That would result in their lower dmg (cryptic logic). Already pitiful dmg made even more pitiful. Turrets with rapid fire would be better.
No, I meant keep the damage the same, just improve the arc. So cruisers would always be 'broadsiding'.
_________________________________________________ [Kluless][Kold][Steel Heels][Snagtooth] [Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk] [D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
When I saw the change last night I did the literal "LOL WTF?! HAHAHAHA!"
Honestly though I am not really bothered by the change as much as I am confused by it. I don't mind them giving Arc upgrades to the powers they are doing it to.. But it's still odd..
I'd almost compare Cryptic to Cats.. you can't always predict what they will do...beyond a few simple things..
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
Plasma Infusers buffed DEW, DEW DoTs, Proj DoTs, and EWP.
It was too much. No other console does that.
Ambiplasma does Proj Kin and Proj DoT.
It brings the Plasma Infusers in line with other Tac consoles.
Proj DoTs and EWP lose out on the buff from the Infusers.
Plasma energy weapons are still bufffed by the Infusers, the 2pc Harness, the Rom Sci consoles.
Picture a ship running Phased Polarons, Quantums, and dropping EWP. If you wanted to buff each, you'd need to buff each.
That's all they've done here. If you're running Plasma Energy, Plasma Projectile, and dropping EWP...you've got to buff each.
It didn't look like the they said DEW plasma DOT was going to be buffed by Plasma Infusers. Just DEW plasma attacks. Has anyone checked to verify that it would still buff plasma DOT on DEW?
Is there anything that will buff the projectile plasma DOT other than the embassy consoles? You forgot to mention that, by the way.
what was meant to be talk about the arc changes ended up being talk about the plasma debuffs
Heh, I love the arc changes. As well plasma is back in the toilet where it belongs. Rommies will be running their little 'gift' from the klinks instead, poor little rommie fanbois. Hows that Rom rep system lookin now ?
:P
LOLOLOL
Heh, I love the arc changes. As well plasma is back in the toilet where it belongs. Rommies will be running their little 'gift' from the klinks instead, poor little rommie fanbois. Hows that Rom rep system lookin now ?
:P
LOLOLOL
No idea, true Romulans use disruptors and not those pansy plasma stuff. Elite Fleet Disruptors
For pvp the only possible thought on this was it was too hard to get nebulas/atrox/other fat ships to get on target to nuke without a jump console. I guess giving up a console slot was too much to ask of a ship who's limited movement probably negates it to a healing role over a disruption role anyway. :P
why does everyone keep saying the nebby has a slow turn rate?
i never had any issues with mine if i wanted someone subnuked they would get subnuked.
Eh, I flew one for a while as a healer, so I typically fly circles over the battlefield and watch health bars. I almost always was pointed 180 away from my target and it takes too long to get my nose on a target to subnuke when the target caller wants it. Perhaps some communication and planning can negate some of that but against good teams, I don't have alot of time to get my nose on point or try to position myself while I'm busy healing the team.
Besides, I think its very easy to slow and hold a neb and a good team will recognize when one is turning towards a player and that that will be the nuke target, it's like a quarterback who telegraphs his receiver to the defense. Better to just jump and nuke. Yes, when you jump a good team knows what's coming next, but they must react to it very quickly.
I guess my only question to you is what happens when someone else wants you to nuke a target, does it get nuked on time, or does the window of opportunity close before you get it off?
Nebby has ok turn rate. I could always use 90 degree stuff easily. I actually prefer to play it as cruiser, because how well it turns.
"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.”
It didn't look like the they said DEW plasma DOT was going to be buffed by Plasma Infusers. Just DEW plasma attacks. Has anyone checked to verify that it would still buff plasma DOT on DEW?
Is there anything that will buff the projectile plasma DOT other than the embassy consoles? You forgot to mention that, by the way.
Soloing my two starbases...much less the embassies...isn't going that fast. With the Crystal thing and testing on Tribble, yeah - that's massively slowed down - so I still can't test the Romulan Sci Consoles. I've been told they're like mini-Infusers - asked in the notes thread if they were changed as well, but there's been no answer...meh.
Plasma Direct Energy (Base): 785.9 Plasma Direct Energy (Infuser): 850.7
Plasma Direct Energy (Ambiplasma): 785.9 Plasma Direct Energy (2pc Harness): 815.7
Plasma Direct Energy (Particle Gen*): 785.9
Plasma Direct Energy DoT (Base): 85.8 Plasma Direct Energy DoT (Infuser): 92.9
Plasma Direct Energy DoT (Ambiplasma): 85.8 Plasma Direct Energy DoT (2pc Harness): 87.7
Plasma Direct Energy DoT (Particle Gen*): 85.8
Without being able to test the Rom Sci consoles, can't test them...simple as that.
With regard to the Infusers though, they dropped them buffing Projectile DoTs and EWP. That was the change. Ambis didn't change. 2pc Harness didn't change. PrtG didn't change.
* Just a PrtG Mk IV (+11.2) grabbed off the exchange on Tribble because I forgot to grab one when copying the guy over.
** Plasma Mine/Omega Torp/Hyper-Plasma Torp
edit: Regarding the STF Shield Damage Reduction, that's shield damage reduction - not hull damage resistance. That wasn't affecting the DoTs anyway for a DoT burn. It does make Plasma Direct Energy the worst to use against STF shields - but again, the Infusers are still buffing the Direct Energy like it was. That hasn't changed. They also added the 2pc Harness bonus as well as the [Pla] mod on the Rom Sci Consoles to try to help offset the STF shields. Against Fleet Shields, the Plasma Direct Energy is no worse off than Disruptor or Antiproton if they're sporting ResB.
Soloing my two starbases...much less the embassies...isn't going that fast. With the Crystal thing and testing on Tribble, yeah - that's massively slowed down - so I still can't test the Romulan Sci Consoles. I've been told they're like mini-Infusers - asked in the notes thread if they were changed as well, but there's been no answer...meh.
Plasma Direct Energy (Base): 785.9 Plasma Direct Energy (Infuser): 850.7
Plasma Direct Energy (Ambiplasma): 785.9 Plasma Direct Energy (2pc Harness): 815.7
Plasma Direct Energy (Particle Gen*): 785.9
Plasma Direct Energy DoT (Base): 85.8 Plasma Direct Energy DoT (Infuser): 92.9
Plasma Direct Energy DoT (Ambiplasma): 85.8 Plasma Direct Energy DoT (2pc Harness): 87.7
Plasma Direct Energy DoT (Particle Gen*): 85.8
Without being able to test the Rom Sci consoles, can't test them...simple as that.
With regard to the Infusers though, they dropped them buffing Projectile DoTs and EWP. That was the change. Ambis didn't change. 2pc Harness didn't change. PrtG didn't change.
* Just a PrtG Mk IV (+11.2) grabbed off the exchange on Tribble because I forgot to grab one when copying the guy over.
** Plasma Mine/Omega Torp/Hyper-Plasma Torp
edit: Regarding the STF Shield Damage Reduction, that's shield damage reduction - not hull damage resistance. That wasn't affecting the DoTs anyway for a DoT burn. It does make Plasma Direct Energy the worst to use against STF shields - but again, the Infusers are still buffing the Direct Energy like it was. That hasn't changed. They also added the 2pc Harness bonus as well as the [Pla] mod on the Rom Sci Consoles to try to help offset the STF shields. Against Fleet Shields, the Plasma Direct Energy is no worse off than Disruptor or Antiproton if they're sporting ResB.
Thanks for those test.
In regards to the Embassy consoles, on Holodeck, they currently buff plasma DEW, plasma DEW DOT, torpedo DOT, and each other's plasma DOT for non-plasma DEW.
I hope that doesn't get changed, though I suspect it will.
In regards to the Embassy consoles, on Holodeck, they currently buff plasma DEW, plasma DEW DOT, torpedo DOT, and each other's plasma DOT for non-plasma DEW.
I hope that doesn't get changed, though I suspect it will.
See, while I agree with bringing Infusers in line with other Tac consoles...yeah, even though I don't have them - I'd be ticked off if they changed the Rom consoles. It would be a principle thing. They're not Tac consoles, so they don't need to function like them. They've got a higher cost/more investment than just a Tac console. They should continue to function as they do.
Aceton Beam getting better arc is good, would not mind if it was set to 360. But why GPG and SNB needed it? Even Nebula is better at turning then most cruisers, and Aceton is eng skill with AB3 available only for cruisers...
"Systems:
The firing arcs of each of the following Abilities have been increased from 90-degrees to 135-degrees:
Subnucleonic Beam
Aceton Beam
Tachyon Beam
Tyken's Rift
Gravity Well
Viral Matrix
Breen Energy Dissipator Console
Graviton Pulse Console
The firing arcs of each of the following Abilities have been increased from 120-degrees to 135-degrees:
Isometric Charge Console
Magnetometric Overload Console
Known Issue: Hovering over these powers will not generate the correct Firing Arc overlay, but will instead show a 180-degree arc."
Welcome change for Tachyon Beam, it being the only channeled power on the list.
Nice change for Aceton Beam, but I still can't see cruisers or carriers wanting it over other LTC+ Eng powers. Pretty much every other ship already has the maneuverability to bring it on target when desired.
The firing arc change to Graviton Pulse Generator is cockamamie for a power that's already cockamamie.
Pretty much indifferent towards the other changes. It doesn't change the fact that Tyken's is fundamentally broken. It doesn't make Gravity Well pull even harder. It doesn't make the Energy Dissipator not functionally a heavy projectile (with all the counters and drawbacks implicit in it being such). It doesn't make VM any less weakened by Leadership BOffs or anymore savage with the reoccurring-VM DOff's. While a few powers have their difficulty in being applied relaxed, I don't think this is going to break the game.
Except for GPG, which is completely cockamamie, it seems more like a small QoL improvement for slower turning ships and nothing else.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
See, while I agree with bringing Infusers in line with other Tac consoles...yeah, even though I don't have them - I'd be ticked off if they changed the Rom consoles. It would be a principle thing. They're not Tac consoles, so they don't need to function like them. They've got a higher cost/more investment than just a Tac console. They should continue to function as they do.
Just checked. Description on the embassy plasma DOT consoles says "+x.x% Plasma Energy Weapon Damage".
"Adds Plasma DOT proc to non-Plasma Weapons".
The latter seems like it should be applied to torpedoes, but it does not. Just energy weapons that aren't plasma.
Seems to me like the former was only intended to work with Plasma DEW and Plasma DEW DOT. Most likely, it's using the same code as the Plasma Infusers.
Just checked. Description on the embassy plasma DOT consoles says "+x.x% Plasma Energy Weapon Damage".
"Adds Plasma DOT proc to non-Plasma Weapons".
The latter seems like it should be applied to torpedoes, but it does not. Just energy weapons that aren't plasma.
Seems to me like the former was only intended to work with Plasma DEW and Plasma DEW DOT. Most likely, it's using the same code as the Plasma Infusers.
That's so wrong on so many levels. Like I said, I can completely see the logic when it comes to Tac Consoles. Yeah, I loved that the Infusers buffed my torps and warp plasma too - but I knew eventually it would change.
I was disappointed that the 2pc Harness only buffed DEW and DEW DoTs. I mean, if one of the pieces of the Harness is a torp - then the 2pc Harness bonus should buff Proj DoTs as well.
With the Embassy Consoles, I get them only adding the PDoT to Directed Energy Weapons - but given their cost (not just the cost of the console, but the stupid cost to level the Embassy itself)...they should buff all.
That's really disappointing...and meh, I don't even have them. That's just a disappointing change on their part.
edit: Even though I never got any reply from them in that thread, I went ahead and posted something similar there...about not only the Embassy Consoles but the 2pc Harness as well. Things like that just irk me.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
You're right. I shall have to redeem my honor after this is over.
Or you shall be executed for incompetence !
"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.”
Most of the abilities which Cryptic plans to have a bigger arc are science abilities. Strangely enough their vision is that the role of engineers would be tanking and cariers. The ships which mostly need a increase of arc are those cariers, because of their low turn rate.
Science captains would have a debuff and healing task. This can be perfectly done with a faster, more agile science vessel. No need to increae arc of science abilities.
...
... or doe they secretly want science captains running cariers, and engineers running voyagers?
I am all for increasing the firing arc of science skills. Now if we could just get them to un-nerf the damage that science skills do, we might actually be able to dish out some dps on par with a tac.
I wish this game would stop trying to accomodate the whiners, and the so called pvp community. The pvp community that is represented here is the ones that are no good at it, and that think that getting cryptic/perfect world to nerf other skills is how they win.
STOP NERFING THE GAME. For every offense there is an appropriate defense. If you build a ship with the sole purpose of blasting other ships into space dust than you have most likely taken a hit somewhere else in your build. stop trying to level the playing field and let the people have the options to build their ships how they want. stop nerfing consoles, stop nerfing weapons.....STOP STOP STOP.
If anything you should be increasing the power of these items. if you want to make everyone the same, then maybe we just shouldnt be able to outfit our ships at all, maybe we should just have prebuilt garbage that everyone gets, that way everyone is the same.
I am all for increasing the firing arc of science skills. Now if we could just get them to un-nerf the damage that science skills do, we might actually be able to dish out some dps on par with a tac.
I wish this game would stop trying to accomodate the whiners, and the so called pvp community. The pvp community that is represented here is the ones that are no good at it, and that think that getting cryptic/perfect world to nerf other skills is how they win.
STOP NERFING THE GAME. For every offense there is an appropriate defense. If you build a ship with the sole purpose of blasting other ships into space dust than you have most likely taken a hit somewhere else in your build. stop trying to level the playing field and let the people have the options to build their ships how they want. stop nerfing consoles, stop nerfing weapons.....STOP STOP STOP.
If anything you should be increasing the power of these items. if you want to make everyone the same, then maybe we just shouldnt be able to outfit our ships at all, maybe we should just have prebuilt garbage that everyone gets, that way everyone is the same.
seriously the way this game is run makes me sick
Are you aware of the fact, that Cryptic always (maybe they are some exception) does the opposite what PvP community says ? SO you can't hardly blame the nerfs on the people around PvP forum. But since you are obviously expert in STO, please share with us, what nerfs were done because of PvP community? I'm eager to know them.
The plasma "nerf" is typical example of nerf caused by PvErs. If there werent so many threads boasting about 10k dps plasma builds, I'm sure noone would bother :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.”
But since you are obviously expert in STO, please share with us, what nerfs were done because of PvP community? I'm eager to know them.
hmmm. how bout reducing tricobalt devices to do no more than quantums. how bout the reduction of the field generator console. how bout when they nerfed photonic shockwave. lets not forget energy siphon and the energy siphon drones. oh yea. lets not forget that T4 rep shield heal that got nerfed.
im pretty sure that all of those skills werent nerfed from people complaining about doing too much damage to borg.
I am all for increasing the firing arc of science skills. Now if we could just get them to un-nerf the damage that science skills do, we might actually be able to dish out some dps on par with a tac.
do i really need to answer that? science isnt for everyone, and just because a class has the POTENTIAL to do the same DPS doesnt mean that everyone is going to be able to do it.
hmmm. how bout reducing tricobalt devices to do no more than quantums. how bout the reduction of the field generator console. how bout when they nerfed photonic shockwave. lets not forget energy siphon and the energy siphon drones. oh yea. lets not forget that T4 rep shield heal that got nerfed.
im pretty sure that all of those skills werent nerfed from people complaining about doing too much damage to borg.
I would have to say I agree with lordkundo please STOP IT.
do i really need to answer that? science isnt for everyone, and just because a class has the POTENTIAL to do the same DPS doesnt mean that everyone is going to be able to do it.
To put it in another way, why would a high level team want to bring a tac when a competent science captain can bring the same dps and the SNB and the sensor scan? It's the same problem with why none of the high level teams really want to bring an engineer to heal for them when a science captain has the same potential to do equal healing, yet the engineer brings little to no additional benefits to the team.
I ran into a science captain last night who was insta-popping our team with a quick snb/bo+dem combo, so alpha strikes aren't necessary. I played a game with 3 sci and 2 engineers and our team got kills with triple scans and well timed nukes, and we were all specced to heal, so imagine a team of sci's specced for dps, I feel confident we could easily melt faces.
Now, I wasn't here for all these nerfs, im only 2 months old. I just wonder with what I'm seeing, if science captain abilities weren't "nerfed", so to speak, to where they were doing dps on par with a tac, why a fleet looking to build a team would want to incorporate one into their build.
If you ask me, science should be more about disruption than damage. It would be nice to see grav wells and tykens actually hold pilots and drain them, granting true zone denial, rather than only holding cruisers who don't happen to have an evasive maneuver up. Though I wouldn't mind if grav well did some hull damage that could be considered pressure when you have more than one person in it, making the enemy healer think about where his heals need to go.
hmmm. how bout reducing tricobalt devices to do no more than quantums. how bout the reduction of the field generator console. how bout when they nerfed photonic shockwave. lets not forget energy siphon and the energy siphon drones. oh yea. lets not forget that T4 rep shield heal that got nerfed.
im pretty sure that all of those skills werent nerfed from people complaining about doing too much damage to borg.
you do realize that the only major compliant we (the pvp community) had about tricobalt mines were when you used a dispersal pattern and they all crit'd because of the old "one crit they all crit" game feature.
when they annoucnced that tric mines/torps would be reduced in damage and cooldown the pvp community was pissed.
look it up.
field generator console? thats the extra free shield console right? they "nerfed" it so they could then release new versions that had the same effect but where higher "gear" level. thats the same damn thing they did to science consoles way back in the day. the pvp community had no say on that, we've been complaining about sheild resists. not sheild strength.
energy siphion? i cant ever recall the community saying it was too powerful.
siphion drones... yes we said they were too powerful and you know what. they fracking were.
the tier 4 rep was a disaster, cryptic needs to come out and say "we screwed that one up". no one in this game NEEDED to have an extra 600-1000 shield regen every second for no reason.
i saved the shockwave for last because you know what, frack you. the pvp community (mainly us science guys) were pissed that cryptic reduced shockwave 3s damage for no reason. yeah, it was out of wack, we pointed that out. we asked the other 2 shockwaves have their damage increased as a result... guess what cryptic did... they REDUCED the damage of 3 making it all but useless.
actually read the forums, actually take part in what the pvp community is asking for before you come here and accuse uf of actually having any say in this fracking game.
hmmm. how bout reducing tricobalt devices to do no more than quantums. how bout the reduction of the field generator console. how bout when they nerfed photonic shockwave. lets not forget energy siphon and the energy siphon drones. oh yea. lets not forget that T4 rep shield heal that got nerfed.
im pretty sure that all of those skills werent nerfed from people complaining about doing too much damage to borg.
Shields gens ? Those same consoles that have their stats because of a typo ? Geko himself said it in the last podcast. SHIELD CONSOLES HAVE THEIR NUMBERS ONLY BECAUSE OF TYPO. But he is afraid of likes you, that if he would balance/change/adjust/nerf something, people like you would flip out.
Ugh oh, you are aware that must "too dps" stuff is nerfed because it trivializes already trivial PVE content and people farm it easily ? Cryptic nerfs stuff so people do not abuse stuff to get quick dilithium/marks/whatever. Get your facts straight. Tricobalts were nerfed because people spammed dispersal pattern 3 tricobalts in STF to quickly nuke anything. PvP people complained only about the "one crit to rule them all". Put your head out of ...impulse engine exhaust port...and start to use your brain.
"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.”
Comments
No, I meant keep the damage the same, just improve the arc. So cruisers would always be 'broadsiding'.
[Kluless][Kold][Steel Heels][Snagtooth]
[Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk]
[D'Mented][D'Licious]
Joined October 2009. READ BEFORE POSTING
Honestly though I am not really bothered by the change as much as I am confused by it. I don't mind them giving Arc upgrades to the powers they are doing it to.. But it's still odd..
I'd almost compare Cryptic to Cats.. you can't always predict what they will do...beyond a few simple things..
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Is there anything that will buff the projectile plasma DOT other than the embassy consoles? You forgot to mention that, by the way.
Heh, I love the arc changes. As well plasma is back in the toilet where it belongs. Rommies will be running their little 'gift' from the klinks instead, poor little rommie fanbois. Hows that Rom rep system lookin now ?
:P
LOLOLOL
Awoken Dead
Now shaddup about the queues, it's a BUG
No idea, true Romulans use disruptors and not those pansy plasma stuff. Elite Fleet Disruptors
why does everyone keep saying the nebby has a slow turn rate?
i never had any issues with mine if i wanted someone subnuked they would get subnuked.
Do you even Science Bro?
Besides, I think its very easy to slow and hold a neb and a good team will recognize when one is turning towards a player and that that will be the nuke target, it's like a quarterback who telegraphs his receiver to the defense. Better to just jump and nuke. Yes, when you jump a good team knows what's coming next, but they must react to it very quickly.
I guess my only question to you is what happens when someone else wants you to nuke a target, does it get nuked on time, or does the window of opportunity close before you get it off?
Soloing my two starbases...much less the embassies...isn't going that fast. With the Crystal thing and testing on Tribble, yeah - that's massively slowed down - so I still can't test the Romulan Sci Consoles. I've been told they're like mini-Infusers - asked in the notes thread if they were changed as well, but there's been no answer...meh.
As for the rest - on Tribble:
Eject Warp Plasma (Base): 183.6
Eject Warp Plasma (Infuser): 183.6
Eject Warp Plasma (Ambiplasma): 183.6
Eject Warp Plasma (2pc Harness): 183.6
Eject Warp Plasma (Particle Gen*): 193.8
Plasma Direct Energy (Base): 785.9
Plasma Direct Energy (Infuser): 850.7
Plasma Direct Energy (Ambiplasma): 785.9
Plasma Direct Energy (2pc Harness): 815.7
Plasma Direct Energy (Particle Gen*): 785.9
Plasma Direct Energy DoT (Base): 85.8
Plasma Direct Energy DoT (Infuser): 92.9
Plasma Direct Energy DoT (Ambiplasma): 85.8
Plasma Direct Energy DoT (2pc Harness): 87.7
Plasma Direct Energy DoT (Particle Gen*): 85.8
Plasma Projectile** Kinetic (Base): 2152.9/1877.1/2456
Plasma Projectile** Kinetic (Infuser): 2152.9/1877.1/2456
Plasma Projectile** Kinetic (Ambiplasma): 2338.6/2026.3/2661.4
Plasma Projectile** Kinetic (2pc Harness): 2152.9/1877.1/2456
Plasma Projectile** Kinetic (Particle Gen*): 2152.9/1877.1/2456
Plasma Projectile** DoT (Base): 121.9/1697.5/198.4
Plasma Projectile** DoT (Infuser): 121.9/1697.5/198.4
Plasma Projectile** DoT (Ambiplasma): 128.1/1779.6/215
Plasma Projectile** DoT (2pc Harness): 121.9/1697.5/198.4
Plasma Projectile** DoT (Particle Gen*): 121.9/1697.5/198.4
Without being able to test the Rom Sci consoles, can't test them...simple as that.
With regard to the Infusers though, they dropped them buffing Projectile DoTs and EWP. That was the change. Ambis didn't change. 2pc Harness didn't change. PrtG didn't change.
* Just a PrtG Mk IV (+11.2) grabbed off the exchange on Tribble because I forgot to grab one when copying the guy over.
** Plasma Mine/Omega Torp/Hyper-Plasma Torp
edit: Regarding the STF Shield Damage Reduction, that's shield damage reduction - not hull damage resistance. That wasn't affecting the DoTs anyway for a DoT burn. It does make Plasma Direct Energy the worst to use against STF shields - but again, the Infusers are still buffing the Direct Energy like it was. That hasn't changed. They also added the 2pc Harness bonus as well as the [Pla] mod on the Rom Sci Consoles to try to help offset the STF shields. Against Fleet Shields, the Plasma Direct Energy is no worse off than Disruptor or Antiproton if they're sporting ResB.
In regards to the Embassy consoles, on Holodeck, they currently buff plasma DEW, plasma DEW DOT, torpedo DOT, and each other's plasma DOT for non-plasma DEW.
I hope that doesn't get changed, though I suspect it will.
See, while I agree with bringing Infusers in line with other Tac consoles...yeah, even though I don't have them - I'd be ticked off if they changed the Rom consoles. It would be a principle thing. They're not Tac consoles, so they don't need to function like them. They've got a higher cost/more investment than just a Tac console. They should continue to function as they do.
Cryptic logic.
PetaQ'! You use the weapon of an assassin to settle a matter of vengeance?!
*yanks the kut'luch out of mimey2's hands and places a d'k'tagh there instead*
There! The proper knife of a warrior!
Welcome change for Tachyon Beam, it being the only channeled power on the list.
Nice change for Aceton Beam, but I still can't see cruisers or carriers wanting it over other LTC+ Eng powers. Pretty much every other ship already has the maneuverability to bring it on target when desired.
The firing arc change to Graviton Pulse Generator is cockamamie for a power that's already cockamamie.
Pretty much indifferent towards the other changes. It doesn't change the fact that Tyken's is fundamentally broken. It doesn't make Gravity Well pull even harder. It doesn't make the Energy Dissipator not functionally a heavy projectile (with all the counters and drawbacks implicit in it being such). It doesn't make VM any less weakened by Leadership BOffs or anymore savage with the reoccurring-VM DOff's. While a few powers have their difficulty in being applied relaxed, I don't think this is going to break the game.
Except for GPG, which is completely cockamamie, it seems more like a small QoL improvement for slower turning ships and nothing else.
"Adds Plasma DOT proc to non-Plasma Weapons".
The latter seems like it should be applied to torpedoes, but it does not. Just energy weapons that aren't plasma.
Seems to me like the former was only intended to work with Plasma DEW and Plasma DEW DOT. Most likely, it's using the same code as the Plasma Infusers.
That's so wrong on so many levels. Like I said, I can completely see the logic when it comes to Tac Consoles. Yeah, I loved that the Infusers buffed my torps and warp plasma too - but I knew eventually it would change.
I was disappointed that the 2pc Harness only buffed DEW and DEW DoTs. I mean, if one of the pieces of the Harness is a torp - then the 2pc Harness bonus should buff Proj DoTs as well.
With the Embassy Consoles, I get them only adding the PDoT to Directed Energy Weapons - but given their cost (not just the cost of the console, but the stupid cost to level the Embassy itself)...they should buff all.
That's really disappointing...and meh, I don't even have them. That's just a disappointing change on their part.
edit: Even though I never got any reply from them in that thread, I went ahead and posted something similar there...about not only the Embassy Consoles but the 2pc Harness as well. Things like that just irk me.
You're right. I shall have to redeem my honor after this is over.
Or you shall be executed for incompetence !
much like a bunch of starfleet engineers trying to balance mechanics they no longer comprehend
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
Most of the abilities which Cryptic plans to have a bigger arc are science abilities. Strangely enough their vision is that the role of engineers would be tanking and cariers. The ships which mostly need a increase of arc are those cariers, because of their low turn rate.
Science captains would have a debuff and healing task. This can be perfectly done with a faster, more agile science vessel. No need to increae arc of science abilities.
...
... or doe they secretly want science captains running cariers, and engineers running voyagers?
conclusion: engineer captain still useless.
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
I wish this game would stop trying to accomodate the whiners, and the so called pvp community. The pvp community that is represented here is the ones that are no good at it, and that think that getting cryptic/perfect world to nerf other skills is how they win.
STOP NERFING THE GAME. For every offense there is an appropriate defense. If you build a ship with the sole purpose of blasting other ships into space dust than you have most likely taken a hit somewhere else in your build. stop trying to level the playing field and let the people have the options to build their ships how they want. stop nerfing consoles, stop nerfing weapons.....STOP STOP STOP.
If anything you should be increasing the power of these items. if you want to make everyone the same, then maybe we just shouldnt be able to outfit our ships at all, maybe we should just have prebuilt garbage that everyone gets, that way everyone is the same.
seriously the way this game is run makes me sick
Are you aware of the fact, that Cryptic always (maybe they are some exception) does the opposite what PvP community says ? SO you can't hardly blame the nerfs on the people around PvP forum. But since you are obviously expert in STO, please share with us, what nerfs were done because of PvP community? I'm eager to know them.
The plasma "nerf" is typical example of nerf caused by PvErs. If there werent so many threads boasting about 10k dps plasma builds, I'm sure noone would bother :P
hmmm. how bout reducing tricobalt devices to do no more than quantums. how bout the reduction of the field generator console. how bout when they nerfed photonic shockwave. lets not forget energy siphon and the energy siphon drones. oh yea. lets not forget that T4 rep shield heal that got nerfed.
im pretty sure that all of those skills werent nerfed from people complaining about doing too much damage to borg.
What would be the point of bringing a tac then?
do i really need to answer that? science isnt for everyone, and just because a class has the POTENTIAL to do the same DPS doesnt mean that everyone is going to be able to do it.
I would have to say I agree with lordkundo please STOP IT.
To put it in another way, why would a high level team want to bring a tac when a competent science captain can bring the same dps and the SNB and the sensor scan? It's the same problem with why none of the high level teams really want to bring an engineer to heal for them when a science captain has the same potential to do equal healing, yet the engineer brings little to no additional benefits to the team.
I ran into a science captain last night who was insta-popping our team with a quick snb/bo+dem combo, so alpha strikes aren't necessary. I played a game with 3 sci and 2 engineers and our team got kills with triple scans and well timed nukes, and we were all specced to heal, so imagine a team of sci's specced for dps, I feel confident we could easily melt faces.
Now, I wasn't here for all these nerfs, im only 2 months old. I just wonder with what I'm seeing, if science captain abilities weren't "nerfed", so to speak, to where they were doing dps on par with a tac, why a fleet looking to build a team would want to incorporate one into their build.
If you ask me, science should be more about disruption than damage. It would be nice to see grav wells and tykens actually hold pilots and drain them, granting true zone denial, rather than only holding cruisers who don't happen to have an evasive maneuver up. Though I wouldn't mind if grav well did some hull damage that could be considered pressure when you have more than one person in it, making the enemy healer think about where his heals need to go.
you do realize that the only major compliant we (the pvp community) had about tricobalt mines were when you used a dispersal pattern and they all crit'd because of the old "one crit they all crit" game feature.
when they annoucnced that tric mines/torps would be reduced in damage and cooldown the pvp community was pissed.
look it up.
field generator console? thats the extra free shield console right? they "nerfed" it so they could then release new versions that had the same effect but where higher "gear" level. thats the same damn thing they did to science consoles way back in the day. the pvp community had no say on that, we've been complaining about sheild resists. not sheild strength.
energy siphion? i cant ever recall the community saying it was too powerful.
siphion drones... yes we said they were too powerful and you know what. they fracking were.
the tier 4 rep was a disaster, cryptic needs to come out and say "we screwed that one up". no one in this game NEEDED to have an extra 600-1000 shield regen every second for no reason.
i saved the shockwave for last because you know what, frack you. the pvp community (mainly us science guys) were pissed that cryptic reduced shockwave 3s damage for no reason. yeah, it was out of wack, we pointed that out. we asked the other 2 shockwaves have their damage increased as a result... guess what cryptic did... they REDUCED the damage of 3 making it all but useless.
actually read the forums, actually take part in what the pvp community is asking for before you come here and accuse uf of actually having any say in this fracking game.
Good day sir.
Do you even Science Bro?
Shields gens ? Those same consoles that have their stats because of a typo ? Geko himself said it in the last podcast. SHIELD CONSOLES HAVE THEIR NUMBERS ONLY BECAUSE OF TYPO. But he is afraid of likes you, that if he would balance/change/adjust/nerf something, people like you would flip out.
Ugh oh, you are aware that must "too dps" stuff is nerfed because it trivializes already trivial PVE content and people farm it easily ? Cryptic nerfs stuff so people do not abuse stuff to get quick dilithium/marks/whatever. Get your facts straight. Tricobalts were nerfed because people spammed dispersal pattern 3 tricobalts in STF to quickly nuke anything. PvP people complained only about the "one crit to rule them all". Put your head out of ...impulse engine exhaust port...and start to use your brain.