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Official Romulan Ship and Singularity Mechanic Feedback Thread

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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    jaturnley wrote: »
    From what Archon said, this is by design - Warbirds are supposed to be different than other ships, and it kinda makes sense that they have lower power output in exchange for stealthiness. Personally, I am giving the design decision the benefit of the doubt until they hav unlocked everything. While you are right that the low power makes things tricky, it certainly didn't keep me from killing everything that I went toe-to-toe with last night. If I need to tinker with my power settings more than with the other two races in exchange for battle cloak with a big stealth bonus and a punch when I come out, I think I can learn to do that.

    After all, how many of us run macros now because everything is so completely brain-dead-point-and-fire? I get the feeling that some of the recent decisions like this design and the EPTx changes are designed to make it harder to macro everything. I am not sure I disagree - making the game a little more brain-required is not necessarily a bad thing.

    well of course no npc stands a chance, but being down 40 power vs kdf and fed ships, guarantied, is HUGE. not even 9 into efficiency will counter that.

    the hole in EPtS, if you use another type of EPt with it, which you HVAE to on most cruisers, especially the galR and D'd, makes slow moving ships unusable in pvp. with those macros you mentioned, i just take my escort out of speed tank mode and buff an alpha s soon as i see an EPtS hole thats an entire 10 seconds long. i only need between 2 and 5 seconds to kill something that just went from 60% shield res to 20%. its a game breaking change.
  • neok182neok182 Member Posts: 551 Arc User
    edited April 2013
    Just wondering if anyone knows.

    Is the singularity core plasma shockwave boosted by tactical plasma consoles?
    ACCESS DENIED
  • ethoirethoir Member Posts: 122 Arc User
    edited April 2013
    I felt the power levels of the ships were gimping the ships themselves. For example, the only system that wasn't gimped on the T1 TOS warbird was the weapons. Everything else was -5 which, by extension, meant my HE was considerably gimped as a heal when my engineering power slot was taken up by EPtS which by the way didn't improve my shield power levels that noticeably.

    As the player progresses, these power deficiencies gradually improve through increasing the Warp Core Efficiency skill, but it still leaves the ships anemic for power in anything besides weapons. I didn't understand the reasons for this and I still can't entirely grasp said reasons. However I've made note of this in my feedback thread here. Long story short, I believe Romulan Ship power levels should be +5 to two and -5 to the other two depending on its focus with most ships having an automatic +5 to aux for science abilities and stealth.

    I too felt that the singularity powers were too situational. The shockwave didn't seem to do much at later Ship Tiers and it took too long for it to come back online. In a PvP environment you'll be lucky to pop one of these off once per five to ten minutes.
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited April 2013
    the decision with the D'Deridex, i sense geko behind it. i dont know how they could have missed all the galaxy R is horrible threads. they seem obsessed with making tier 4 ships, for cruisers and kinda escorts, cursed with this insane over specialization. it only EVER made sense on the defiant, to have that much tac, and little else. the galaxy is IN CANON the most versatile ship, with the largest and most powerful phaser arrays of any canon federation ship. being a versatile ship means universal stations, why isn't that obvious?! yet its the least versatile, wimpiest ship in the entire game. how dare you get THAT ship, of all ships, that wrong devs.

    and now the d'deridex. with these cruiser stats you devs are serial killer of canon. your design goal for them to only be heal boat support ships is WRONG. your design goal for the smallest ships to be the only thing that deals damage is WRONG. not pandering to cruiser fans, as in all star trek fans, is FINANCIALLY WRONG.

    Personally, I think the idea of banishing every non-KDF cruiser to the heal boat role is silly. I think the whole idea of magical starship heals is silly -- fixing your OWN ship, sure. MAYBE reinforcing somebody else's shields at close range, okay. But click-fix another ship at a distance?

    To put the D'D in the heal boat role is practically a crime and I certainly hope that's not the case here. There should be a feeling of dread and surprise when these things uncloak in PvP.
    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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  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited April 2013
    well of course no npc stands a chance, but being down 40 power vs kdf and fed ships, guarantied, is HUGE. not even 9 into efficiency will counter that.

    the hole in EPtS, if you use another type of EPt with it, which you HVAE to on most cruisers, especially the galR and D'd, makes slow moving ships unusable in pvp. with those macros you mentioned, i just take my escort out of speed tank mode and buff an alpha s soon as i see an EPtS hole thats an entire 10 seconds long. i only need between 2 and 5 seconds to kill something that just went from 60% shield res to 20%. its a game breaking change.

    So, what happens when that cruiser is actually using his powers re-actively rather than just macro cycling them, and kicks off the second EPTS when you start firing and makes you waste your APA? If there's no predicting when there will be a hole, it becomes harder to know when to use your big guns, which makes you not be able to macro them as easily either.

    I know there will still be holes and that if you are getting slammed by multiple targets that isn't a great solution, but it's called "emergency power to shields", not "always running power to shields" for a reason. People will adapt and come up with new ways to make tanking work, or new issues in other areas will be exposed that will be looked at.

    Like I said, requiring a little brain activity is not necessarily a bad thing.

    Aaand we are off topic.
  • momawmomaw Member Posts: 0 Arc User
    edited April 2013
    The singularity mechanics, as currently implemented, do not thrill me. You pay a permanent -10 to all power levels in exchange for something that you can use every minute at best, and every 2 minutes if you want to use it at full power. Meh!

    But I do love theorycrafting new systems, and I really liked somebody's idea about Romulan technology being just a little bit terrifying to use, so here's my suggestion.

    Singularity core has variable, player-selected, power levels. Click to choose. Levels 1 through 5.

    Level 3 is the middle of the road. At level 3, the ship has a base power level of 45 to all systems and singularity powers cool down at 50% speed.

    Level 1 is "running cool". The ship has base power level of 40 to all systems and singularity powers cool down at only 25% speed. But the battle cloak engages super fast and is harder to penetrate, while the ship itself has a boost to agility.

    Level 5 is "running hot". The ship has base power of 50 to all systems and singularity powers charge at 100% speed, but the battle cloak is completely disabled and the ship is a little sluggish in handling.

    The player can choose a new power level for their house-broken black hole at any time, and it ramps up/down. It will take 15 seconds for your desired power level to be reached, regardless of the current setting. The rate of the change can have...side effects if you push too hard. As a practical example, changing from level 2 to level 3 is perfectly safe, and will take 15 seconds. Changing from level 2 to level 5 on the other hand still takes 15 seconds but it has a chance of disabling your singularity abilities for a while, disabling a subsystem, or even causing hull damage due to the extreme gravitational weirdness.

    Removes the "charge" aspect of singularity abilities, so you don't have to wait to use them. Also removes the minute-long lockout every time you do everything. Lets you choose on the fly (but not too fly) whether you want to fly a power-gimped BOP With Benefits, or a cloakless Singularity Wizard or somewhere in between.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    bluegeek wrote: »
    Personally, I think the idea of banishing every non-KDF cruiser to the heal boat role is silly. I think the whole idea of magical starship heals is silly -- fixing your OWN ship, sure. MAYBE reinforcing somebody else's shields at close range, okay. But click-fix another ship at a distance?

    Bravo! Bravo! Bravo!

    E...n...c...o...r...e...!
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited April 2013
    neok182 wrote: »
    Just wondering if anyone knows.

    Is the singularity core plasma shockwave boosted by tactical plasma consoles?

    Answered a page or so back - yes, and graviton generators as well. All subject to change at any moment, of course.
  • archoncrypticarchoncryptic Member, Cryptic Developers Posts: 0 Arc User
    edited April 2013
    neok182 wrote: »
    Just wondering if anyone knows.

    Is the singularity core plasma shockwave boosted by tactical plasma consoles?

    No, we felt that this would make Romulan players feel too "forced" toward using Plasma weaponry. They already have a lot of incentives to use Plasma.

    Currently, it scales with Particle Generators skill and items that improve Exotic Damage.
  • threat21threat21 Member Posts: 300
    edited April 2013
    No, we felt that this would make Romulan players feel too "forced" toward using Plasma weaponry. They already have a lot of incentives to use Plasma.

    Currently, it scales with Particle Generators skill and items that improve Exotic Damage.

    but I like plasma, it makes things all burny and bonus, when you blow someone up with it, their remains are already cooked and ready to nom on.
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited April 2013
    So with the revalation that romulans can't use Tier 5 ships of Fed or KDF, the linupe definitely needs a bit of a revision to give us a better spread of capabilites.

    Also: please add a Romulan Temporal ships and mirror universe romulan ships
  • neok182neok182 Member Posts: 551 Arc User
    edited April 2013
    No, we felt that this would make Romulan players feel too "forced" toward using Plasma weaponry. They already have a lot of incentives to use Plasma.

    Currently, it scales with Particle Generators skill and items that improve Exotic Damage.

    THANK YOU! I really did feel forced to use plasma and just reworked my entire plan because of it. Though it would of been nice to have the bonus damage, i rather use other types.
    ACCESS DENIED
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited April 2013
    No, we felt that this would make Romulan players feel too "forced" toward using Plasma weaponry. They already have a lot of incentives to use Plasma.

    Currently, it scales with Particle Generators skill and items that improve Exotic Damage.

    That's nice to hear.

    Would you mind doing that to other ships with energy type damages like the vesta deflector phaser thing.
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited April 2013
    momaw wrote: »
    The singularity mechanics, as currently implemented, do not thrill me. You pay a permanent -10 to all power levels in exchange for something that you can use every minute at best, and every 2 minutes if you want to use it at full power. Meh!

    But I do love theorycrafting new systems, and I really liked somebody's idea about Romulan technology being just a little bit terrifying to use, so here's my suggestion.

    Singularity core has variable, player-selected, power levels. Click to choose. Levels 1 through 5.

    Level 3 is the middle of the road. At level 3, the ship has a base power level of 45 to all systems and singularity powers cool down at 50% speed.

    Level 1 is "running cool". The ship has base power level of 40 to all systems and singularity powers cool down at only 25% speed. But the battle cloak engages super fast and is harder to penetrate, while the ship itself has a boost to agility.

    Level 5 is "running hot". The ship has base power of 50 to all systems and singularity powers charge at 100% speed, but the battle cloak is completely disabled and the ship is a little sluggish in handling.

    The player can choose a new power level for their house-broken black hole at any time, and it ramps up/down. It will take 15 seconds for your desired power level to be reached, regardless of the current setting. The rate of the change can have...side effects if you push too hard. As a practical example, changing from level 2 to level 3 is perfectly safe, and will take 15 seconds. Changing from level 2 to level 5 on the other hand still takes 15 seconds but it has a chance of disabling your singularity abilities for a while, disabling a subsystem, or even causing hull damage due to the extreme gravitational weirdness.

    Removes the "charge" aspect of singularity abilities, so you don't have to wait to use them. Also removes the minute-long lockout every time you do everything. Lets you choose on the fly (but not too fly) whether you want to fly a power-gimped BOP With Benefits, or a cloakless Singularity Wizard or somewhere in between.

    The different levels thing sounds good, but in the end everyone will run it at level 5 full time and you will just have another crop of Fed escorts with extra powers. There would need to be a serious penalty for running at that level, like doubling bleed damage, or having your crew levels fall and systems randomly go off-line as systems explode all over the ship from the extra power - see the episodes of Enterprise when Trip had the warp reactor running at 100% for any length of time - the ship would have exploded on its own given enough time at that level. But if you did that, then NOBODY would want to run at level 5, and the whole exercise is pointless.

    In the end, any uncloaked Romulan ship must be at least a little inferior to the Fed and KHG equivalent in exchange for Battle Cloak, the stealth bonuses and the S-Core powers. The reason we are testing is to see just how much weaker we need them to be to make that work.
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited April 2013
    No, we felt that this would make Romulan players feel too "forced" toward using Plasma weaponry. They already have a lot of incentives to use Plasma.

    Currently, it scales with Particle Generators skill and items that improve Exotic Damage.

    Just a suggestion then - don't call it "Plasma Shockwave" if plasma doesn't affect it, or you will have this question being answered 1000x a week :D

    Call it Particle Shockwave, or something else instead.
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited April 2013
    That's nice to hear.

    Would you mind doing that to other ships with energy type damages like the vesta deflector phaser thing.

    I like that line of thinking. It also gives a reason to use something other than Field Generators.
  • neok182neok182 Member Posts: 551 Arc User
    edited April 2013
    jaturnley wrote: »
    Just a suggestion then - don't call it "Plasma Shockwave" if plasma doesn't affect it, or you will have this question being answered 1000x a week :D

    Call it Particle Shockwave, or something else instead.

    Thats a really good idea, since it can't be boosted that will be confusing to a lot of players.
    ACCESS DENIED
  • tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited April 2013
    "Singularity Shockwave".

    Leaves no doubt about it's origin, and removes the potential confusion. Also: sounds cool.


    "We are smart." - Grebnedlog

    Member of Alliance Central Command/boq botlhra'ghom
  • brigadooombrigadooom Member Posts: 0 Arc User
    edited April 2013
    Will we ever be able to customise the effects of, or outright earn (new) Singularity Core abilities (could singularity abilities become slottable like traits?)? With some sort of Reputation, turn our Plasma Shockwave into a single target high-DoT ability, or a short debuf-on-steroids, for example?
    ----
    [SIGPIC][/SIGPIC]
  • reximuzreximuz Member Posts: 1,172 Arc User
    edited April 2013
    jaturnley wrote: »
    Just a suggestion then - don't call it "Plasma Shockwave" if plasma doesn't affect it, or you will have this question being answered 1000x a week :D

    Call it Particle Shockwave, or something else instead.

    I'll second this. If the console for plasma doesn't make it better, don't call it plasma!
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    jaturnley wrote: »
    I will tell you what, I DO respect your knowledge and experience in this game - we've chatted in TTS before, and I know you know your stuff. When you have ACTUALLY FLOWN the D'D and made that conclusion, I will be right there listening. But until then, they need to stick to their guns and not make changes based on ships that you have flown that are NOT the D'D. Fair enough? Cut the devs some slack, they DO do this for a living.

    just becase your not experienced enough to know how a ship handels just by looking at its stats, doesnt mean others cant.

    worst possible station setup in the game, pared with worst turn rate in the game, means its the worst ship, squared. no gimmick or band aid can undo the worst turn rate, or the worst station setup.
    jaturnley wrote: »
    So, what happens when that cruiser is actually using his powers re-actively rather than just macro cycling them, and kicks off the second EPTS when you start firing and makes you waste your APA? If there's no predicting when there will be a hole, it becomes harder to know when to use your big guns, which makes you not be able to macro them as easily either.

    I know there will still be holes and that if you are getting slammed by multiple targets that isn't a great solution, but it's called "emergency power to shields", not "always running power to shields" for a reason. People will adapt and come up with new ways to make tanking work, or new issues in other areas will be exposed that will be looked at.

    Like I said, requiring a little brain activity is not necessarily a bad thing.

    Aaand we are off topic.

    EPt skills are impossible to use reactivity, they are all tied down by system cooldowns. you cant only use it when you need it when your cooldowns are competing with the other EPt skills.

    1 see EPtS end? alpha strike them
    2 see them use an EPt other then shields? alpha strike them
    3 see EPtS not running? shoot them so they 'react', but dont alpha strike them. go back to 1

    the game stops functioning, spike is to strong for EPtS to not be on all the time. putting holes in EPtS is a giveaway to spike. nerfing spike next means the game revolves around attacking only in that EPtS hole, because nothing else will do anything. you also dont even need sci captains and SNB anymore because EPtS does the same thing to its user now.

    the change is indefensible, terrible in every way, buffs escorts, and nerfs and marginalizes everything else to the point of them becoming nonviable.


    RP somewhere else, it doesn't mater that the word emergency is in the skill. the game cant function without the 23%-46% res EPtS grants. ships simply pop without it on at all times.
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited April 2013
    Wrong thread for that discussion.

    Besides that, the problem isn't EPtS itself. THe problem is the fact you have to have EPtS to survive. THey need to alter base resists and/or damage so that not having that running doesn't result in you getting nuked guaranteed. I will agree the fact you can't cycle 2 EPtX does hurt cruisers quite a bit, though, and there's no reason for it since non-cruisers can;t really benefit from that mechanic anyways, so there's no balance to be had there.
  • jaturnleyjaturnley Member Posts: 1,218 Arc User
    edited April 2013
    You know, it's not even worth it.
  • skiffy1skiffy1 Member Posts: 0 Arc User
    edited April 2013
    I'm LOVING LOR so far, however, I'm not really fond of the rapid camera zoom-out movement when warping into a system. It feels a bit jarring and unnatural.

    Is this something that is already being addressed? I feel like if it were a little slower it would feel more cinematic and I'd probably personally prefer that.

    Anyone else have thoughts on this? or is it just me?
  • captainbmoneycaptainbmoney Member Posts: 1,323 Arc User
    edited April 2013
    My hopes for the Scimitar

    4 Fore
    4 Aft
    Enhanced Battle Cloak
    9000 Crew
    4 Eng Consoles
    2 Sci Consoles
    3 Tac Consoles

    Commander Engineer
    LT CM Tactical
    Lt Engineer
    Lt Sci
    Ens Sci

    1 Hanger Bay

    Like my fanpage!
    https://www.facebook.com/CaptainBMoney913
    Join Date: August 29th 2010
  • hyoukihyouki Member Posts: 0 Arc User
    edited April 2013
    just becase your not experienced enough to know how a ship handels just by looking at its stats, doesnt mean others cant.

    worst possible station setup in the game, pared with worst turn rate in the game, means its the worst ship, squared. no gimmick or band aid can undo the worst turn rate, or the worst station setup.



    EPt skills are impossible to use reactivity, they are all tied down by system cooldowns. you cant only use it when you need it when your cooldowns are competing with the other EPt skills.

    1 see EPtS end? alpha strike them
    2 see them use an EPt other then shields? alpha strike them
    3 see EPtS not running? shoot them so they 'react', but dont alpha strike them. go back to 1

    tl;dr

    1.) I cannot or will not adapt to find new tactics or strategies to punish enemies who act so predictably that I know exactly what they will do in response to MY actions which I control.

    2.) I cannot or will not consider that there might be any way that the devs could come up with a technique I haven't yet seen to mitigate the turn rate issues of the D'Deridex even though I know it will come with powers I haven't yet seen.

    3.) I cannot or will not stop yelling "NO NO NO" about the current changes, demanding that the game continue to play exactly the way it has been playing despite the fact that there's problems with that too.

    In short dontdrunkimshoot, I'm getting tired of you repeating the same things that are barely on topic for the forum in question. You're nagging about a ship you haven't played, you're nagging about a rules change that is not relevant to this topic, and you're nagging that PvP will go differently and you can't be bothered to adapt. Please say something new. Please don't say something until you have something new to say.

    Sorry devs, I know you're probably going to have to smack this post down, but it has to be said.

    I don't know what's been cooked up for the D'Deridex, I'm quite unfond of big heavy ships, but I'll reserve judgement until I have the chance to try it.

    (At least, unlike the Galaxy-R, I'm getting the ship for free).
  • kuwayuokuwayuo Member Posts: 0 Arc User
    edited April 2013
    This thread is for any feedback regarding Romulan ships and the Singularity Mechanic. Feel free to comment on turn rate, speed, power levels, boff layouts, the singularity mechanic, singularity powers, ship comparisons, anything related to these ships!

    This content is only available to players in the Legacy of Romulus Closed beta.

    I Ti'el and playing i been using quite well although i could see better placement for timer it not really visiable when using the the 3 block as if we are later in game maybe a hud placement i might fix
    Also when doing undercover the old garb suit be set in one of my slots so it making look correct
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited April 2013
    The singularity core status block can be moved around like any other HUD element.

    Regarding it though: It doesn't actually look that great with the new interface.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited April 2013
    hyouki wrote: »
    tl;dr

    1.) I cannot or will not adapt to find new tactics or strategies to punish enemies who act so predictably that I know exactly what they will do in response to MY actions which I control.

    2.) I cannot or will not consider that there might be any way that the devs could come up with a technique I haven't yet seen to mitigate the turn rate issues of the D'Deridex even though I know it will come with powers I haven't yet seen.

    3.) I cannot or will not stop yelling "NO NO NO" about the current changes, demanding that the game continue to play exactly the way it has been playing despite the fact that there's problems with that too.

    In short dontdrunkimshoot, I'm getting tired of you repeating the same things that are barely on topic for the forum in question. You're nagging about a ship you haven't played, you're nagging about a rules change that is not relevant to this topic, and you're nagging that PvP will go differently and you can't be bothered to adapt. Please say something new. Please don't say something until you have something new to say.

    Sorry devs, I know you're probably going to have to smack this post down, but it has to be said.

    I don't know what's been cooked up for the D'Deridex, I'm quite unfond of big heavy ships, but I'll reserve judgement until I have the chance to try it.

    (At least, unlike the Galaxy-R, I'm getting the ship for free).

    i covered every angle, theres is no adapting strategy that i missed, or exists. you are locked into a course of action because of system cooldowns, thats whats predictable, not the player.

    i know how to exploit the openings the EPt changes create, its child's play. i know how these changes have a ripple effect into everything, is blatantly obvious to those of us pvping for 3 years. ive played with them on tribble plenty as well. there, passed your HURRDURR test it first inane requirement.

    your telling me i haven't played the ship? a stat clone of a ship i have played a whole bunch? instead of saucer sep, its got battle cloak, ive used battle cloak a lot, i know its ins and outs. if its cloaking to escape and is already damaged, battle cloaking under fire is suicide, it drops shields. a big fat heavy ship is not going to outrun attackers ether, something that large will also be easy to bump into wile claoked, and be close enough to shoot.

    instead of 200 base energy its got 160 base energy and a few gimmick singularity abilities with long cooldowns that needs to be charged. these fix none of the fundamental turn rate problems, or change the station setup which is so bad its a non starter. i know that, because i have build craft down to a science, and one again HURRDURR ive tested it or used it in practice FOR YEARS.

    your not getting the D'deridex-R for free btw
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited April 2013
    No, we felt that this would make Romulan players feel too "forced" toward using Plasma weaponry. They already have a lot of incentives to use Plasma.

    Currently, it scales with Particle Generators skill and items that improve Exotic Damage.

    Plasma is one of the more...complicated (I've heard some say convoluted)...things to deal with in the game when it comes to buffing the damage of it.

    Personally, I have no experience with the Romulan Threat-Scaling Science Consoles and their [Pla] modifier, but I have heard from several people that they work like the Plasma Infusers Tac Console.

    There were a few funky things that have been resolved (which is good); but that being said, this is what I have found to be the case with Plasma otherwise...

    Plasma Infuser:
    Directed Energy
    Directed Energy DoT
    Projectile DoT
    Eject Warp Plasma

    Ambiplasma:
    Projectile DoT
    (Projectile Kinetic)

    Particle Generators:
    Eject Warp Plasma

    2pc Romulan Harness:
    Directed Energy
    Directed Energy DoT

    So now we have the Plasma Shockwave, does Plasma damage - and is buffed by Particle Generators (as well as Exotic boosting - so uh, the Sci trait?).

    As I mentioned, Plasma is a wee bit complicated, eh? Is there any chance of this ever being simplified somewhere down the road?

    Consider somebody with the following build:

    Weapons: Plasma Energy, Plasma Torps, Plasma Mines
    BOFF Ability: Eject Warp Plasma
    Warbird Ability: Plasma Shockwave

    Plasma Infuser: Buffs DEW, DEW DoT, Proj DoT, EWP
    Ambiplasma: Bufs Proj Kinetic, Proj DoT
    Particle Gen: Buffs EWP, Plasma Shockwave
    2pc Harness: Buffs DEW, DEW DoT
    Rom Sci [Pla]: ?Infuser?Harness?One day I'll grab one and see.

    One could see where somebody* could go with a Plasma build - Infusers, Rom PrtG [Pla], Harness, etc, etc, etc. Could have fun there**, eh?

    Why does the Ambiplasma console exist? For a Plasma Projectile build? You'll lose out on the damage bonus from the Harness and potentially the Rom Sci. PrtG doesn't do anything for DEW nor Proj, so that's not a consideration.

    *Course, that would be a Tac or Sci. Cause, even though you need the Eng BOFF for the EWP, the Eng can't buff it like the Tac. Then you've got the Plasma Shockwave which the Tac and Sci can buff.

    **Of course, that fun is easily ruined by how quickly HE can be spammed to nullify the DoT aspect of Plasma (an aspect that has been worked into the overall damage of the weapons/abilities - thus, leaving them weaker than other weapons/abilities). Heck, the Borg proc - etc, etc, etc.

    It's just a curious situation there...the Plasma thing. Can definitely see not wanting to give the appearance to players of forcing them into a subpar selection. Mind you, two of my guys are primarily Plasma - c'mon, it's fun to cook people with full shields, am I right? There's no doubt that if there wasn't HE or the Borg proc, etc, etc, etc - it would be massively OP. The sheer number of PDoTs I can load up on folks would be a slaughter. There has to be some sort of middle-ground though - not this on/off thing.
    jaturnley wrote: »
    Just a suggestion then - don't call it "Plasma Shockwave" if plasma doesn't affect it, or you will have this question being answered 1000x a week :D

    Call it Particle Shockwave, or something else instead.
    neok182 wrote: »
    Thats a really good idea, since it can't be boosted that will be confusing to a lot of players.
    reximuz wrote: »
    I'll second this. If the console for plasma doesn't make it better, don't call it plasma!
    "Singularity Shockwave".

    Leaves no doubt about it's origin, and removes the potential confusion. Also: sounds cool.

    It's not the first Plasma doohickey not buffed by Plasma doohickeys... would be nifty if the overall Plasma situation were reviewed. Naming it something else, though...wouldn't address the problem - rather, it would just complicate things further. The underlying issue would remain.
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