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Space PVP Concerns Directory 1.0

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  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited February 2013
    mancom wrote: »
    How exactly is massive healing over time helping against spikes? It only devalues pressure damage.

    Maybe I'm missing something, but what did you add to the game in recent times that has significantly increased dps? I don't think that there has been any addition that even remotely compares to the increase in healing and passive resists (which totally killed any positive steps you took with rebalancing the BFI doff and effectively reducing the 3-part borg proc by splitting the set).

    The game has moved from a state where pressure and spike damage coexisted and both were valuable to a state where only spike damage has any meaning at all. Is this intentional?

    I think this conversation should spin off to a new thread. Though I'm not sure how much more I contribute, getting more voices on the topic of "Spike vs. Pressure," and their relative viability, is something I'd be interested in hearing.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited February 2013
    mancom wrote: »
    How exactly is massive healing over time helping against spikes? It only devalues pressure damage.

    Maybe I'm missing something, but what did you add to the game in recent times that has significantly increased dps? I don't think that there has been any addition that even remotely compares to the increase in healing and passive resists (which totally killed any positive steps you took with rebalancing the BFI doff and effectively reducing the 3-part borg proc by splitting the set).

    The game has moved from a state where pressure and spike damage coexisted and both were valuable to a state where only spike damage has any meaning at all. Is this intentional?

    To be fair the CritH rate has jumped a lot from consoles and rep system. Also, they've added dual proc weapons and upto 5 Tac console ships in the past year. Tet glider helps, but is kind of a wash w/ineffective shield stripping (sans the lobi mines and pets).

    Though I agree, the end result is repair procs based on recieving CritH and some just being hit has made pressure damage a problem. There were also defensive boosts added in the last year in terms of boosting base HP stats, turnrates, Doff abilities. The STF gear also boosted defenses prior to the Fleet gear.

    Not to mention it time gates new players from having the Damage and Repair/Resist/Regen abilties. It also creates a time gate that makes using multiple toons for variety of gameplay more difficult.

    Getting back to the teamwork issue, people will PuG w/these passives and instead of properly learning to outfit and play in a team environment they will think Kirking it works. Then complain when they can't Kirk it vs a coordinated team that something is OP or UP. Instead of looking at the root cause.
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  • naz4naz4 Member Posts: 1,373 Arc User
    edited February 2013
    Naz, if you're willing and able to continue maintaining the first few posts of this thread, it will make tracking the issues, and informing the community about progress, that much easier.

    That was the plan. Make both your lives easier and keep the PVP community informed.

    Please can i ask that you only report issues in this thread and not discuss the issues. Making my life a bit difficult ..... ;(
  • darkfader1988darkfader1988 Member Posts: 0 Arc User
    edited February 2013
    p2wsucks wrote: »
    To be fair the CritH rate has jumped a lot from consoles and rep system. Also, they've added dual proc weapons and upto 5 Tac console ships in the past year. Tet glider helps, but is kind of a wash w/ineffective shield stripping (sans the lobi mines and pets).

    Though I agree, the end result is repair procs based on recieving CritH and some just being hit has made pressure damage a problem. There were also defensive boosts added in the last year in terms of boosting base HP stats, turnrates, Doff abilities. The STF gear also boosted defenses prior to the Fleet gear.

    Not to mention it time gates new players from having the Damage and Repair/Resist/Regen abilties. It also creates a time gate that makes using multiple toons for variety of gameplay more difficult.

    Getting back to the teamwork issue, people will PuG w/these passives and instead of properly learning to outfit and play in a team environment they will think Kirking it works. Then complain when they can't Kirk it vs a coordinated team that something is OP or UP. Instead of looking at the root cause.

    Still though, adding up more CrtH doesnt necessarily mean more spike. Overall it simply means more DPS overall over a match by a specific person having the higher Critical Chance.

    Spike should be refered to as something that increases your damage significantly in a relatively short amount compared to the match itself (APA, GDF, etc)

    So realistically thats not really a massive increase in spike tbh.

    -MT
    MT - Sad Pandas
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited February 2013
    p2wsucks wrote: »
    To be fair the CritH rate has jumped a lot from consoles and rep system. Also, they've added dual proc weapons and upto 5 Tac console ships in the past year. Tet glider helps, but is kind of a wash w/ineffective shield stripping (sans the lobi mines and pets).

    Though I agree, the end result is repair procs based on recieving CritH and some just being hit has made pressure damage a problem. There were also defensive boosts added in the last year in terms of boosting base HP stats, turnrates, Doff abilities. The STF gear also boosted defenses prior to the Fleet gear.

    Not to mention it time gates new players from having the Damage and Repair/Resist/Regen abilties. It also creates a time gate that makes using multiple toons for variety of gameplay more difficult.

    Getting back to the teamwork issue, people will PuG w/these passives and instead of properly learning to outfit and play in a team environment they will think Kirking it works. Then complain when they can't Kirk it vs a coordinated team that something is OP or UP. Instead of looking at the root cause.

    Many of the damage options are actually rather humble compared to their healing/resists equivalents.

    A fifth console is overrated; what killed you with five would've killed you anyway with four, you know? Criticals themselves are also quite mild in STO, with a base sev of only an extra 50% base. This is quite a world away from many games where severity can easily reach ~300% or more.
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  • shookyangshookyang Member Posts: 1,122
    edited February 2013
    Why are polarons not on the list? They are the only energy type that has two drain procs, no? A non-stacking 5 second drain and up to 5 stackable instant drains.

    Regarding Aceton Assimilators, I have yet to run tests on a multiple assimilators from multiple people. But, the individual tests seems to indicate that the radiation DOT and the radiation burst is the only thing that could be considered too strong, and the only people who think that are FAW, heavy torpedo, or mine spammers. If your entire strategy revolves around those type of spams, I do not feel sorry for you at all. The drain itself appears to be capped when it's from just one Captain, is there an example of a power that is capped for one captain, but stacks with another Captain? Serious question, I can't think of any at the moment.

    From my tests:
    1) Against a Captain with no Power Insulators (except from the MACO 2-piece set), the Assimilators drained 50% of their listed value. A second Assimilator did not stack a drain.

    2) Against a Captain with 6 points in Power Insulators, the Assimilators was resisted 100% (even when two from the same player were deployed).

    3) Against a Captain with no Power Insulators (except from the Jem'Hadar deflector), the first Assimilator drained nothing. A second Assimilator drained at 50% of the listed drain value. This test was performed recently, where as the previous tests were done months ago. Something might have changed?


    For the SNB doff, why is this still considered too powerful? At the minimum, it can only activate every 15 seconds (prior to the nerf, pax's team was able to get it to proc every 7.5 seconds with 8 of these doffs...even with 15, the best you can get is every 15 seconds with 15 of these doffs). Also, it only strips 3 buffs, compared to all of them before.

    Also, this DOFF is broken. This past week, my fleet mate and I tested a number of his procs, and we were not able to get this proc to work (even when he had 3 equipped). None of my buffs were stripped and I saw no immunity icon.
  • shookyangshookyang Member Posts: 1,122
    edited February 2013
    Many of the damage options are actually rather humble compared to their healing/resists equivalents.

    A fifth console is overrated; what killed you with five would've killed you anyway with four, you know? Criticals themselves are also quite mild in STO, with a base sev of only an extra 50% base. This is quite a world away from many games where severity can easily reach ~300% or more.
    Passive critical severity is around 50-66%. But, you can get an additional 70% with critdx3 DHCs.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited February 2013
    shookyang wrote: »
    Why are polarons not on the list?

    Because they are one of the better balanced procs.

    shookyang wrote: »
    For the SNB doff, why is this still considered too powerful?

    Because it's a mini SNB.

    In a DOFF.

    You can slot three of them x5 for 15 of them.


    shookyang wrote: »
    At the minimum, it can only activate every 15 seconds (prior to the nerf, pax's team was able to get it to proc every 7.5 seconds with 8 of these doffs...even with 15, the best you can get is every 15 seconds with 15 of these doffs). Also, it only strips 3 buffs, compared to all of them before.

    Yeah "only strips 3" buffs "only every 15s". :rolleyes:


    What could possibly be wrong with that?
  • renimaltrenimalt Member Posts: 219 Arc User
    edited February 2013
    Slightly different from the discussions so far, but:

    Issue: Crew longevity in combat
    Crew seems to die far too easily, and be revived far too slowly under PvP conditions. I fly a 2500 crew Oddy; even with a purple Mk XII biofunction monitor + white Mk XI emergency force fields, a single kinetic-based opponent can easily keep the active crew number close to 0. Given that crew is a huge part in determining hull regeneration, and also helps to combat subsystem damage, it seems that crew is becoming disabled/dying far too quickly and not recovering quickly enough. (This might also tie into the Theta crew-killing problem.)

    (I've heard stories of the purple Mk XII biofunction monitor keeping crew active on 50-crew escorts, but it's not doing that on this oddy. Plus, thematically, it seems a bit wrong; I know that my ship is crewed by redshirts, but if all of them are disabled/dead, then who's flying my ship?)
    Resist viewer! See shield/hull resists! Read about it here!
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited February 2013
    renimalt wrote: »
    Slightly different from the discussions so far, but:

    Issue: Crew longevity in combat
    Crew seems to die far too easily, and be revived far too slowly under PvP conditions. I fly a 2500 crew Oddy; even with a purple Mk XII biofunction monitor + white Mk XI emergency force fields, a single kinetic-based opponent can easily keep the active crew number close to 0. Given that crew is a huge part in determining hull regeneration, and also helps to combat subsystem damage, it seems that crew is becoming disabled/dying far too quickly and not recovering quickly enough. (This might also tie into the Theta crew-killing problem.)

    (I've heard stories of the purple Mk XII biofunction monitor keeping crew active on 50-crew escorts, but it's not doing that on this oddy. Plus, thematically, it seems a bit wrong; I know that my ship is crewed by redshirts, but if all of them are disabled/dead, then who's flying my ship?)

    There is engineering console that protects your crew. There is Aux to Damp skill that protects your crew as well. On my cruiser I dont go below 80% crew unless I choke on theta. Except for the theta part it works fine.

    What bothers me is, that when I respawn I have to regen my crew, which effectively gimps me for long duration compared to low crew escort. Hence I propose that after you respawn, your crew should be at 100%.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • mancommancom Member Posts: 784 Arc User
    edited February 2013
    dalnar83 wrote: »
    What bothers me is, that when I respawn I have to regen my crew, which effectively gimps me for long duration compared to low crew escort. Hence I propose that after you respawn, your crew should be at 100%.
    Theoretically "Abandon Ship" is supposed to help with crew death and respawn.

    Maybe it's an opportunity to fix AS and make that give you full crew after respawning? But I think it was mentioned in the initial post that Cryptic isn't interested in possible solutions, so I guess just put AS on the list of issues and hope that someone at Cryptic remembers what this ability that has been useless ever since launch was originally supposed to do.
    1042856
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited February 2013
    mancom wrote: »
    Theoretically "Abandon Ship" is supposed to help with crew death and respawn.

    Maybe it's an opportunity to fix AS and make that give you full crew after respawning? But I think it was mentioned in the initial post that Cryptic isn't interested in possible solutions, so I guess just put AS on the list of issues and hope that someone at Cryptic remembers what this ability that has been useless ever since launch was originally supposed to do.

    Abandon ship is not very useable in current game. Because you either die in 2-3 seconds or do not die at all. So I do not see the window of opportunity when I should use the skill. Beside, it's much more convenient to ram someone with a cruiser that is going down :P
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • renimaltrenimalt Member Posts: 219 Arc User
    edited February 2013
    The engineering console is the force fields that I mentioned -- the ones that didn't really help to keep the crew alive. AtD protects crew somewhat, but it only acts as a strong emergency force field console, and it's not up all the time. During its downtime, it's far too easy for some random kinetic strike to take out a quarter of my crew. Plus, AtD doesn't help the disabled crew come back.

    The loss of crew and problem in keeping them alive is more noticeable on vessels with larger crew counts, I think. It's easy to replenish 50 crew on an escort, not so much on a 2500 crew (or more!) boat.

    I do agree that waiting for crew to regen is a huge timesink, and one that can't often be afforded in a match -- my teammates are dying out there, and I have to go save them!
    Resist viewer! See shield/hull resists! Read about it here!
  • maicake716maicake716 Member Posts: 0 Arc User
    edited February 2013
    dalnar83 wrote: »
    Abandon ship is not very useable in current game. Because you either die in 2-3 seconds or do not die at all. So I do not see the window of opportunity when I should use the skill. Beside, it's much more convenient to ram someone with a cruiser that is going down :P

    I've also noticed abandon ship will cause you to self district Reguardless of your health. Once it active, even if you get heals you still go boom.
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
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  • hurleybirdhurleybird Member Posts: 909
    edited February 2013
    naz4 wrote: »
    05. Weapon: Phaser
    Issue: Has the best PvP orientated proc and makes the other procs seem inferior
    Status: This was altered once before to include a target-based immunity period. We feel this is sufficient for the time being, and that opinions of the relative power of Phasers, compared to other Energy Weapon Procs, are largely based on learned biases from the powers' original state. Phasers also benefit from being the most dramatic weapon proc in the game, causing a level of confirmation bias among players looking for a reason to dislike its current state.

    That said, this isn't a wholesale dismissal of the complaint. Further changes are, however, unlikely to happen over any short-term period

    Perhaps the best solution would be remove the shield proc entirely, and in exchange greatly increase the durations of the weapons, engines, and aux procs? Or change the shield proc to something that greatly weakens shields? Anything but taking the shields offline, really.

    Personally, if I die (or someone I'm responsible for healing dies) because a lucky shield proc happens to coincide with someone delivering burst damage, I feel cheated. And I don't get much satisfaction when the only reason my team gets a kill is because of some fluky proc either. The shield proc just doesn't gel with what is usually a skill based game that requires coordination to score kills at the top levels of play.
  • danielpenfolddanielpenfold Member Posts: 3 Arc User
    edited February 2013
    The wepons to me are all good at the momnet.
    I'm so happy :D
  • naz4naz4 Member Posts: 1,373 Arc User
    edited February 2013
    Gents, if you have an issue, please post it in format specified or else I will miss it.

    Thanks in advance.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited February 2013
    naz4 wrote: »
    Gents, if you have an issue, please post it in format specified or else I will miss it.

    ##. Ability: Abandon Ship
    Issue: Has been previously mentioned it could/should benefit crew in some way. Current implementation lacks sufficient bonus to provide incentive to use it.
    Status: Under Review
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited February 2013
    I'd like to hear more about this issue:
    38. Ability: Scramble Sensors with doffs
    Issue: Regardless of exiting game and re-entering, if you relog into game, your cooldown timers do not reset as they should. Should abilities be reset upto 10 mins on abilities? Do they stack if used by multiple players in team? Does the temporal inversion field amplify it? Also, do boarding parties amplify it as well? They also affect weapon timers drasticly (Upto 2 mins) See Picture Please note, picture taken approx. 2 minutes after game had ended
    Status: To be advised by Cryptic

    Does this happen every time you're hit by the Doff proc, without fail, or only when the match ends while you're under its effects?
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • naz4naz4 Member Posts: 1,373 Arc User
    edited February 2013
    I'd like to hear more about this issue:



    Does this happen every time you're hit by the Doff proc, without fail, or only when the match ends while you're under its effects?

    I'll have to get the guy it happened to me to explain the circumstances around it
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited February 2013
    Hopefully these will get added to the list:


    A- Hyper Plasma Torpedo under high yield has a 2 to 3 second delay before firing when the ship firing it is decloaking. In comparison, a regular plasma torpedo or the omega torpedo fire instantly as the ship decloaks.

    Further observation shows the hyper plasma does not fire until the bird of prey's wings are fully folded down. Timer coincidence or related? who knows. The hyper plasma should fire at the same speed the other torpedoes do.

    B- Reman set bonus to heavy torpedo defense and speed is highly insufficient. AI not only instantly targets+shoots them the moment they pop out of your ship but also the AI's Fire at Will beam attacks seems to have an instant preference to target the heavy torpedoes and mines instead of the ships which are much closer to it. Player FAW does not do this.

    Would be nice if the defense was upped significantly.

    C- Tachyon beam effectiveness in PvP is lacking (and PVE too for that matter). It would be very useful if it also prevented shield balancing (manual or from TT) for the duration of the beam.

    D- If I use two High Yield 3's on my boff tray (same ability in two different boffs) and trigger both, the game displays a '2' in the high yield 3 icon. However, when I fire the very first torpedo it consumes both charges and does not provide any additional boost to that torpedo being fired. In essence, the second high yield is lost.

    Would be great if it gave one torpedo a double boost or if it worked as it should and consume one charge per torpedo fired.

    E- Omega torpedo under high yield/spread triggers a timer on the omega torpedo even though it has 4 charges left. Should it not trigger that timer only if you use up all the charges?

    Or perhaps it would be better if the high yield/spread simply used up all the charges and the one shot fired have a 15% boost per charge? This alone would make omega unique and different compared to hyper plasma.

    F- Related to E, the Omega torpedo fires one charge per click... which is quite annoying to use in a cloak-capable ship since you end up having to click fire on the silly thing manually (other ships keep it in autofire but then lose the charge-accumulating benefit).

    Would it not be better to allow it to fire all charges in one click like hyper plasma does and have it kick in a 12 second reload timer when the last charge is used up?

    G- If my science ship has a tac boff with subsystem targeting skills trained to full why does the native ship ability not receive the timer reduction as well?

    H- Faction passive bonus that adds kinetic damage to energy weapons and torpedos (I forget the name): The math is off and biased to energy weapons. 2.5% proc chance per shot vs 5% per torpedo... a beam array fires 5 times per cycle, a cannon more than that. A torpedo fires once. Should the projectile proc rate be increased to 10%? Or perhaps could the ability be given a different proc for torpedoes? : 10% chance to apply 50% damage to shields. Now THAT would be grand.

    I- Tricobalt mines are now seen out to 1km.. can they please at least be sped up in their activation time? The deploy (spread-out) animation should be halved and the timer to activate/cloak should halved.

    J- Plasma fire green smoke tends to have a huge impact on FPS. Could it be changed to simply be green fires emanating from small hull sections rather than just a cloud of green? Im thinking the same fires-on-hull animation when your ships is extremely damaged or is spinning as its about to blow up..but green.

    K- Passive shield regeneration bonus from reputation system (I forget the name again) on starships does not scale with ship shield power levels. I get it, a 700'ish shield regen per 6 seconds is nice but if it doesnt tie in with the ship power levels to scale up then it really is quite weak for such a high tier ability.
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited February 2013

    G- If my science ship has a tac boff with subsystem targeting skills trained to full why does the native ship ability not receive the timer reduction as well?


    For the same reason that if you have two tac boffs with the same subsystem targetting skill trained, but only maxed out on one, the second one doesn't receive the timer reduction.

    Subsystem targeting innate to sci ships is independent of and aside from globals does not interact with subsystem cooldown as a tactical skill. There's no reason to expect it to benefit from training in the skill on a boff.
  • inktomi19inktomi19 Member Posts: 142 Arc User
    edited February 2013
    RCS Accelerator Consoles
    Issue: Because the RCS consoles increase turn rate by a percentage rather than a fixed number, they have lower value to lower turn rate ships, sometimes to the point that the console gives no perceivable benefit in effectiveness. At the other end of the spectrum, ships with especially high turn rate gain even more benefit, making it impossible to close any perceived gaps in performance with gear.



    Combat Impulse Engine
    Issue: Does not provide any benefit at end-game power levels. For most captains it is impossible to lower engine power much below 50.



    Hyper Impulse Engine
    Issue: Too easy to run at high power levels at end-game making it easy to gain the benefit of Hyper engines. Most captains can run a ship at 125 in either Weapons or Aux (depending on the ship's focus) and still keep engine power at 70+. This compounds the effects of speed on defense as it is extremely easy to run a ship at a high enough speed to gain the maximum defensive bonus.




    Power System Consoles (Booster Modulator, Plasma Distribution Manifold, Field Emitter, Injector Assembly)
    Issue: The bonus power gained from these consoles is very low, and easily ignored, making them a poor choice as compared to other Engineering consoles.
  • renimaltrenimalt Member Posts: 219 Arc User
    edited February 2013
    Category: UI
    Issue: Bridge officer timers not properly displaying time left on ability
    Sometimes if you activate an ability right as it comes off of cooldown, the UI will display its cooldown at the global value instead of the single-copy value. (For example, if I hit EPtS right after it comes off of cooldown, sometimes the UI will show it's cooldown to now be 30s instead of 45s.) This is a minor problem, but it's annoying in matches where the time it takes to click a single ability is critical -- right now, I just have to remember which copy of EPtS or TSS is actually off of cooldown.
    Resist viewer! See shield/hull resists! Read about it here!
  • felderburgfelderburg Member Posts: 854 Arc User
    edited February 2013
    I'd like to hear more about this issue:



    Does this happen every time you're hit by the Doff proc, without fail, or only when the match ends while you're under its effects?

    I will say that cooldown timers act oddly in STO, not related to DOffs. The slipstream cooldown, for example, doesn't (unless it's been fixed and I don't know) recharge when you're on a ground map. So you can use slipstream to get to where you're going, beam down, spend however long on the ground, beam up, and not be able to use slipstream. That's one very specific example, and I'll have to take a closer look in game for others, but it illustrates something that shouldn't happen.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited February 2013
    Ability: Target Subsystem III
    The ability should have 40% chance to disable a subsystem. Yet the new tooltip (changed few patches back) shows only 20% on mark III ability. More of, my subjective feeling is, it does not proc that much after the patch. I used disable shields pretty regularly with it, but lately it feels like 20%. Aka, there is no difference between I and III. Might want to recheck it.

    Ability: Phaser Lance
    The native lance of Galaxy-X dreadnought misses 9/10 of the time. Not sure how the accuracy calculations are made, but a weapon with 3 min cooldown that does miss most of the time is useless. Might want to recheck the accuracy math on that one.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • warbird001warbird001 Member Posts: 246 Arc User
    edited February 2013
    Ship: Jem Hadar Bug Ship: Makes every other escort pretty much worthless due to its adaptability and superior bridge officer slots. Ridiculous turn rate and power boosts.

    Weapon: Temporal Device: Too low firing speed, cannot use with Torpedo Spread, Temporal Vortex secondary effect does not work.

    Weapon: Chroniton Duel Beam Bank: Unique-equip item makes it virtually impossible to incorporate into build if you want to use the full Temporal Warfare set. Incredibly inaccurate in combat and lacking in power.
  • solarstreaksolarstreak Member Posts: 78 Arc User
    edited February 2013
    Abilities: Subnucleonic Beam, Science Team, and i'm sure way more abilities share this issue.

    Issue: If you cast either of these abilities (only abilities i've seen it happen with so far) on someone that is entering or leaving the arc/range of use on the power the moment you use it, the ability will have no effect, and go on full cooldown. In my case i had 2 doffs to reduce the cooldown of my science team 3, and they had no effect, the cooldown lasted 30 sec, instead of 16 sec like it was supposed to.
    Selun'x Alien Sci - Zarza Reman Tac
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited February 2013
    felderburg wrote: »
    I will say that cooldown timers act oddly in STO, not related to DOffs. The slipstream cooldown, for example, doesn't (unless it's been fixed and I don't know) recharge when you're on a ground map. So you can use slipstream to get to where you're going, beam down, spend however long on the ground, beam up, and not be able to use slipstream. That's one very specific example, and I'll have to take a closer look in game for others, but it illustrates something that shouldn't happen.

    No, that's something completely different. When you're on a ground map, your powers in space aren't even loaded. They're saved to the disc at the cooldowns they had when you transitioned, and they reload from the disc when you transit back into space.

    That is completely unrelated to the issue at hand.
  • naz4naz4 Member Posts: 1,373 Arc User
    edited February 2013
    Hopefully these will get added to the list:


    A- Hyper Plasma Torpedo under high yield has a 2 to 3 second delay before firing when the ship firing it is decloaking. In comparison, a regular plasma torpedo or the omega torpedo fire instantly as the ship decloaks.

    Further observation shows the hyper plasma does not fire until the bird of prey's wings are fully folded down. Timer coincidence or related? who knows. The hyper plasma should fire at the same speed the other torpedoes do.

    B- Reman set bonus to heavy torpedo defense and speed is highly insufficient. AI not only instantly targets+shoots them the moment they pop out of your ship but also the AI's Fire at Will beam attacks seems to have an instant preference to target the heavy torpedoes and mines instead of the ships which are much closer to it. Player FAW does not do this.

    Would be nice if the defense was upped significantly.

    C- Tachyon beam effectiveness in PvP is lacking (and PVE too for that matter). It would be very useful if it also prevented shield balancing (manual or from TT) for the duration of the beam.

    D- If I use two High Yield 3's on my boff tray (same ability in two different boffs) and trigger both, the game displays a '2' in the high yield 3 icon. However, when I fire the very first torpedo it consumes both charges and does not provide any additional boost to that torpedo being fired. In essence, the second high yield is lost.

    Would be great if it gave one torpedo a double boost or if it worked as it should and consume one charge per torpedo fired.

    E- Omega torpedo under high yield/spread triggers a timer on the omega torpedo even though it has 4 charges left. Should it not trigger that timer only if you use up all the charges?

    Or perhaps it would be better if the high yield/spread simply used up all the charges and the one shot fired have a 15% boost per charge? This alone would make omega unique and different compared to hyper plasma.

    F- Related to E, the Omega torpedo fires one charge per click... which is quite annoying to use in a cloak-capable ship since you end up having to click fire on the silly thing manually (other ships keep it in autofire but then lose the charge-accumulating benefit).

    Would it not be better to allow it to fire all charges in one click like hyper plasma does and have it kick in a 12 second reload timer when the last charge is used up?

    G- If my science ship has a tac boff with subsystem targeting skills trained to full why does the native ship ability not receive the timer reduction as well?

    H- Faction passive bonus that adds kinetic damage to energy weapons and torpedos (I forget the name): The math is off and biased to energy weapons. 2.5% proc chance per shot vs 5% per torpedo... a beam array fires 5 times per cycle, a cannon more than that. A torpedo fires once. Should the projectile proc rate be increased to 10%? Or perhaps could the ability be given a different proc for torpedoes? : 10% chance to apply 50% damage to shields. Now THAT would be grand.

    I- Tricobalt mines are now seen out to 1km.. can they please at least be sped up in their activation time? The deploy (spread-out) animation should be halved and the timer to activate/cloak should halved.

    J- Plasma fire green smoke tends to have a huge impact on FPS. Could it be changed to simply be green fires emanating from small hull sections rather than just a cloud of green? Im thinking the same fires-on-hull animation when your ships is extremely damaged or is spinning as its about to blow up..but green.

    K- Passive shield regeneration bonus from reputation system (I forget the name again) on starships does not scale with ship shield power levels. I get it, a 700'ish shield regen per 6 seconds is nice but if it doesnt tie in with the ship power levels to scale up then it really is quite weak for such a high tier ability.

    Are these PVP related? Cant figure that out. This list seems to be general issues that need addressing rather than PVP centric. Should it not be discussed or brought up elsewhere?
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