any class of ship.

    Also I'm not sure where the "tractor beams can't even hold escorts that aren't using one of those buffs" idea comes from because that's not even remotely accurate. Tractor beams stop escorts just like they do everything else.

    Same thing with plasma fire/plasma effects. They may not stop an escort completely, but they do take away the two major advantages of flying an escort: speed and turn rate. If my escort has some sort of ongoing plasma damage, I'm basically stuck going very slowly in a straight line until the fire dissipates, unless I activate Attack Pattern Omega.

    It's not that these debuffs don't affect escorts. It's just the ones you see getting free of them know how to handle their own buffs.

    You just disregarded that fact that I said "without using Polarized hull." Also, if you target someone, you can see all their buffs, manuvers, or any power action that they take on their status icon. Many of thse manuvers don't have anything to do with getting out of holds and most that do can't be used by cruisers because of the BOFF layouts. Your statment is more in agreence with me than an argument. You are making excuses on why escorts can get away from holds but it does't excuse powers that affect one type of ship than others. It seem you haven't been involved in the latest PVP because many times on "Capture and Hold" escorts break the holds of the tractor beams of the base turrets, they escape the tractor hold of oppenants because of their engine speeds. This should not be so because its not canon, and its not physics. In canon, the Stargazer was stopped at warp speed by a tractor beam from the Enterprise D. In physics, larger objects are harder to hold than smaller objects.

    Making powers that hurts certain type of ship while excusing another is an imbalance in the game. There is no excuse for that.

    I'm looking for yellow fonts time chime in because they are they ones who need to do the explaining.
  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    baudl wrote: »
    typical alexindcobra post...he can't figure out how to overcome something, so the game must be broken.

    If you fire EPtEngines when in a plasma cloud or a tractor beam it is your own fault if nothing happens. But i guess improving you own build or skills at playing is not a goal for you. It is surely easier to just complain about it on the forum instead.

    the thing is also, that just recently the shared cooldown between PH and HE has been eliminated.
    Heavy plasma torpedos are targetable, and relatively easy to take down before they reach your ship. Ofcourse if you fly your ship at 1km from a cube, you may not have the time to react...but thats no game error, it is human error.

    Baudi is not a Dev so I don't care what he says. He just wants to be a nemesis on my threads.

    The suspected invisible torpedo is not the heavy plasma torpedo. I don't fight the cubes at less than 1km on STF's.
  • velktravelktra Member Posts: 0 Arc User
    edited October 2012
    You just disregarded that fact that I said "without using Polarized hull."
    If they got out of your beam, they used a buff. It's not that difficult a concept.

    Those icons are small. It's easy to miss one amidst the others or just not notice that one is there. There's nothing special about the escorts, and your opponent isn't cheating. You simply aren't paying attention.
    Demons run when a good man goes to war.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited October 2012
    my forum name ends with a small "L" and not with a capital "i"!!

    This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . ~Bluegeek
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  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    Warp Plasma, Theta Radiation,
    These powers do slow or restrict movement.
    plasma effect from plasma beams or cannons, plasma effect from plasma torpedo
    These powers do not cause drain or slow effects but DoT.
    Disruptor breech,
    ??? Isn't this a Elite injury for PvE.
    Gravity Well, Tractor beam,Gravetic Anchor
    These abilities do drain Turn/movement
    Plasmonic Leech(KDF), Tyken's Rift, Energy Siphon Drones(KDF),
    These just cause drain.
    I could possibly go on if I knew the names of the new powers, but all of these either slow your turn rate and speed or completely stop your ship.
    Some do, some don't.
    What is really going on in the mind of the developer incharge of these powers?
    A good question.
    Do he realize how much balance is being thrown off by making certain ships immune or resistant to these powers?
    No single ship or even class of ships have been designed to be immune to these powers by default.
    Do the devs want every game playing experience for cruisers to be miserable?
    I doubt it.
    Cruisers already have a slow turn rate, and slow speed while escorts get fast speeds with high rurn rates.
    Possibly becuase Cruisers have a lower Impulse modifier over the Escorts which have higher modifiers.
    Why should escorts get bonuses that make them resistant to being held by tractor beams?
    They don't.
    Why don't plasma effects bring escorts to a near halt like they do other ships? When I hit EPE while in my cruiser, I barely move from the cloud of plasma, but when escort hits EPE, it whisp away like a flying ball of cotton candy, getting out of attack range.
    Because of the Impulse modifier and the fact that teh Escort is not escaping from EWP by using EPTE but other abilities like HE or ApO. Powers availible to most builds.
    Why can't tractor baems hold escorts in place?
    ApO or PH.
    In a cruiser, once you get caught in a tractor beam, you can try to use EPE but you won't go anywhere.
    Becuase countering Tractor Beams does not just involve EPTE but other abilities to break the tractor first then use EPTE to get away fast before you get re-tractored.
    Escorts on the other hand, are able to move enough to increase his distance from tractor source eventually escaping its grasp without using Polarized Hull.
    Many Escorts have learned to cycle twin ApO. Its a culmination of learning how to build to your vessel choice.
    That doesn't even follow basic physics, let alone Star Trek canon. Smaller mass objects are easier to hold and push than larger mass objects. If you don't believe that, go outside, lift, push, and pull small and large objects. Why aren't cruisers, given bonuses with resistances and immunities to turn rate debuffs, since they are already crippled with low turn rates and slow speeds?
    I too wish Mass was a factor in Tractor Beams.
    What is the purpose of Plasmonic Leech? To drain power from your target and add power yourself as long as you are firing.
    Yes. A good Skilling in Power Insulators will reduce the drain to almost nothing and the way the PL has been changed only one PL at a time can drain you, so it can not be stacked anymore.
    What does an escort with already power mods for weapons, engines and shields, need with such a power like Plasomic Leech?
    Escorts get +15 weapons power and nothing else. Escorts do not get any other buff to thier power levels unless they choose a build that is designed to use BOff abilities to increase them or they use the right DOffs which can proc to increase power on the use of certain BOff abilities.
    Anybody can do this on any vessel.
    Oh, and its KDF only. They gave KDF AMS, what did Feds get in return? Seems to me, more bais acts for Devs to put out.
    This is just fed whine. The feds have gotten plenty form the KDF. Carriers and most of our consoles, infact.

    There is no balance in this game from the start. I would like to hear a Dev explain these actions on why ships that are naturally bonused and moded with speed and power to receive extra resistance to speed debuffs and power debuffs?
    Escorts do not recieve any extra resistances at all.
    I'd have to agree, the resists based on ship type are very ineffective.
    There are no Resists bonuses based on ship type.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited October 2012
    Gentle reminder... No "Forum PvP", guys...

    Use good sense, a sense of humor, and when in doubt re-read the forum rules.

    Thanx :)
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
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  • tlamstriketlamstrike Member Posts: 0 Arc User
    edited October 2012
    bitemepwe wrote: »
    ??? Isn't this a Elite injury for PvE.

    No, that's what the disruptor proc is called on its damage marker.
    My Romulan Liberated Borg character made it to Level 30 and beat the (old) Defense of New Romulus with the skill point bug. :D
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    tlamstrike wrote: »
    No, that's what the disruptor proc is called on its damage marker.

    So the -10% hull resist proc also slows your turn and speed??????

    Thats new or the OP is not sure of how things work or a big bug is a t work.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • kyeto13kyeto13 Member Posts: 3 Arc User
    edited October 2012
    +1 internets for Roach :D

    Back to the OPs question... Not every build can be 100% immune to 100% of everything 100% of the 100% of the game...

    Hell, the best I can do now is Polarize hull and HE and a Sci team, and even then I am vulnerable to boarding parties for 15 seconds until my tac team comes off cooldown.

    As Roach pointed out, half the things you mentioned have little to nothing to do with turn rate or movement, aside from energy drains draining power from engines... which is how they are suppose to work in the first place. If you are THAT worried about movement, stack up on
    Deuterium Surplus,
    Engine Bats,
    EPtE,
    Polarize hull,
    APO,

    Or Learn to fly a cruiser like a cruiser instead of an escort....
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  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    velktra wrote: »
    If they got out of your beam, they used a buff. It's not that difficult a concept.

    Those icons are small. It's easy to miss one amidst the others or just not notice that one is there. There's nothing special about the escorts, and your opponent isn't cheating. You simply aren't paying attention.

    Now you putting words in my mouth. I didn't say anything about cheating. Just because you may have poor eye sight or your computer screen maybe too small don't mean everybody is that way. I can see those icons perfectly.
  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    bitemepwe wrote: »
    So the -10% hull resist proc also slows your turn and speed??????

    Thats new or the OP is not sure of how things work or a big bug is a t work.

    Before you are argue the fact go test it a big slow ship. You not going to notice it in a small high turn rate craft. When the disrupter breech is active your turn rate will get slowed until debuff expires.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited October 2012
    Before you are argue the fact go test it a big slow ship. You not going to notice it in a small high turn rate craft. When the disrupter breech is active your turn rate will get slowed until debuff expires.

    Ive never noticed it in any ship I have ever used in sto that has been shot by disruptors.
    Ive never ever seen plasma weapons slow one down iether.

    Ill have to hear a rep from Cryptic before I believe they put a secondary slow proc on disruptors.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • baudlbaudl Member Posts: 4,060 Arc User
    edited October 2012
    Pointing out that certain people don't want to understand game mechanics gets you a warning, while calling people a sociopath doesn't? Interesting policy.:confused:
    Baudi, I think you are a crappy player as well as a crappy person. You spend most of your time bashing people on there own threads because you don't agree with them. All you are doing is trying to provoke people into leaving or making them angry enough to curse you. I can see that you are a sociopath, who can't get along with others, so from here out, anything you say on my threads will be ignored and disregarded. You are not the best player, or have the most knowledge, so you can just buzz off my thread. I didn't ask you for your opinion, because I don't recognize jerks who only think of themselves.

    http://sto-forum.perfectworld.com/showthread.php?t=400461&page=6
    Go pro or go home
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited October 2012
    Before you are argue the fact go test it a big slow ship. You not going to notice it in a small high turn rate craft. When the disrupter breech is active your turn rate will get slowed until debuff expires.

    I fly an Odyssey. I have been smacked by disruptor procs on a regular basis, and guess what kiddo, they don't do ANYTHING to my turn rate or move speed.
    Do every debuff or effect have to mess with speed and turn rate? Some of these debuffs and effects are: Warp Plasma, Theta Radiation, plasma effect from plasma beams or cannons, plasma effect from plasma torpedo, Disruptor breech, Gravity Well, Tractor beam, Plasmonic Leech(KDF), Gravetic Anchor, Tyken's Rift, Energy Siphon Drones(KDF), I could possibly go on if I knew the names of the new powers, but all of these either slow your turn rate and speed or completely stop your ship. What is really going on in the mind of the developer incharge of these powers? Do he realize how much balance is being thrown off by making certain ships immune or resistant to these powers? Do the devs want every game playing experience for cruisers to be miserable? Cruisers already have a slow turn rate, and slow speed while escorts get fast speeds with high rurn rates.

    Why should escorts get bonuses that make them resistant to being held by tractor beams? Why don't plasma effects bring escorts to a near halt like they do other ships? When I hit EPE while in my cruiser, I barely move from the cloud of plasma, but when escort hits EPE, it whisp away like a flying ball of cotton candy, getting out of attack range.

    Why can't tractor baems hold escorts in place? In a cruiser, once you get caught in a tractor beam, you can try to use EPE but you won't go anywhere. Escorts on the other hand, are able to move enough to increase his distance from tractor source eventually escaping its grasp without using Polarized Hull. That doesn't even follow basic physics, let alone Star Trek canon. Smaller mass objects are easier to hold and push than larger mass objects. If you don't believe that, go outside, lift, push, and pull small and large objects. Why aren't cruisers, given bonuses with resistances and immunities to turn rate debuffs, since they are already crippled with low turn rates and slow speeds?

    What is the purpose of Plasmonic Leech? To drain power from your target and add power yourself as long as you are firing. What does an escort with already power mods for weapons, engines and shields, need with such a power like Plasomic Leech? Oh, and its KDF only. They gave KDF AMS, what did Feds get in return? Seems to me, more bais acts for Devs to put out.

    There is no balance in this game from the start. I would like to hear a Dev explain these actions on why ships that are naturally bonused and moded with speed and power to receive extra resistance to speed debuffs and power debuffs? Can the Dev project manager even out his team so that the escort lover devs aren't the ones coming up with new powers just to make the escorts the top ships in the game.

    Man... Where to start... Um... well for starters, plasma fires don't affect your turn rate. Plasmonic Leech only has a minimal effect on your turn rate.

    Secondly, escorts don't have passive resistance to tractor beams/holds/snares etc. Maybe... just maybe... they put points into Inertial Dampeners? And Power Insulators? Hmmm? Or perhaps they EQUIPPED said items? EPE doesn't free you from holds. Or snares. Or other things. It just gives you a short speed boost followed by a long overall increase in engine power. You use EVASIVE MANEUVERS to get out of things like that.

    Also escorts have a higher native speed and turn rate/impulse modifier. So naturally the initial effect of drains/warp plasma/metreon gas will be lessened and allow them to be able to escape. Also did you have warp theorists equipped? If not, then that would be why you couldn't outright snare them with warp plasma. LASTLY cruisers aren't meant to move around quickly, so naturally anything that impedes movement will SEEM to have a lessened effect, where in reality, the effect is the same, but what you are impeding is just that much lower.

    Why is it that anytime anyone doesn't agree with you immediately and completely like some servant lapdog is a noob/has no idea what they are talking about? Why does it seem like you only want to hear your opinion spouted back at you? Whatever happened to other points of view? If you bothered to read a lot of the responses here, they are telling you what possibly the escorts did/what they possibly had equipped that could enable them to do what you said they did.

    I know for a fact that a mk XII purple Inertial Dampener on my FPE and raptor makes it so I can move around in a tractor beam/warp plasma/anything that snares/holds my ship, albeit not as quickly as I could before, but I can still move around, since it LESSENS THE SEVERITY of the effect. That's what it's supposed to do. Also when it comes to drains, I have mk XII purple power insulators, and guess what, drains don't do much.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    I just reconfirmed it today, that the disruptor breech did slow my turn rate and once it goes away i was turning faster.

    If you PVP more often in Capture and Hold scenarios, you will see plenty of escorts escaping tractor beams. They were doing this without Polarized hull. Unless there is another power that resits holds that i don't know about, I don't understand why this is happening.

    It would be nice to have a dev chime in and tell us why this can happen, because they made the powers and know what they do better than you and I.
  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    I fly an Odyssey. I have been smacked by disruptor procs on a regular basis, and guess what kiddo, they don't do ANYTHING to my turn rate or move speed.



    Man... Where to start... Um... well for starters, plasma fires don't affect your turn rate. Plasmonic Leech only has a minimal effect on your turn rate.

    Secondly, escorts don't have passive resistance to tractor beams/holds/snares etc. Maybe... just maybe... they put points into Inertial Dampeners? And Power Insulators? Hmmm? Or perhaps they EQUIPPED said items? EPE doesn't free you from holds. Or snares. Or other things. It just gives you a short speed boost followed by a long overall increase in engine power. You use EVASIVE MANEUVERS to get out of things like that.

    Also escorts have a higher native speed and turn rate/impulse modifier. So naturally the initial effect of drains/warp plasma/metreon gas will be lessened and allow them to be able to escape. Also did you have warp theorists equipped? If not, then that would be why you couldn't outright snare them with warp plasma. LASTLY cruisers aren't meant to move around quickly, so naturally anything that impedes movement will SEEM to have a lessened effect, where in reality, the effect is the same, but what you are impeding is just that much lower.

    Why is it that anytime anyone doesn't agree with you immediately and completely like some servant lapdog is a noob/has no idea what they are talking about? Why does it seem like you only want to hear your opinion spouted back at you? Whatever happened to other points of view? If you bothered to read a lot of the responses here, they are telling you what possibly the escorts did/what they possibly had equipped that could enable them to do what you said they did.

    I know for a fact that a mk XII purple Inertial Dampener on my FPE and raptor makes it so I can move around in a tractor beam/warp plasma/anything that snares/holds my ship, albeit not as quickly as I could before, but I can still move around, since it LESSENS THE SEVERITY of the effect. That's what it's supposed to do. Also when it comes to drains, I have mk XII purple power insulators, and guess what, drains don't do much.

    Why are you jumping into my argument between me and Baudl. It has nothing to do with you, nobody asked for your opinion about how I talk to a person, I very much don't like. Me and this guy have a bad history since the forums started. The moderators muted him for trying express his disgust of me. I have decided a long time ago to ignore his antagonism and not listen to anything he has to say on my threads. I don't care whether you agree with me or not. I made this thread to get answers from the Devs, which prints in "Yellow font." If you want to comment, go ahead, but when you start calling me names then you are in the wrong and instagating a fight. You don't seem to know how to talk, without calling people outside their name. It seems you are the one who can't stand dissagreent from your opinion because you start calling me a dog, bag of wind, and other offensive names. You want to rattle the cage, you going to get your feelings hurt. I am no push over for another equal player. If you can't control your tongue, and keep out the name calling then you can go to some other thread, or can make your own thread and complain about how dogs and windbags don't agree with you.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited October 2012
    Why are you jumping into my argument between me and Baudl. It has nothing to do with you, nobody asked for your opinion about how I talk to a person, I very much don't like. Me and this guy have a bad history since the forums started. The moderators muted him for trying express his disgust of me. I have decided a long time ago to ignore his antagonism and not listen to anything he has to say on my threads. I don't care whether you agree with me or not. I made this thread to get answers from the Devs, which prints in "Yellow font." If you want to comment, go ahead, but when you start calling me names then you are in the wrong and instagating a fight. You don't seem to know how to talk, without calling people outside their name. It seems you are the one who can't stand dissagreent from your opinion because you start calling me a dog, bag of wind, and other offensive names. You want to rattle the cage, you going to get your feelings hurt. I am no push over for another equal player. If you can't control your tongue, and keep out the name calling then you can go to some other thread, or can make your own thread and complain about how dogs and windbags don't agree with you.

    First of all, I never called you a dog. Or a windbag. At least not in this thread. If you actually READ my post, you will see that I was simply commenting that anyone who doesn't follow your idea LIKE A SERVANT LAPDOG (was referring to them, not you.) doesn't seem to get anything from you other than scorn. Myself included, even though I am far from deserving of it. You need to get your temper under control, since all of your threads have simply turned into you vs anyone else who is trying to provide possible opinions other than your own.

    And you wonder why he always attacks your posts? Why don't you ask him instead of just dismissing him outright. I have often found that if you ask someone why they don't like you or what you have to say, you will often find that their reasoning holds a grain of truth and if you try to listen as well, you can work out some way to keep said person from constantly posting hostility and contempt.

    I take an example from one of my threads. *removed because names are not supposed to be mentioned* had some things to say, I didn't like them, so I attacked said person, they fought back, and that thread turned into a rage war. Once I cooled off though, and actually bothered to read what said person had to say, I took a deep breath, SWALLOWED MY PRIDE (something you might want to consider), and actually took a step back and re-examined that person's argument. And lo and behold, I found fault in my own and corrected it, then asked that person freely for their opinion, which they provided and I found that they were right on a few counts. Now we are on rather congenial terms.

    Seriously man, you are being way too hostile. Why don't you try to look at it from multiple perspectives, instead of outright dismissing other PoVs? You may find that others will be more receptive to your posts, baudl included. I mean, I agree, he can be a little... harsh, but he does have a few good points. You really gotta chill alex, or at least stop being so defensive. We aren't attacking you. We aren't gunning for you in particular. We are just providing an alternate view to what it is you see. And you are attacking us for it, and gunning specifically for us, just because we don't share all your views. Please keep that in mind.
    If you PVP more often in Capture and Hold scenarios, you will see plenty of escorts escaping tractor beams. They were doing this without Polarized hull. Unless there is another power that resits holds that i don't know about, I don't understand why this is happening.
    Secondly, escorts don't have passive resistance to tractor beams/holds/snares etc. Maybe... just maybe... they put points into Inertial Dampeners? And Power Insulators? Hmmm? Or perhaps they EQUIPPED said items? EPE doesn't free you from holds. Or snares. Or other things. It just gives you a short speed boost followed by a long overall increase in engine power. You use EVASIVE MANEUVERS to get out of things like that.

    Also escorts have a higher native speed and turn rate/impulse modifier. So naturally the initial effect of drains/warp plasma/metreon gas will be lessened and allow them to be able to escape. Also did you have warp theorists equipped? If not, then that would be why you couldn't outright snare them with warp plasma. LASTLY cruisers aren't meant to move around quickly, so naturally anything that impedes movement will SEEM to have a lessened effect, where in reality, the effect is the same, but what you are impeding is just that much lower.

    I know for a fact that a mk XII purple Inertial Dampener on my FPE and raptor makes it so I can move around in a tractor beam/warp plasma/anything that snares/holds my ship, albeit not as quickly as I could before, but I can still move around, since it LESSENS THE SEVERITY of the effect. That's what it's supposed to do. Also when it comes to drains, I have mk XII purple power insulators, and guess what, drains don't do much.

    Did you even bother to read my post? Or did you simply see it as an attack and dismiss it outright?
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    I read the whole thing, its not something I already don't know, but the name calling is some thing you need to watch yourself on.
  • alexindcobraalexindcobra Member Posts: 608
    edited October 2012
    I play this game everyday and still the same has not changed. My original statement still stands.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited October 2012
    adjusted post. try reading it now.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
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