Aceton Assimilator is far more powerful than any torpedo or phaser platform that you can rez, yet it has a much shorter cooldown (only 45 seconds!) and doesn't even require an ordinance to use. This is ridiculous. It costs literally nothing for a player to use.
This is the worst kind of BS spam I've ever seen any any game. I can't believe it's still in its current vastly OP'd form in the game, still being abused by people.
Why hasn't this been addressed yet?
Make the cooldown 5 minutes or change its hit points to 1/10th of the current.
easily destroyed by torpedoes or the Omega Weapon Amplifier passive (if chosen) when it procs
edit: oh..now i see what you mean...i would rather see the CD on turret devices reduced to 2 mins per rather than 5 mins due to how quickly they are destroyed.
One AA isnt a problem, a teams worth clustered around you is something elee.
I like the idea of them being in a weapon slot, it might cut down on BOPS & Raptors crapping them out
[SIGPIC][/SIGPIC] @Aquitaine985 Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre. 2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
or shorten the lifespan of an AA to 50 seconds-thus a player could theoretically drop them, but they'd run out if they weren't destroyed at a rate that sets the max number that can be deployed, and requires them to BE deployed every 45 seconds to keep the effect going, and have it be one of those things that break cloak when it pulses-at a lifespan of 50 seconds, you only ever get a 5 second window where there can be two, and after a couple of minutes, unless the next one is deployed, the area is cleared (means that if the ship dropping them gets dropped, and res's far enough away, the area's temporarily to permanently cleared.)
by 'breaks cloak" I mean for EVERYONE in range of the pulse, both sides, all sides, everybody-you don't want to be too close while cloaked, or you lose your cover-of course, the best suggestion I've ever seen for changing the AA would be to make it incapable of IFF-it hits ANY ship in range, not just enemy ships. (which would also be consistent with the device as portrayed on Television...)
Of course, while we're at it, we can shorten the lifespan of hangar pets-by a similar amount, only 5 seconds SHORTER than the cooldown, which would mean for ships with multiple bays, that the launches have to be staggered and kept up or you run out of fighters/Danubes, with only a narrow window where you have the maximum number out...
and hell, let's add some nerf here....is this getting ridiculous yet? for some of you, you're nodding at this question while others aren't.
AA's are powerful but vulnerable systems, akin to mines in that they're area-denial systems, but unlike Minefields, they can't chase a target once they have 'locked it', meaning that they ONLY deny the area they're in, and only if their targets aren't specced into insulators and lack kinetic weapons.
They don't NEED TO BE NERFED. geez...
yes they do, try to do a torpedo boat and we will talk.
Only change worth making to 'em is to make it so their non-damage drain effect doesn't auto-kill heavy torps and mines.
agree with that, id like to see its cooldown and drain increased but without its capability to clear every single heavy torpedo or mine
Wow of all the things that are broken In sto there's a thread on this
Something that unless Freddie's are spamming bfaw doesn't really do much
The drain is minimal unless mixed with ES siphon drones and polarons(a dedicated build in other words)
I actually saw a team of cruisers in Kerrat focus fire a set of them with beams now that was hilarious
Torps mines kcb flying away :O few of the many ways to combat or just stop spamming bfaw
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
yes, its main job is broken, it doesn't drain a thing
but at the other hand, it is broken because it clears every single heavy torpedo and mine and it has an insane cd, someone with some zen can get a console that ruins 30% of the builds in the game
In Kerrat and Arena they are just overkill on the AA spam, I was in a match where at any given time the Spawn was filled with 4 to 6 of them. And in Kerrat it is even worse. I was in a match where there were over 20 at one time. Its just getting a little out of hand and becoming a real crutch for the Klinks in PVP, i'm starting to wonder what they did before the AA was around beacuse now it is all they seem to know.
AA are stationary.. just move away from them
AAs drains are NEGLIGIBLE unless you have 0 training in power insulators.. if so, you need to respec
AAs uses are basically used to clear pet spam and torps (heck that was my favorite counter to lazy tric spammers), unless silly feds shoot them with energy weapons, even then the damage isnt anything to scream over.
AAs can be destroyed so easily by a torpedo, dont use torps in your build then tough. its like someone crying that they want subnuke to be healed by tactical team because their build doesn't carry sci team
[Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
AAs uses are basically used to clear pet spam and torps (heck that was my favorite counter to lazy tric spammers), unless silly feds shoot them with energy weapons, even then the damage isnt anything to scream over.
Speak for yourself, you have never seen a noob JHAS all cannon build attempt to alpha strike an AA when you are in range of the backblast. He almost killed the entire team before my Quantum High Yield III could reach it.
Speak for yourself, you have never seen a noob JHAS all cannon build attempt to alpha strike an AA when you are in range of the backblast. He almost killed the entire team before my Quantum High Yield III could reach it.
Thats the point ^^, if players are foolish enough to attack it like that, then they get what is coming to them (makes me think of people who act like kirk and charge into rooms on IGE stfs :P)
But one of my points stands, when the fool in the JHAS was attacking the AA, the team should have evasived away
[Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
Cryptic should take 1 forward wepaons slot on every ship and turn it into a dedicated torpedo slot. lol
Seriously the lack of torps fed side is a joke... I hope the aceton ends up in the next lockbox to wake you silly people up.
as soon as the remove the built in resistance to kinetic that shields have, thats usually as high as 80%, there would be. torpedoes are useless unless parred with DHCs or a BO, and even then its very hard for them to get through, especially with all the healing passives working against you.
spaming plasma or transphasic doesn't even work that well on fed cruisers, even the 90 degree fireing arc is asking a lot, and its out of the broad side arc they want to be in.
torpedoes arent used for a reason. having said that, on all my escorts and battlecruisers, i do use them though
Speak for yourself, you have never seen a noob JHAS all cannon build attempt to alpha strike an AA when you are in range of the backblast. He almost killed the entire team before my Quantum High Yield III could reach it.
Get a new team?
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
I actually tend to pug in PvP. Premades are alright once and a while, but it tends to ruin the fun of the match. I enjoy random pairings with other players. For me, it's part of the challenge of PvP.
Yeah, I'm sure KDF players love countering it in the ever hopping kvk queues. :rolleyes:
Spammy console + Multiple Carrier teams (fairly rare, fedside) = Fighting pets and not fighting the enemy.
Or ignore them and have your UI drowned in garbage.
Yeah we do.
If one gets dropped we move. The enemy will follow you.
They drop another, move again.
If really needed, torp them.
So yeah, we KDF do find them easy to remove or ignore.
Yeah we do.
If one gets dropped we move. The enemy will follow you.
They drop another, move again.
If really needed, torp them.
So yeah, we KDF do find them easy to remove or ignore.
Translation:
1 console lets 1 team dictate the zone of play.
or
1 console lets 1 team force the other team to waste their time firing at a spam-item.
easily destroyed by torpedoes or the Omega Weapon Amplifier passive (if chosen) when it procs
edit: oh..now i see what you mean...i would rather see the CD on turret devices reduced to 2 mins per rather than 5 mins due to how quickly they are destroyed.
You say "easily destroyed by torpedoes" but the fact is, it's not easily destroyed by torpedoes. With a High Yield 2, even with a critical hit, I was not destroying this stationary target. Running FAW 3 with DEM 3 I was not really harming it. Granted I'm not specced into torpedoes, but still, I just think it has way too much hull HP for something that you can make at no cost every 45 seconds. It's far better than a torpedo or mine platform that costs actual materials and time to craft, and basically is useless in actual combat.
If it's going to be impervious to energy weapons it should die in 1 hit to a torpedo, not require two high yield salvos. General wisdom is don't get Omega Weapon Amp on a beam boat, which is likely to be a cruiser that wants to tank, and would get the shields booster. Now they have to not only put in a torpedo launcher to deal with this uber-spam but also have torp doffs and slot High Yield to have a hope to knock it out before the next 45 seconds. It's really stupid.
I'm not one to whine about unbalanced aspects but this is pretty beyond the pale. Can you think of another console that has a 45-second cool-down and does anything remotely this powerful?
Yeah, I'm sure KDF players love countering it in the ever hopping kvk queues. :rolleyes:
Spammy console + Multiple Carrier teams (fairly rare, fedside) = Fighting pets and not fighting the enemy.
Or ignore them and have your UI drowned in garbage.
Ya I don't know when the last time you fvfed was... but I seem to remember Danoobs all over the damn place.
Tholian carriers catboxes... enough vesta spam to chock the sky.
Sorry but klink = more spam simply isn't true anymore.
Any time I take one of my torp sci ships into FvK its funny how 100% ineffective all that klink spam is.
Sorry Fed pugs in general have been duped by the "Elite" Fed players that convince them that 4 dhc and 8 beams are the highest form of game play.
Fed pugs fail because 1) they are way to defensive... gain you can thank the Fed Premade heros for teaching them terrible habbits. 2) they have ineffective dps builds... loading all energy is NOT a good idea. I can't even count the number of fed pugs I have seen where not one player has even one kinetic weapon. Considering that I say they completely deserve it when they know they are Queing FvK with those builds... I mean bops die all the time to a torp that hits while there cloaking... torp spreads hose all but 1-2 of the highest hit point carrier pets. 3) Thank the Fed Premade captains again for teaching the pugs that Gravity well is terrible... and CPB doesn't do enough dmg. (Thanks fed premades you make the pugs a push over... thanks for leading the way there)
[snip]
AA's are powerful but vulnerable systems, akin to mines in that they're area-denial systems, but unlike Minefields, they can't chase a target once they have 'locked it', meaning that they ONLY deny the area they're in, and only if their targets aren't specced into insulators and lack kinetic weapons.
They don't NEED TO BE NERFED. geez...
I'm normally very anti-nerd, let me start with that. But I am a proponent of balance, and having a faction-specific thing like this is very unbalanced.
And you say they are vulnerable but they have quite a bit of hull to them. Read my post above -- it shouldn't take more than a single torp to kill them. Also I don't think the Particle Gen. skill of the captain should improve them. Why should it, logically? The ship has a particle generator on board and particle generation might affect Warp Plasma or possibly ship-board energy weapons but how would it impact something you launch from your ship then you fly away? Just illogical.
Speak for yourself, you have never seen a noob JHAS all cannon build attempt to alpha strike an AA when you are in range of the backblast. He almost killed the entire team before my Quantum High Yield III could reach it.
LOL! Just LOL!!! I would have loved to see that :P
Ya I don't know when the last time you fvfed was... but I seem to remember Danoobs all over the damn place.
Tholian carriers catboxes... enough vesta spam to chock the sky.
Sorry but klink = more spam simply isn't true anymore.
Any time I take one of my torp sci ships into FvK its funny how 100% ineffective all that klink spam is.
Sorry Fed pugs in general have been duped by the "Elite" Fed players that convince them that 4 dhc and 8 beams are the highest form of game play.
Fed pugs fail because 1) they are way to defensive... gain you can thank the Fed Premade heros for teaching them terrible habbits. 2) they have ineffective dps builds... loading all energy is NOT a good idea. I can't even count the number of fed pugs I have seen where not one player has even one kinetic weapon. Considering that I say they completely deserve it when they know they are Queing FvK with those builds... I mean bops die all the time to a torp that hits while there cloaking... torp spreads hose all but 1-2 of the highest hit point carrier pets. 3) Thank the Fed Premade captains again for teaching the pugs that Gravity well is terrible... and CPB doesn't do enough dmg. (Thanks fed premades you make the pugs a push over... thanks for leading the way there)
This is a lot of good points but not really relevant to the discussion. All I'm saying is increase the cooldown on AA or make it easier to kill with a torp. It is what it is...
Comments
http://www.stowiki.org/Console_-_Universal_-_Aceton_Assimilator
easily destroyed by torpedoes or the Omega Weapon Amplifier passive (if chosen) when it procs
edit: oh..now i see what you mean...i would rather see the CD on turret devices reduced to 2 mins per rather than 5 mins due to how quickly they are destroyed.
I like the idea of them being in a weapon slot, it might cut down on BOPS & Raptors crapping them out
@Aquitaine985
Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre.
2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
Cryptic should take 1 forward wepaons slot on every ship and turn it into a dedicated torpedo slot. lol
Seriously the lack of torps fed side is a joke... I hope the aceton ends up in the next lockbox to wake you silly people up.
If they're drains stack, that probably ought to be addressed, too.
yes they do, try to do a torpedo boat and we will talk.
agree with that, id like to see its cooldown and drain increased but without its capability to clear every single heavy torpedo or mine
Something that unless Freddie's are spamming bfaw doesn't really do much
The drain is minimal unless mixed with ES siphon drones and polarons(a dedicated build in other words)
I actually saw a team of cruisers in Kerrat focus fire a set of them with beams now that was hilarious
Torps mines kcb flying away :O few of the many ways to combat or just stop spamming bfaw
but at the other hand, it is broken because it clears every single heavy torpedo and mine and it has an insane cd, someone with some zen can get a console that ruins 30% of the builds in the game
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Twitter:
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AA are stationary.. just move away from them AAs drains are NEGLIGIBLE unless you have 0 training in power insulators.. if so, you need to respec AAs uses are basically used to clear pet spam and torps (heck that was my favorite counter to lazy tric spammers), unless silly feds shoot them with energy weapons, even then the damage isnt anything to scream over. AAs can be destroyed so easily by a torpedo, dont use torps in your build then tough. its like someone crying that they want subnuke to be healed by tactical team because their build doesn't carry sci team
Speak for yourself, you have never seen a noob JHAS all cannon build attempt to alpha strike an AA when you are in range of the backblast. He almost killed the entire team before my Quantum High Yield III could reach it.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Thats the point ^^, if players are foolish enough to attack it like that, then they get what is coming to them (makes me think of people who act like kirk and charge into rooms on IGE stfs :P)
But one of my points stands, when the fool in the JHAS was attacking the AA, the team should have evasived away
as soon as the remove the built in resistance to kinetic that shields have, thats usually as high as 80%, there would be. torpedoes are useless unless parred with DHCs or a BO, and even then its very hard for them to get through, especially with all the healing passives working against you.
spaming plasma or transphasic doesn't even work that well on fed cruisers, even the 90 degree fireing arc is asking a lot, and its out of the broad side arc they want to be in.
torpedoes arent used for a reason. having said that, on all my escorts and battlecruisers, i do use them though
Get a new team?
Good idea. We should all change our builds just so we can counter one stupid P2W item.
This. The AA is easy to counter.
R.I.P
Yeah, I'm sure KDF players love countering it in the ever hopping kvk queues. :rolleyes:
Spammy console + Multiple Carrier teams (fairly rare, fedside) = Fighting pets and not fighting the enemy.
Or ignore them and have your UI drowned in garbage.
I actually tend to pug in PvP. Premades are alright once and a while, but it tends to ruin the fun of the match. I enjoy random pairings with other players. For me, it's part of the challenge of PvP.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Yeah we do.
If one gets dropped we move. The enemy will follow you.
They drop another, move again.
If really needed, torp them.
So yeah, we KDF do find them easy to remove or ignore.
R.I.P
How many torpedoes does it normally take for you to kill one? Alternatively, how much time on cooldown do you sacrifice for it?
Translation:
1 console lets 1 team dictate the zone of play.
or
1 console lets 1 team force the other team to waste their time firing at a spam-item.
= Win for the console user
You say "easily destroyed by torpedoes" but the fact is, it's not easily destroyed by torpedoes. With a High Yield 2, even with a critical hit, I was not destroying this stationary target. Running FAW 3 with DEM 3 I was not really harming it. Granted I'm not specced into torpedoes, but still, I just think it has way too much hull HP for something that you can make at no cost every 45 seconds. It's far better than a torpedo or mine platform that costs actual materials and time to craft, and basically is useless in actual combat.
If it's going to be impervious to energy weapons it should die in 1 hit to a torpedo, not require two high yield salvos. General wisdom is don't get Omega Weapon Amp on a beam boat, which is likely to be a cruiser that wants to tank, and would get the shields booster. Now they have to not only put in a torpedo launcher to deal with this uber-spam but also have torp doffs and slot High Yield to have a hope to knock it out before the next 45 seconds. It's really stupid.
I'm not one to whine about unbalanced aspects but this is pretty beyond the pale. Can you think of another console that has a 45-second cool-down and does anything remotely this powerful?
Ya I don't know when the last time you fvfed was... but I seem to remember Danoobs all over the damn place.
Tholian carriers catboxes... enough vesta spam to chock the sky.
Sorry but klink = more spam simply isn't true anymore.
Any time I take one of my torp sci ships into FvK its funny how 100% ineffective all that klink spam is.
Sorry Fed pugs in general have been duped by the "Elite" Fed players that convince them that 4 dhc and 8 beams are the highest form of game play.
Fed pugs fail because 1) they are way to defensive... gain you can thank the Fed Premade heros for teaching them terrible habbits. 2) they have ineffective dps builds... loading all energy is NOT a good idea. I can't even count the number of fed pugs I have seen where not one player has even one kinetic weapon. Considering that I say they completely deserve it when they know they are Queing FvK with those builds... I mean bops die all the time to a torp that hits while there cloaking... torp spreads hose all but 1-2 of the highest hit point carrier pets. 3) Thank the Fed Premade captains again for teaching the pugs that Gravity well is terrible... and CPB doesn't do enough dmg. (Thanks fed premades you make the pugs a push over... thanks for leading the way there)
I'm normally very anti-nerd, let me start with that. But I am a proponent of balance, and having a faction-specific thing like this is very unbalanced.
And you say they are vulnerable but they have quite a bit of hull to them. Read my post above -- it shouldn't take more than a single torp to kill them. Also I don't think the Particle Gen. skill of the captain should improve them. Why should it, logically? The ship has a particle generator on board and particle generation might affect Warp Plasma or possibly ship-board energy weapons but how would it impact something you launch from your ship then you fly away? Just illogical.
LOL! Just LOL!!! I would have loved to see that :P
This is a lot of good points but not really relevant to the discussion. All I'm saying is increase the cooldown on AA or make it easier to kill with a torp. It is what it is...