It's powerful, but it has a slow cool-down and is relatively easy to recover from with science team and a few other methods.
That said, I think it needs to be weakened so that it's cool-down can be reduced to make it more usable overall. Science captains then need some of their other abilities buffed; ideally tactical abilities should stop affecting science abilities, so that they can be buffed a bit and returned to the exotic damage type, then give science captains more bonuses to the debuffs and exotic damage that they inflict while using their captain abilities.
It's powerful, but it has a slow cool-down and is relatively easy to recover from with science team and a few other methods.
That said, I think it needs to be weakened so that it's cool-down can be reduced to make it more usable overall. Science captains then need some of their other abilities buffed; ideally tactical abilities should stop affecting science abilities, so that they can be buffed a bit and returned to the exotic damage type, then give science captains more bonuses to the debuffs and exotic damage that they inflict while using their captain abilities.
signed. personally i think the dampening field should lower enemy shield resistance too.
while at it, give each captain type a permanent group buff, or at least a 10km "aura" that buffs grp members.
[QUOTE=baudl;9758721while at it, give each captain type a permanent group buff, or at least a 10km "aura" that buffs grp members.[/QUOTE]
Yes. I think each career type should provide a unique aura-based passive buff which does not stack, hence it would be in a team or premade's interests to not just spam tacscorts, but include engineers and science captains in the deal as well, to obtain the full benefit of 3 aura buffs.
This buff could represent the expertise of the range of different captains within a force. An engi captain could get on the comm to his tactical colleague on advice with his malfunctioning engines.
Show of hands. Who finds it funny we have both a "Nerf SNB" and "Nerf Alpha Strike" threads going at the same time?
lol Almost everything skill related I have read on the forums is screaming "nerf".
That's why I like when devs. ignore stuff. If the devs. start actually listening to all of the whining about everything that goes on here, I wouldn't be suprised if in a year from now we're all so nerfed to oblivion that we'd open airlocks to throw axes and hammers at each other in space combat. :P
lol Almost everything skill related I have read on the forums is screaming "nerf".
That's why I like when devs. ignore stuff. If the devs. start actually listening to all of the whining about everything that goes on here, I wouldn't be suprised if in a year from now we're all so nerfed to oblivion that we'd open airlocks to throw axes and hammers at each other in space combat. :P
All the complaints for a single ability on a long cooldown when the counter is an ensign level ability on a short cooldown that also has legitimate benefits to use it anyways?
Anyone know if fire on my mark is cleared with tactical team?
If not then it's pretty much the only captain skill that can be rendered totally useless with an easily accessible bridge officer skill. Sounds balanced to me tbh.
Besides there are way more unbalanced skills and consoles kicking around to QQ about.
P.S. Disposable unless they changed it on tribble it's any science power with photonic capacitor that reduces photonic fleet cooldown. However the -15s can only happen every 15s and it's still a pretty weaksauce skill tbh.
If subnucleonic beam were really so unbalanced as to be unfair, it would be logical to conclude that the majority of PvPers would use the science class. However, they do not.
If science team is equipped, a player has a good chance of using it to reduce remove the subnucleonic beam's effects within ten seconds or less.
It would be unfair if there were no way to counter the beam, but there is. Also, it has a fairly lengthy cooldown.
Your logic is faulty. Majority of premades use 3 or more sci. Since premades tend to win more then pugs then majority of winning teams use mostly sci captains. They are doing it for one ability, subnuc.
Sci skills need a boost, gravity well, repulsors et al. However, I think SNB does need a bit of tweaking. Keep the timer debuff, but make it roll on each buff to strip rather than just stripping them all. Give it a high chance based on one or more science skills. I think that makes it more than fair, however, only if sci's get boosted elsewhere. Sci's should be the most versatile of classes with good capabilities instead of having only a few abilities that are worth a damn.
SCI is getting a boost, In the form of science captain only traits.
One is up to 30% damage boost for exotic energy attacks.
The other reduced the cd on photonic fleet by 15 seconds for every shield healing power you use.
It's a nice boost for Sci captains (which really didn't need it), but doesn't get to the heart of the matter which is that Al Rivera and the Systems Team need to go in and take a long hard look at Bridge Officer-based debuffs and Crowd Control* , how they interact with their passive and active counters, and do some rebalancing and house cleaning. Maybe even a bit of redesigning.
*This being, essentially, every Sci BOff power that isn't TSS, the Target: Subsystems skills, Eject Warp Plasma, and Aceton Beam.
[EDIT]
Just to add for the OP, getting WTFPWNED by a Sci/Scort in a one-vs-one isn't an indication that Sub-nuc is overpowered for the same reason that a Protoss Zealot defeating a Zergling in Starcraft one-vs-one everytime isn't an indication that there's a balance problem with the Zealot. There are more mechanisms in play in the game and attempting to balance for one ultra-narrow scenario is not a viable road to pursue, especially for game which revolves around team play.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Comments
That said, I think it needs to be weakened so that it's cool-down can be reduced to make it more usable overall. Science captains then need some of their other abilities buffed; ideally tactical abilities should stop affecting science abilities, so that they can be buffed a bit and returned to the exotic damage type, then give science captains more bonuses to the debuffs and exotic damage that they inflict while using their captain abilities.
Game Balance - Ship Size and Wingmates
signed. personally i think the dampening field should lower enemy shield resistance too.
while at it, give each captain type a permanent group buff, or at least a 10km "aura" that buffs grp members.
Yes. I think each career type should provide a unique aura-based passive buff which does not stack, hence it would be in a team or premade's interests to not just spam tacscorts, but include engineers and science captains in the deal as well, to obtain the full benefit of 3 aura buffs.
This buff could represent the expertise of the range of different captains within a force. An engi captain could get on the comm to his tactical colleague on advice with his malfunctioning engines.
-15 seconds from the cool down of photonic fleet for every shield healing power you use.
Conservation of energy
when attacked get a 10% boost to exotic damage stacks 3 times
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
lol Almost everything skill related I have read on the forums is screaming "nerf".
That's why I like when devs. ignore stuff. If the devs. start actually listening to all of the whining about everything that goes on here, I wouldn't be suprised if in a year from now we're all so nerfed to oblivion that we'd open airlocks to throw axes and hammers at each other in space combat. :P
Haven't you heard? We're finally getting a new weapon type!
What Cryptic should consider before releasing anything.
I mean...seriously?
If not then it's pretty much the only captain skill that can be rendered totally useless with an easily accessible bridge officer skill. Sounds balanced to me tbh.
Besides there are way more unbalanced skills and consoles kicking around to QQ about.
P.S. Disposable unless they changed it on tribble it's any science power with photonic capacitor that reduces photonic fleet cooldown. However the -15s can only happen every 15s and it's still a pretty weaksauce skill tbh.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
Lag Watch:
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on another note you can have snb if i can have APA/Tactfleet combo or in other words over my cold dead body
in pvp alot of times the only reason someone dies is because we can strip them the game would get real boring if it didnt exist
Your logic is faulty. Majority of premades use 3 or more sci. Since premades tend to win more then pugs then majority of winning teams use mostly sci captains. They are doing it for one ability, subnuc.
SCI is getting a boost, In the form of science captain only traits.
One is up to 30% damage boost for exotic energy attacks.
The other reduced the cd on photonic fleet by 15 seconds for every shield healing power you use.
Not everything you see on the internet is true - Abraham Lincoln
Occidere populo et effercio confractus
It's a nice boost for Sci captains (which really didn't need it), but doesn't get to the heart of the matter which is that Al Rivera and the Systems Team need to go in and take a long hard look at Bridge Officer-based debuffs and Crowd Control* , how they interact with their passive and active counters, and do some rebalancing and house cleaning. Maybe even a bit of redesigning.
*This being, essentially, every Sci BOff power that isn't TSS, the Target: Subsystems skills, Eject Warp Plasma, and Aceton Beam.
[EDIT]
Just to add for the OP, getting WTFPWNED by a Sci/Scort in a one-vs-one isn't an indication that Sub-nuc is overpowered for the same reason that a Protoss Zealot defeating a Zergling in Starcraft one-vs-one everytime isn't an indication that there's a balance problem with the Zealot. There are more mechanisms in play in the game and attempting to balance for one ultra-narrow scenario is not a viable road to pursue, especially for game which revolves around team play.