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[Bug Report] Andorian Ship - Cannon Powers Cooldown

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  • letsrishletsrish Member Posts: 28 Arc User
    edited February 2013
    Look, it's Sun Tzu! :) You could have made your case for what YOU want changed without spitting on what I want, brain-boy.
    He disagreed with you, but was polite and gave his reasoning for it. What's your problem with that?
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited February 2013
    letsrish wrote: »
    He disagreed with you, but was polite and gave his reasoning for it. What's your problem with that?

    I thought he was being light hearted and polite about it in return.

    Really I cringed when I read what he said because it was true, I did throw him under the bus for what I wanted and I really didn't intend that. I edit my longer posts down to long posts and they sound harsh and critical, but to be too fluffy would be too wordy.


    Turn rate would be optimal, but the other ships need something otherwise I will only face Kumari in PvP. I want variety, which as we know is the spice of interstellar warfare.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • aramyllaramyll Member Posts: 149 Arc User
    edited February 2013
    Thank you for the changes so far, I really appreciate them, I would like to ask when will we be seeing the AI changes to the platforms and the ROF increase that was mentioned in the BUG posts, this patch or will we be waiting for next week on that???

    Has there been any consideration to allowing the platforms to benefit from BOFF powers, like epts, hazard emitters or attack pattern abilities, I know this would be a much appreciated buff for carriers and their pets, although maybe a bit OP.


    Will the cooldowns on the consoles remain at 3min? It still feels like a ridiculously long time to be able to use these consoles, specially the platform launch console. This should be the same as the carrier pet launch ability maybe 15secs more.

    Someone commented on the 2 sec charge time on the Overload cannon console, saying it is pointless to have. I agree, it would be nice to have this fire instantly, the consoles having a 30 second CD between each other will keep this from being coupledand the 3min cd on each one makes it so that its a pretty separated burst damage boost, however I've noticed that when I use my cannon overload it locks my weapons out and I cant fire anything, not even the cutting beam or torpedoes during the charge. Now I don't know how the Lance and Javelin works exactly but is this working as intended? Others have commented that they are unable to use any powers during the power charge cycle so I think this needs to be addressed as soon as possible.

    One thing that has been totally ignored in all this are the new Andorian phaser weapons added to the Dilithium store. Why are these weapons only Mk XI? For a ship meant to be used by Vice Admirals and the fact they cannot be accessed until you own the Andorian escorts, it should be obvious these weapons need to be Mk XII from the start. Unless you are planning on adding these weapons to the fleet store in a much more upgraded fashion, then you just added sub par weapons that are useless. Why not just make all phasers fired from the Andorian ships have a blue color? Or upgraded the weapons to Mk XII?
  • chuckingramchuckingram Member Posts: 0 Arc User
    edited February 2013
    letsrish wrote: »
    He disagreed with you, but was polite and gave his reasoning for it. What's your problem with that?

    Can you read AND comprehend at the same time, sweet-pea? MYOB
  • chuckingramchuckingram Member Posts: 0 Arc User
    edited February 2013
    aramyll wrote: »
    Thank you for the changes so far, I really appreciate them, I would like to ask when will we be seeing the AI changes to the platforms and the ROF increase that was mentioned in the BUG posts, this patch or will we be waiting for next week on that???

    Has there been any consideration to allowing the platforms to benefit from BOFF powers, like epts, hazard emitters or attack pattern abilities, I know this would be a much appreciated buff for carriers and their pets, although maybe a bit OP.


    Will the cooldowns on the consoles remain at 3min? It still feels like a ridiculously long time to be able to use these consoles, specially the platform launch console. This should be the same as the carrier pet launch ability maybe 15secs more.

    Someone commented on the 2 sec charge time on the Overload cannon console, saying it is pointless to have. I agree, it would be nice to have this fire instantly, the consoles having a 30 second CD between each other will keep this from being coupledand the 3min cd on each one makes it so that its a pretty separated burst damage boost, however I've noticed that when I use my cannon overload it locks my weapons out and I cant fire anything, not even the cutting beam or torpedoes during the charge. Now I don't know how the Lance and Javelin works exactly but is this working as intended? Others have commented that they are unable to use any powers during the power charge cycle so I think this needs to be addressed as soon as possible.

    One thing that has been totally ignored in all this are the new Andorian phaser weapons added to the Dilithium store. Why are these weapons only Mk XI? For a ship meant to be used by Vice Admirals and the fact they cannot be accessed until you own the Andorian escorts, it should be obvious these weapons need to be Mk XII from the start. Unless you are planning on adding these weapons to the fleet store in a much more upgraded fashion, then you just added sub par weapons that are useless. Why not just make all phasers fired from the Andorian ships have a blue color? Or upgraded the weapons to Mk XII?

    I agree entirely, well, almost. :) The current XI Ando cannons are far from useless IMO, they work quite well. It would, however, make a lot of sense to have XII's too, and not behind a hurdle, like the lobi store.
  • chuckingramchuckingram Member Posts: 0 Arc User
    edited February 2013
    I thought he was being light hearted and polite about it in return.

    You noticed that, did you? Thanks and exactly right. I sincerly hope you get what you want as well.
  • archoncrypticarchoncryptic Member, Cryptic Developers Posts: 0 Arc User
    edited February 2013
    Thank you for the changes so far, I really appreciate them, I would like to ask when will we be seeing the AI changes to the platforms and the ROF increase that was mentioned in the BUG posts, this patch or will we be waiting for next week on that???

    You're welcome. Unfortunately, I don't know when these changes will be live.
    Will the cooldowns on the consoles remain at 3min? It still feels like a ridiculously long time to be able to use these consoles, specially the platform launch console. This should be the same as the carrier pet launch ability maybe 15secs more.

    The Tachyon and Overload consoles will almost definitely stay at 3 minutes - that's the standard cooldown for console powers, and we'll be balancing around it.

    The Wing Cannon Platforms are staying at 3 minutes for the moment, but there's a possibility we might decrease it at a later time. We're going to see how they hold up with the increased health and shields. They're not supposed to be as easy to re-deploy as hangar pets - they pack a lot of punch on a ship like this (especially with the improvements that are coming), and there needs to be a way to counter them.
    One thing that has been totally ignored in all this are the new Andorian phaser weapons added to the Dilithium store. Why are these weapons only Mk XI? For a ship meant to be used by Vice Admirals and the fact they cannot be accessed until you own the Andorian escorts, it should be obvious these weapons need to be Mk XII from the start. Unless you are planning on adding these weapons to the fleet store in a much more upgraded fashion, then you just added sub par weapons that are useless. Why not just make all phasers fired from the Andorian ships have a blue color? Or upgraded the weapons to Mk XII?

    With few exceptions, Dilithium Store equipment in general caps out at Mk XI. Mk XII equipment is intended to primarily be available through endgame content, such as our Fleet and Reputation systems.

    These weapons are just color shifts of standard Dilithium weapons - they're there for flavor and role-playing. Not everything we introduce has to be designed specifically to be the best endgame stuff ever. =D

    I'm not opposed to putting "Fleet" Andorian weapons in the Fleet system eventually, but don't expect them soon. If we do make Andorian fleet weapons, they'll probably go in at the same time as several other new fleet items.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited February 2013
    The Tachyon and Overload consoles will almost definitely stay at 3 minutes - that's the standard cooldown for console powers, and we'll be balancing around it.

    I agree, that also gives you one or the other to pop every 90s.

    The Wing Cannon Platforms are staying at 3 minutes for the moment, but there's a possibility we might decrease it at a later time. We're going to see how they hold up with the increased health and shields. They're not supposed to be as easy to re-deploy as hangar pets - they pack a lot of punch on a ship like this (especially with the improvements that are coming), and there needs to be a way to counter them.

    From what I can tell the current upgrade saw them go from about 5Kish Hull to 6Kish hull.

    It seems like a fairly irrelevant amount. Anything that can one-shot 5k is going to one-shot 6k.


    What DPS or Burst contribution, and for how long, did you intend for these pets to add?


    I think the issue here is that you either have to find the balance between two extremes:

    1) Tough pets that can cause an issue as they do add firepower and can technically last the entire 180s duration

    2) Really weak pets that are marginal, and may die instantly, providing nothing and wasting a console slot.


    Instead of this approach, perhaps you could just tweak them so they provide a DPS added with a limited duration.


    Example:


    Vesta Sympathetic Fermion Transceiver


    Adds a very specific amount of Hull per second healing, and shield regen per second for a specified duration (20s).



    Perhaps the "pets" should function this way.


    They could be an untargettable object, with no actual health and shield values however they only last X amount of seconds, balanced around their DPS added contribution for that amount of time.




    Then the ship would have:

    1) Immediate high output burst damage attack

    2) Immediate high output shield damaging attack

    3) One duration limited DPS added boost
  • chuckingramchuckingram Member Posts: 0 Arc User
    edited February 2013

    ...and there needs to be a way to counter them.

    There are, several in fact. When you toss in how fragile they are when subjected to aggressive, escort-style flying you have a far less than optimal combat pet when it takes 3-minutes to respawn them. However, I guess "balance" wins again, so...

    Thanks for at least considering some changes, Archon.
  • aramyllaramyll Member Posts: 149 Arc User
    edited February 2013
    You're welcome. Unfortunately, I don't know when these changes will be live.


    The Tachyon and Overload consoles will almost definitely stay at 3 minutes - that's the standard cooldown for console powers, and we'll be balancing around it.

    The Wing Cannon Platforms are staying at 3 minutes for the moment, but there's a possibility we might decrease it at a later time. We're going to see how they hold up with the increased health and shields. They're not supposed to be as easy to re-deploy as hangar pets - they pack a lot of punch on a ship like this (especially with the improvements that are coming), and there needs to be a way to counter them.



    With few exceptions, Dilithium Store equipment in general caps out at Mk XI. Mk XII equipment is intended to primarily be available through endgame content, such as our Fleet and Reputation systems.

    These weapons are just color shifts of standard Dilithium weapons - they're there for flavor and role-playing. Not everything we introduce has to be designed specifically to be the best endgame stuff ever. =D

    I'm not opposed to putting "Fleet" Andorian weapons in the Fleet system eventually, but don't expect them soon. If we do make Andorian fleet weapons, they'll probably go in at the same time as several other new fleet items.

    Thanks for the update! Just glad you guys are looking into it

    I understand the issue with the platforms, and like you said we will wait and see how the changes do before we go asking for anymore changes related to that.

    I never really thought about the dilithium store items like that, thanks for clarifying it for me. But I just feel that spending dilithium on equipment that offers no benefit over end game is a little pointless to use, I think its cause im using fleet weapons idk. ill look at them again to see if they have some form of use to me.

    As for the fleet version of these weapons it would be nice to have and easily to do I would imagine, I remember when the game launched we had the ability to change the weapon color at will. Why cant we do this again? Or can you apply this to maybe elite fleet space weapons ?? it would add a much needed graphic change to end game content.
  • aramyllaramyll Member Posts: 149 Arc User
    edited February 2013
    double post
  • strorusstrorus Member Posts: 328 Arc User
    edited February 2013
    You're welcome. Unfortunately, I don't know when these changes will be live.



    The Tachyon and Overload consoles will almost definitely stay at 3 minutes - that's the standard cooldown for console powers, and we'll be balancing around it.

    The Wing Cannon Platforms are staying at 3 minutes for the moment, but there's a possibility we might decrease it at a later time. We're going to see how they hold up with the increased health and shields. They're not supposed to be as easy to re-deploy as hangar pets - they pack a lot of punch on a ship like this (especially with the improvements that are coming), and there needs to be a way to counter them.



    With few exceptions, Dilithium Store equipment in general caps out at Mk XI. Mk XII equipment is intended to primarily be available through endgame content, such as our Fleet and Reputation systems.

    These weapons are just color shifts of standard Dilithium weapons - they're there for flavor and role-playing. Not everything we introduce has to be designed specifically to be the best endgame stuff ever. =D

    I'm not opposed to putting "Fleet" Andorian weapons in the Fleet system eventually, but don't expect them soon. If we do make Andorian fleet weapons, they'll probably go in at the same time as several other new fleet items.

    Please sir, please could we have MK XII Andorian Phasers? Pretty please. :)
  • diogene0diogene0 Member Posts: 0 Arc User
    edited February 2013
    Not everything we introduce has to be designed specifically to be the best endgame stuff ever. =D

    Not to be mean but your post is invalidating this statement. ;)
    Lenny Barre, lvl 60 DC. 18k.
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  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited February 2013
    diogene0 wrote: »
    Not to be mean but your post is invalidating this statement. ;)

    I took that post to meant he dilithium store items, and it would be wise for them not to put their best stuff in there. Use it as a carrot for other missions or gameplay instead of dilith farming.
    PvE Jem'Hadar motto: Participation Ribbons are life.
  • zionlythzionlyth Member Posts: 0 Arc User
    edited February 2013
    I tested the consoles on the PTR.

    I'm happy with the two cannon consoles. The wing pets are still bugged. Only one is showing more hull/shields, the other is not. I guess QA missed that too. Please fix it before it goes live.

    Thanks,
  • archoncrypticarchoncryptic Member, Cryptic Developers Posts: 0 Arc User
    edited February 2013
    zionlyth wrote: »
    I tested the consoles on the PTR.

    I'm happy with the two cannon consoles. The wing pets are still bugged. Only one is showing more hull/shields, the other is not. I guess QA missed that too. Please fix it before it goes live.

    Thanks,

    This is fixed on our internal servers, but not on Tribble yet.

    Thanks for the report.
  • jonathanlonehawkjonathanlonehawk Member Posts: 674 Arc User
    edited February 2013
    I'm not opposed to putting "Fleet" Andorian weapons in the Fleet system eventually, but don't expect them soon. If we do make Andorian fleet weapons, they'll probably go in at the same time as several other new fleet items.

    Can we PLEASE get phaser hybrid weapons with phaser as the base damage? There are currently 3 flavors of Disruptor hybrid weapons: The Galor weapons (phaser proc), Polarized Disruptors (polaron proc) and the Plasma-Disruptor Hybrid weapons from Past Imperfect (plasma proc). There are no phaser hybrid weapons, lots of other weapons with a phaser proc, but none with phaser damage as the base (so we can use our phaser relays)

    We have many ships that almost require you to run phasers:

    Galaxy Dreadnought, Chimera, Vesta, Kumari, and to a lesser extent Defiant (if you want to use the quads). So it would be nice to actually use hybrids since they are the probably the most powerful/versatile weapons.

    Although I just thought of a way to make a lot of people happy...

    Make it so a hybrid weapon can use either Tac Console for damage. IE Polarized disruptors can use either disruptor coils or polaron phase modulators.

    That way I can use my Galor weapons with my awesome new Andorian ship and not lose out on the cool/fun consoles.

    Please make it so.
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  • vinru821vinru821 Member Posts: 0 Arc User
    edited February 2013

    Although I just thought of a way to make a lot of people happy...

    Make it so a hybrid weapon can use either Tac Console for damage. IE Polarized disruptors can use either disruptor coils or polaron phase modulators.

    Please make it so.

    Yes! ++

    Wish this would happen
    :eek:
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited February 2013
    Can we PLEASE get phaser hybrid weapons with phaser as the base damage? There are currently 3 flavors of Disruptor hybrid weapons: The Galor weapons (phaser proc), Polarized Disruptors (polaron proc) and the Plasma-Disruptor Hybrid weapons from Past Imperfect (plasma proc). There are no phaser hybrid weapons, lots of other weapons with a phaser proc, but none with phaser damage as the base (so we can use our phaser relays)

    We have many ships that almost require you to run phasers:

    Galaxy Dreadnought, Chimera, Vesta, Kumari, and to a lesser extent Defiant (if you want to use the quads). So it would be nice to actually use hybrids since they are the probably the most powerful/versatile weapons.

    Although I just thought of a way to make a lot of people happy...

    Make it so a hybrid weapon can use either Tac Console for damage. IE Polarized disruptors can use either disruptor coils or polaron phase modulators.

    That way I can use my Galor weapons with my awesome new Andorian ship and not lose out on the cool/fun consoles.

    Please make it so.

    I remember one podcast where there was an interview where when it was being discussed if PWE was going to be selling different colored weaponry and I can't remember which dev it was but probally one still employed by Cryptic said they wouldn't do that. Which is the same issue there like for example and I don't know if you are pvper or not but the people big on pvp would have an issue which they would be right that if you are able to make multiple choices it would fall along the same lines of not actually knowing which type of damage is being hurled at them to better anticipate defending themselves.

    So with my wall of text they said they weren't going to sell different colored version of various weapons which they have kept true too. In the end though if you were able to just pick which it would be based off of that would break that guideline that was put into play as what I would think would be a line that wouldn't be crossed until the federation has plasmonic leech and battle cloaks.
  • zionlythzionlyth Member Posts: 0 Arc User
    edited February 2013
    This is fixed on our internal servers, but not on Tribble yet.

    Thanks for the report.

    Just one last thing. Is it possible to have the pet cannons despawn when destroyed instead of blowing up? This makes them very dangerous to have up because they act like ships with a warp core that breach and cause pretty heavy damage to you. Since they die way too easy (even after the update you did), this can be a danger to your ship, especially if you don't have shields up.

    Being like the MVAM or saucer sep and just disable and despawn would be much better. As is stands now they can be a danger to your ship.

    Combat log (wing cannons blowing up, shields up):

    "[Combat (Self)] 1014 (4436) shield damage was dealt to your Warp Core Breach."

    It's hard to replicate the damage it would do with no shields up, but considering how much harder it hits hull I expect it to be much more.
  • milanvoriusmilanvorius Member Posts: 641 Arc User
    edited February 2013
    zionlyth wrote: »
    Combat log (wing cannons blowing up, shields up):

    "[Combat (Self)] 1014 (4436) shield damage was dealt to your Warp Core Breach."

    It's hard to replicate the damage it would do with no shields up, but considering how much harder it hits hull I expect it to be much more.


    Pull your shield out of your ship then have a buddy target your wing cannon in a 1v1. That number woulld be interesting for a 6k 'ship'
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  • chuckingramchuckingram Member Posts: 0 Arc User
    edited February 2013
    I'm very pleased with the changes made. They are well-thought out and noticeable. However, IMO, the 25/25 buff to the WCP's didn't go far enough. I'm not going to pretent that I know what would make them more valuable to have around, and balanced, but there should be something. Perhaps having their AI attempt to stay closer to my ship, so if I'm able to clear an explosion I can assume that they have too?

    One other thing, and this is pure aesthetic, it sure would be nice if they just fell into formation instead of that annoying "jerky" behavior. Even their orbiting behavior around a stationary ship, though flashy, still wears thin very quickly.

    Again, thanks for the timely patch, and keep up the good work!
  • aramyllaramyll Member Posts: 149 Arc User
    edited February 2013
    THey are working on the AI for the platforms, but yeah they are still lack luster. I wish they made them spin around my ship like real options, from gradius, maybe even allow you to have 4 of them out. Or even add a detonate ability to the platforms they just charge and crash into your enemy ship. and allow them to attack ships behind you.
  • chuckingramchuckingram Member Posts: 0 Arc User
    edited February 2013
    Now THAT would have been a real show, different AI options for things like that. :)
  • aspartan1aspartan1 Member Posts: 1,054 Arc User
    edited March 2013
    vinru821 wrote: »
    Yes! ++

    Wish this would happen

    Me too! Make its so..... :)
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