Anyone who doesn't accept the reality that the 5s global cd on all tac powers is a direct assault at torpedo/beam users isnt seeing the big picture. No matter how many videos are posted, standard* dhc spammers prevail after this nerf hits.
Its the final nail in the coffin to true skill builds, lining up powers AHEAD of when theyd be needed. You can see how there was no continuity in development of this games PVP, as contradictory changes continue to occur from different unrelated devs who seem to not communicate at all.
let alone play the game. this is a sad day and even if reverted has lost one player forever from this game.
i will not roll fed
i will not spam dhc
i will not play sto with this situation.
As drama between groups was finally gettign resolved and several new matchmaking concepts being implements, the devs did it again. adjudicator hawk you are sad dev, pathetic really for this. rip sto
any dedicated pvper forum message me to give my acct a new home.
Anyone who doesn't accept the reality that the 5s global cd on all tac powers is a direct assault at torpedo/beam users isnt seeing the big picture. No matter how many videos are posted, standard* dhc spammers prevail after this nerf hits.
Its the final nail in the coffin to true skill builds, lining up powers AHEAD of when theyd be needed. You can see how there was no continuity in development of this games PVP, as contradictory changes continue to occur from different unrelated devs who seem to not communicate at all.
let alone play the game. this is a sad day and even if reverted has lost one player forever from this game.
i will not roll fed
i will not spam dhc
i will not play sto with this situation.
As drama between groups was finally gettign resolved and several new matchmaking concepts being implements, the devs did it again. adjudicator hawk you are sad dev, pathetic really for this. rip sto
any dedicated pvper forum message me to give my acct a new home.
maybe I'm miss understanding you, but the 5 second block it for the same powers not for different powers. So one can still use BO+ CRF +THY, or just BO + CRF...
While I have always been a proponent of pressure damage builds, my only real problem with the modern oneshot builds is how incredibly reliable they are in the right hands. They don't evoke the "A 150k tricobalt? I died to that? Damn! But this is friggin amazing!" feeling of the old oneshot builds.
I have essentially retired from premade games because Era left and I don't like the state of the game and often I have more fun coding stuff for the leaderboard than actually playing.
maybe I'm miss understanding you, but the 5 second block it for the same powers not for different powers. So one can still use BO+ CRF +THY, or just BO + CRF...
Yep. It's just to block you from double- or triple-tapping with Beam Overloads or High-Yield Torpedoes. You'll still be able to combo CRF and Overload, or Overload with High Yield, just not smash the opponent with three consecutive no-drain Overloads.
Yep. It's just to block you from double- or triple-tapping with Beam Overloads or High-Yield Torpedoes. You'll still be able to combo CRF and Overload, or Overload with High Yield, just not smash the opponent with three consecutive no-drain Overloads.
Correct.
The issue is that Torpedoes are an overall inferior, outdated and poorly designed mechanic.
How long have the forums been asking for Torps to be improved?
Does it even make sense that fast ships, not even running EPTE, can outrun their own Torpedoes?
Does it make sense that torps automatically face 75% full resistance against even the barest sliver of shields?
That's certainly not how they function in ST canon.
The devs don't even really have first hand experience with the issue - because they don't PvP in this game, take a look at their PvE design and you'll see why they probably think torps are "fine".
The devs want to nerf extremes but they are cherry picking which extremes to nerf, which extremes to ignore (extremely poor torpedoes) and which extremes to keep adding to the game (passive mitigation).
The issue is that Torpedoes are a completely inferior mechanic in every possible way to BO & energy weapons in general.
How long have the forums been asking for Torps to be improved?
The devs don't even really have first hand experience with the issue - because they don't PvP in this game, take a look at their PvE design and you'll see why they probably think torps are "fine".
just another example in a long line of fixes where they miss the point entirely. if beam overload alone was changed to its original concept or any one of many ideas we posted, no big deal. but dragging down hy/hy stack with it kills the game for me. period. looks like anyone who cared long since quit anyway. meh
just another example in a long line of fixes where they miss the point entirely. if beam overload alone was changed to its original concept or any one of many ideas we posted, no big deal. but dragging down hy/hy stack with it kills the game for me. period. looks like anyone who cared long since quit anyway. meh
The issues stems from the Embassy boffs.
Transposed to now, Romulan Boffs.
Anyway I know I got under your skin. For that Mini I am sorry.
I try to ruffle feathers sometimes but never have I tried to direct it to you.
I have always enjoyed fighting with you. I even enjoyed fights against you some 3 years ago.
Again, if I offended you that wasn't my intention.
Anyway I know I got under your skin. For that Mini I am sorry.
I try to ruffle feathers sometimes but never have I tried to direct it to you.
I have always enjoyed fighting with you. I even enjoyed fights against you some 3 years ago.
Again, if I offended you that wasn't my intention.
no worries u are just a player caught up in the game. u never did wrong. mt tie knew exactly what he was doing, the kind of leet player thinking that has ruined this game for years " WE WILL SHOW THEM HOW BROKE IT IS" but really they could use aceton beam and turrets and win. just low class to go after my powers, then get them nerfed and claim a victory for the game. torpedoes arent the problem never were, this nerf screams of total lack of dev understanding of the game/ issue. we all need to remind them double tapping wasnt the problem. insta tapping was problem, 1 second or 2 s but 5 second delay is too much, especially when after 5s u still wont be able to use thesecond one becus of gcd....
so i wish i was patient and caring enough to impart my 3 yrs experience "double tapping " (honest old school with tac ini and pre marion) to players and devs, but they just dont wanna hear it.
mt tie knew exactly what he was doing, the kind of leet player thinking that has ruined this game for years " WE WILL SHOW THEM HOW BROKE IT IS"
Mini, dude. Come on man.
Don't be like the rest of the sheep, I don't always agree with you but you never acted like the rest of the sheep when it came to outside issues.
You and I both know, in our hearts, that there was never any intent to "show them how broke it is".
Everything has been done in the art of the kill, the vape and the need to protect your alpha and score kills outside of SNB cycles.
Hell man, he even made a thread offering 10 mil EC to any player who could vape his Sci/Recluse to show people that it can be defended against.
No one took him up on it, because none of them are able to find their big boy pants when the gauntlet is thrown down.
He also made a full thread on how to defend against the vape, people made up all manner of excuses.
We can't help it if people cry about it and the devs respond - and we're going to go right back to figuring out the next most efficient method for turning targets into respawn monkeys. I promise you this.
Don't be like the rest of the sheep, I don't always agree with you but you never acted like the rest of the sheep when it came to outside issues.
You and I both know, in our hearts, that there was never any intent to "show them how broke it is".
Everything has been done in the art of the kill, the vape and the need to protect your alpha and score kills outside of SNB cycles.
Hell man, he even made a thread offering 10 mil EC to any player who could vape his Sci/Recluse to show people that it can be defended against.
No one took him up on it, because none of them are able to find their big boy pants when the gauntlet is thrown down.
He also made a full thread on how to defend against the vape, people made up all manner of excuses.
We can't help it if people cry about it and the devs respond - and we're going to go right back to figuring out the next most efficient method for turning targets into respawn monkeys. I promise you this.
you wotn be using torps then either, will you? all i know is mt tie says "YOUR WELCOME" after nerf. soudns like he expects gratitude for pushing the cheese to the extreme and doing whats unintended. the subnuke before the attack says it all. the lack of torpedoes in most winning builds speaks volumes.
oh where are thou hales and horizons and akfourtysevens, where are the legend of the torp.
I do agree it doesn't need to affect torpedo skills... however.....
I do understand that the devs like continuity, so likely if it comes in it will effect all skills.
Perhaps this is the point where we really really need to push them on a Torpedo change.
This is my idea to make Torpedos a viable... and widely used weapon type.
Implement a Sliding scale of Bleed through on shields with less then 30% of there cap.
So Anyone that has more then 30% of there facing will still resist 75% of the torpedo dmg as it is now.
At 28%... it would drop to 73
at 26%... it would drop to 70
at 24%... it would drop to 67
at 22%... it would drop to 64
at 20%... it would drop to 60
at 18%... it would drop to 56
at 16%... it would drop to 52
at 14%... it would drop to 48
at 12%... it would drop to 44
at 10%... it would drop to 40
at 8%... it would drop to 35
at 6%... it would drop to 30
at 4%... it would drop to 25
at 2%... it would drop to 20
Something along those lines... meaning that battering a shield facing down and unloading torps will always do something useful... if a cruiser can keep there facing at the 20% mark it won't be a bunch of one shots... but it sure would make torpedos a lot more attractive. It would also mean people would be much less upset about not being able to back to back HY and Spread patterns anymore.
you wotn be using torps then either, will you? all i know is mt tie says "YOUR WELCOME" after nerf. soudns like he expects gratitude for pushing the cheese to the extreme and doing whats unintended. the subnuke before the attack says it all. the lack of torpedoes in most winning builds speaks volumes.
He was Joking.
Next time you go extracurricular man please turn on some Bob Marley or Jimmy Cliff. :P
Take a look at some other threads going on, we all see the nerf for what it is.
I do agree it doesn't need to affect torpedo skills... however.....
I do understand that the devs like continuity, so likely if it comes in it will effect all skills.
Perhaps this is the point where we really really need to push them on a Torpedo change.
This is my idea to make Torpedos a viable... and widely used weapon type.
Implement a Sliding scale of Bleed through on shields with less then 30% of there cap.
So Anyone that has more then 30% of there facing will still resist 75% of the torpedo dmg as it is now.
At 28%... it would drop to 73
at 26%... it would drop to 70
at 24%... it would drop to 67
at 22%... it would drop to 64
at 20%... it would drop to 60
at 18%... it would drop to 56
at 16%... it would drop to 52
at 14%... it would drop to 48
at 12%... it would drop to 44
at 10%... it would drop to 40
at 8%... it would drop to 35
at 6%... it would drop to 30
at 4%... it would drop to 25
at 2%... it would drop to 20
Something along those lines... meaning that battering a shield facing down and unloading torps will always do something useful... if a cruiser can keep there facing at the 20% mark it won't be a bunch of one shots... but it sure would make torpedos a lot more attractive. It would also mean people would be much less upset about not being able to back to back HY and Spread patterns anymore.
This^^
I'm sure number will need to be tweaked, but something like this is what the game needs. If you watch the old promo videos for STO they talk about taking down the shields then finishing off with torpedoes. This, however can never happen when 1% shields can block 75% damage.
I'm sure when these changes will suck for high end PvP, but hawk said, if people become unkillable they would look at healing and resists. This could be a good thing. Once it goes live, then finally we can start to talk about over healing. Really, it gets old stripping someone's shields, getting their hull to 10%, then having them instantly get 100% hull and shields back.
Next time you go extracurricular man please turn on some Bob Marley or Jimmy Cliff. :P
Take a look at some other threads going on, we all see the nerf for what it is.
It depends. If I can get consistent, clean, kills with it and a high ratio of success on decloak alphas - yes, I will.
its sad cus man i wtf pwn with new doff and torps. the doff pen stack was what was running my show, and it was hard to do solo but pandas could make it happen every time id wager. mt didnt know torps also gained the pen, all fire on target does. This change wont affect premades multiple (seperate players) proc initiating for overpen (more damage to hull than given to shield).
i always had a high ration of success with torpedoes. in controlled circumstances. Thats what premades are good at. Torpedoes are and have always been simply more challenging to effectively implement. Doesn't mean it cant be done, few targets DEMANDED it. And certainly no situation within a team game that succesfully managed their approach demanded it. I did what mt did AND used torps, when it worked i put much more damage out in one pass.
Its about easy button and hard button. There was a time no one wanted to use beam overload cus of miss rate, when they committed to the tractor/ timing window they found success. Now you dont even need that. Im getting one shotted in my brel/tvaro at 10k from mts bo1 autofire the second i fire the first torp. This is about acc rom boffs and decloak bonus. The "gimmick" of double tap is and always was part of the game, many skills make more sense with the mechanic and barely any at all without it.
Without an in depth understanding of the many relevant factors, primarily of what it means to have certain buffs on and what it means to not, the devs simply fail to comprehend the complexity relevant and swing a wild nerf hammer, often creating more collateral damage than good.
double and triple taps were an exploit to a loophole, period. did premade meta call for spike that strong? yes, but thats not the point. how many 5 second lock outs are there now on things? phasers, SS, elatchi weapons, placate lockouts, proc heal lockouts, its all necessary steps because without them a mechanic would run amok.
at first i thought applying a lockout to torp skills to was like kicking an old diabetic dog, but actually it removes an argument against a massive torp 'buff', that you could stack HY and spreads on someone, so if torpedoes were buffed a triple tap HY would be a guarantied kill no mater what.
now, they can remove the 75% base resistance shields have to knetic damage, which is over 80% most of the time actually, and if your energy res is caped, at about 90%. without that built in res, shields would resist knetic damage at the same level it resists energy damage, so in the 40 to 75 range. this game is correct, when it feels like not running torps is a bad idea on everything, imo. id love for there to be a day when a 2 to 4 torps are worth the weapon slots they would take on a beam array cruiser.
when you pop someone with a torp hit...it means you really got your timing down.
here recently on my defiant and bop builds i have had good success with 1 bo, crf, and a high yeild. while still running dem or a well timed "old school" style weapons battery.
its still my favorite way to fly a fighter in STO.
yet will all the insane passive shield regen out there thanks to rep passives and the like....those kills have long lost their way in consistent effectiveness. on top of just plain old res bonuses on someone running fleet elite shields and being hardened by someone on my side of the table firing off the same type of energy weapon while im trying to decloak pop.
which is why i am fully against any kind of change like this. i seem to survive just fine against double tappers in my sci and engineer builds. sure...you will get hurt often, but isnt that the name of the game? and with only a handfull of tacs in the game that can pull off this kind of playstyle with close to 75% effectiveness....whats the problem?
i see this kind of change just pushing further towards....OMG ha ha you tried to kill me with that? im a fed cruiser! and ill kirk all over you!
all in all....stacked spike damage is needed in the game right now to combat insanity healing......the time of the DHC CRF grind kills has long passesd us.....with this change it will further reduce a tac officers options of how to get off a kill shot without a friendly sci nuking the target first...
it really....well.... takes both burst and grind damage off the table for tacs....so....what would they be left with?
I was typing out a longer post, but then it hit me...sure, I looked up and saw I was wearing a tinfoil hat, but it hit me.
Until they put BO in a lockbox, in the Lobi store, in a Rep grind, in a Fleet grind, or outright in the C-Store... /cough
marion begat the true power of double tap. only thanks to temporal doff sales was this quirk ever a profit for craptic. now truly the game had priced out this play, with little hope for anything to reignite demand for such spike.
in the end i will be able to change my builds and in the end it will mean more healing and a "proper"style. just a damned shame the overall effects are going to bring torps down too, when no one was crying about that.
marion begat the true power of double tap. only thanks to temporal doff sales was this quirk ever a profit for craptic. now truly the game had priced out this play, with little hope for anything to reignite demand for such spike.
in the end i will be able to change my builds and in the end it will mean more healing and a "proper"style. just a damned shame the overall effects are going to bring torps down too, when no one was crying about that.
/waiting it out
Don't think for a minute double tapping torpedo high yield IIIs weren't a problem. That's how B'Rel bird of preys were able to drop unsuspecting players from 100 to 15% in about 4 seconds though shields. (That along with cluster torp + DPB) Sure it took a lot of skill to do that well, but it did remove a problem from the game. B'Rel and T'Varo players will actually need to stick around for a few seconds longer to deal real damage, making them more vulnerable.
Don't think for a minute double tapping torpedo high yield IIIs weren't a problem. That's how B'Rel bird of preys were able to drop unsuspecting players from 100 to 15% in about 4 seconds though shields. (That along with cluster torp + DPB) Sure it took a lot of skill to do that well, but it did remove a problem from the game. B'Rel and T'Varo players will actually need to stick around for a few seconds longer to deal real damage, making them more vulnerable.
So players who took a build, optimised and made it into a torpedo killing machine through skill and your saying it s a good thing to nerf them. I must emphasize skill as it takes alot of timing and skill to execute it right same with double taps. Your more of an advocator of 1 hour 1vs 1 fights then?
So you love head banging against a zombie build then
Now found frequenting MWO short term and then Star Citizen long term. Raged Quit PVP long ago
- Gohan (House of Beautiful /Sad Pandas)
(5x Sub/Sup Op - getting Infiltrator from the Reman captain)
DOFFs - 2x DCE(EPtX), SE(DEM), 2x EWO(BO)
Deflector - Borg Mk XII
Engine - Borg Mk XII
Shields - Elite Fleet Resilient Mk XII [Cap]x2[ResA/B][Adapt]
Core - Elite Fleet Reinforced Mk XII [SingA][OLoad][WCap][AMP][SSS]
There's going to be a specific order to using them, some will only be used if the engagement lasts longer than expected. The intended audience for the game won't be able to do it. It's a skillgap issue. Cryptic will nerf it accordingly...regardless of the viability of it.
when you pop someone with a torp hit...it means you really got your timing down.
here recently on my defiant and bop builds i have had good success with 1 bo, crf, and a high yeild. while still running dem or a well timed "old school" style weapons battery.
its still my favorite way to fly a fighter in STO.
yet will all the insane passive shield regen out there thanks to rep passives and the like....those kills have long lost their way in consistent effectiveness. on top of just plain old res bonuses on someone running fleet elite shields and being hardened by someone on my side of the table firing off the same type of energy weapon while im trying to decloak pop.
which is why i am fully against any kind of change like this. i seem to survive just fine against double tappers in my sci and engineer builds. sure...you will get hurt often, but isnt that the name of the game? and with only a handfull of tacs in the game that can pull off this kind of playstyle with close to 75% effectiveness....whats the problem?
i see this kind of change just pushing further towards....OMG ha ha you tried to kill me with that? im a fed cruiser! and ill kirk all over you!
all in all....stacked spike damage is needed in the game right now to combat insanity healing......the time of the DHC CRF grind kills has long passesd us.....with this change it will further reduce a tac officers options of how to get off a kill shot without a friendly sci nuking the target first...
it really....well.... takes both burst and grind damage off the table for tacs....so....what would they be left with?
have fun kill bad guys
-thrusters on full-
That BO + HY build is pretty much all I run in PvP (I've never claimed to be amongst the best or most innovative or responsive to change), and believe me it's gotten MUCH harder to make it work. Not only does BO seem to miss more often (especially against Romulans), but the torpedoes are really iffy to time. Having lag spikes doesn't help, either. My kill/death ratio has suffered as a result. I often have to rely on teamwork to take a lot of targets down.
Comments
maybe I'm miss understanding you, but the 5 second block it for the same powers not for different powers. So one can still use BO+ CRF +THY, or just BO + CRF...
I have essentially retired from premade games because Era left and I don't like the state of the game and often I have more fun coding stuff for the leaderboard than actually playing.
Yep. It's just to block you from double- or triple-tapping with Beam Overloads or High-Yield Torpedoes. You'll still be able to combo CRF and Overload, or Overload with High Yield, just not smash the opponent with three consecutive no-drain Overloads.
Correct.
The issue is that Torpedoes are an overall inferior, outdated and poorly designed mechanic.
How long have the forums been asking for Torps to be improved?
Does it even make sense that fast ships, not even running EPTE, can outrun their own Torpedoes?
Does it make sense that torps automatically face 75% full resistance against even the barest sliver of shields?
That's certainly not how they function in ST canon.
The devs don't even really have first hand experience with the issue - because they don't PvP in this game, take a look at their PvE design and you'll see why they probably think torps are "fine".
The devs want to nerf extremes but they are cherry picking which extremes to nerf, which extremes to ignore (extremely poor torpedoes) and which extremes to keep adding to the game (passive mitigation).
just another example in a long line of fixes where they miss the point entirely. if beam overload alone was changed to its original concept or any one of many ideas we posted, no big deal. but dragging down hy/hy stack with it kills the game for me. period. looks like anyone who cared long since quit anyway. meh
The issues stems from the Embassy boffs.
Transposed to now, Romulan Boffs.
Anyway I know I got under your skin. For that Mini I am sorry.
I try to ruffle feathers sometimes but never have I tried to direct it to you.
I have always enjoyed fighting with you. I even enjoyed fights against you some 3 years ago.
Again, if I offended you that wasn't my intention.
[SIGPIC][/SIGPIC]
no worries u are just a player caught up in the game. u never did wrong. mt tie knew exactly what he was doing, the kind of leet player thinking that has ruined this game for years " WE WILL SHOW THEM HOW BROKE IT IS" but really they could use aceton beam and turrets and win. just low class to go after my powers, then get them nerfed and claim a victory for the game. torpedoes arent the problem never were, this nerf screams of total lack of dev understanding of the game/ issue. we all need to remind them double tapping wasnt the problem. insta tapping was problem, 1 second or 2 s but 5 second delay is too much, especially when after 5s u still wont be able to use thesecond one becus of gcd....
so i wish i was patient and caring enough to impart my 3 yrs experience "double tapping " (honest old school with tac ini and pre marion) to players and devs, but they just dont wanna hear it.
they got owned by mt too hard.
thanks snakie
*not
5 sec cd on stacking tac powers? When and why is this being implemented?
LEET MODE UNITE! stop this nerf dead horizon i may reinstall sto!!!
heeellppppp stop the insanityyyy...............
Not to tribble yet but most likely the next tribble build I would wager.
Mini, dude. Come on man.
Don't be like the rest of the sheep, I don't always agree with you but you never acted like the rest of the sheep when it came to outside issues.
You and I both know, in our hearts, that there was never any intent to "show them how broke it is".
Everything has been done in the art of the kill, the vape and the need to protect your alpha and score kills outside of SNB cycles.
Hell man, he even made a thread offering 10 mil EC to any player who could vape his Sci/Recluse to show people that it can be defended against.
No one took him up on it, because none of them are able to find their big boy pants when the gauntlet is thrown down.
He also made a full thread on how to defend against the vape, people made up all manner of excuses.
We can't help it if people cry about it and the devs respond - and we're going to go right back to figuring out the next most efficient method for turning targets into respawn monkeys. I promise you this.
lets kill this before it even hits tribble. at least the torps part. is ridiculous and completely makes no sense.
you wotn be using torps then either, will you? all i know is mt tie says "YOUR WELCOME" after nerf. soudns like he expects gratitude for pushing the cheese to the extreme and doing whats unintended. the subnuke before the attack says it all. the lack of torpedoes in most winning builds speaks volumes.
oh where are thou hales and horizons and akfourtysevens, where are the legend of the torp.
I do agree it doesn't need to affect torpedo skills... however.....
I do understand that the devs like continuity, so likely if it comes in it will effect all skills.
Perhaps this is the point where we really really need to push them on a Torpedo change.
This is my idea to make Torpedos a viable... and widely used weapon type.
Implement a Sliding scale of Bleed through on shields with less then 30% of there cap.
So Anyone that has more then 30% of there facing will still resist 75% of the torpedo dmg as it is now.
At 28%... it would drop to 73
at 26%... it would drop to 70
at 24%... it would drop to 67
at 22%... it would drop to 64
at 20%... it would drop to 60
at 18%... it would drop to 56
at 16%... it would drop to 52
at 14%... it would drop to 48
at 12%... it would drop to 44
at 10%... it would drop to 40
at 8%... it would drop to 35
at 6%... it would drop to 30
at 4%... it would drop to 25
at 2%... it would drop to 20
Something along those lines... meaning that battering a shield facing down and unloading torps will always do something useful... if a cruiser can keep there facing at the 20% mark it won't be a bunch of one shots... but it sure would make torpedos a lot more attractive. It would also mean people would be much less upset about not being able to back to back HY and Spread patterns anymore.
He was Joking.
Next time you go extracurricular man please turn on some Bob Marley or Jimmy Cliff. :P
Take a look at some other threads going on, we all see the nerf for what it is.
It depends. If I can get consistent, clean, kills with it and a high ratio of success on decloak alphas - yes, I will.
This^^
I'm sure number will need to be tweaked, but something like this is what the game needs. If you watch the old promo videos for STO they talk about taking down the shields then finishing off with torpedoes. This, however can never happen when 1% shields can block 75% damage.
I'm sure when these changes will suck for high end PvP, but hawk said, if people become unkillable they would look at healing and resists. This could be a good thing. Once it goes live, then finally we can start to talk about over healing. Really, it gets old stripping someone's shields, getting their hull to 10%, then having them instantly get 100% hull and shields back.
its sad cus man i wtf pwn with new doff and torps. the doff pen stack was what was running my show, and it was hard to do solo but pandas could make it happen every time id wager. mt didnt know torps also gained the pen, all fire on target does. This change wont affect premades multiple (seperate players) proc initiating for overpen (more damage to hull than given to shield).
i always had a high ration of success with torpedoes. in controlled circumstances. Thats what premades are good at. Torpedoes are and have always been simply more challenging to effectively implement. Doesn't mean it cant be done, few targets DEMANDED it. And certainly no situation within a team game that succesfully managed their approach demanded it. I did what mt did AND used torps, when it worked i put much more damage out in one pass.
Its about easy button and hard button. There was a time no one wanted to use beam overload cus of miss rate, when they committed to the tractor/ timing window they found success. Now you dont even need that. Im getting one shotted in my brel/tvaro at 10k from mts bo1 autofire the second i fire the first torp. This is about acc rom boffs and decloak bonus. The "gimmick" of double tap is and always was part of the game, many skills make more sense with the mechanic and barely any at all without it.
Without an in depth understanding of the many relevant factors, primarily of what it means to have certain buffs on and what it means to not, the devs simply fail to comprehend the complexity relevant and swing a wild nerf hammer, often creating more collateral damage than good.
at first i thought applying a lockout to torp skills to was like kicking an old diabetic dog, but actually it removes an argument against a massive torp 'buff', that you could stack HY and spreads on someone, so if torpedoes were buffed a triple tap HY would be a guarantied kill no mater what.
now, they can remove the 75% base resistance shields have to knetic damage, which is over 80% most of the time actually, and if your energy res is caped, at about 90%. without that built in res, shields would resist knetic damage at the same level it resists energy damage, so in the 40 to 75 range. this game is correct, when it feels like not running torps is a bad idea on everything, imo. id love for there to be a day when a 2 to 4 torps are worth the weapon slots they would take on a beam array cruiser.
when you pop someone with a torp hit...it means you really got your timing down.
here recently on my defiant and bop builds i have had good success with 1 bo, crf, and a high yeild. while still running dem or a well timed "old school" style weapons battery.
its still my favorite way to fly a fighter in STO.
yet will all the insane passive shield regen out there thanks to rep passives and the like....those kills have long lost their way in consistent effectiveness. on top of just plain old res bonuses on someone running fleet elite shields and being hardened by someone on my side of the table firing off the same type of energy weapon while im trying to decloak pop.
which is why i am fully against any kind of change like this. i seem to survive just fine against double tappers in my sci and engineer builds. sure...you will get hurt often, but isnt that the name of the game? and with only a handfull of tacs in the game that can pull off this kind of playstyle with close to 75% effectiveness....whats the problem?
i see this kind of change just pushing further towards....OMG ha ha you tried to kill me with that? im a fed cruiser! and ill kirk all over you!
all in all....stacked spike damage is needed in the game right now to combat insanity healing......the time of the DHC CRF grind kills has long passesd us.....with this change it will further reduce a tac officers options of how to get off a kill shot without a friendly sci nuking the target first...
it really....well.... takes both burst and grind damage off the table for tacs....so....what would they be left with?
have fun kill bad guys
-thrusters on full-
That style mostly catered to one or two teams. The other teams managed to spike kill without doing the BO stacking just fine.
Until they put BO in a lockbox, in the Lobi store, in a Rep grind, in a Fleet grind, or outright in the C-Store... /cough
- Gohan (House of Beautiful /Sad Pandas)
marion begat the true power of double tap. only thanks to temporal doff sales was this quirk ever a profit for craptic. now truly the game had priced out this play, with little hope for anything to reignite demand for such spike.
in the end i will be able to change my builds and in the end it will mean more healing and a "proper"style. just a damned shame the overall effects are going to bring torps down too, when no one was crying about that.
/waiting it out
Don't think for a minute double tapping torpedo high yield IIIs weren't a problem. That's how B'Rel bird of preys were able to drop unsuspecting players from 100 to 15% in about 4 seconds though shields. (That along with cluster torp + DPB) Sure it took a lot of skill to do that well, but it did remove a problem from the game. B'Rel and T'Varo players will actually need to stick around for a few seconds longer to deal real damage, making them more vulnerable.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
So players who took a build, optimised and made it into a torpedo killing machine through skill and your saying it s a good thing to nerf them. I must emphasize skill as it takes alot of timing and skill to execute it right same with double taps. Your more of an advocator of 1 hour 1vs 1 fights then?
So you love head banging against a zombie build then
- Gohan (House of Beautiful /Sad Pandas)
Ar'kif Tactical Warbird Retrofit w/ Reman Tac Captain (either Fed or KDF)
Traits - Infiltrator, Singularity Specialist, Crippling Fire, Accurate, Astrophysicist, Elusive, Helmsman/Inspirational Leader, Reman, Techie
Reputation
New Rom - Precision, Emergency Secondary Shielding, Quantum Singularity Manipulation
Omega - Omega Weapon Training, Superior Shield Repair
Nukara - Enhanced Shield Penetration, Auxiliary Power Configuration - Offense, Refracting Tetryon Cascade
TT1, BO2, CRF2, APO3
TT1, TS2
EPtS1, RSP1, DEM2
EPtE1
TB1, HE2
(5x Sub/Sup Op - getting Infiltrator from the Reman captain)
DOFFs - 2x DCE(EPtX), SE(DEM), 2x EWO(BO)
Deflector - Borg Mk XII
Engine - Borg Mk XII
Shields - Elite Fleet Resilient Mk XII [Cap]x2[ResA/B][Adapt]
Core - Elite Fleet Reinforced Mk XII [SingA][OLoad][WCap][AMP][SSS]
Weapons
Fore - Subspace Torp, Romulan DBB Mk XII [Acc]x2, Experimental Array, Plasma QHC
Aft - Nanite Turret Mk XII [Acc]x3, Kinetic Cutting Beam, Hyper-Plasma Torp
Consoles*
Tac - 3x Infusers Mk XII, Leech
Eng - Borg, 0Point, Tachyo, E-Neut Mk XII [+Turn]
Sci - Singularity Stabilizer, Focused Singularity Modulator
*10th slot on the Fleet version - Bioneural Infusion Circuits
Devices - RMC, SFM
Other - Nimbus Pirate Distress Call
Attack Run Components
APA3
APO3
TacFleet2
TacInit3
FoMM3
BO2
CRF2
TS2
DEM2
TB1
Refracting Tetryon Cascade
Energy Weapons - Singularity Overcharge
Singularity Jump/Warp Shadows/Plasma Shockwave/Quantum Absorption
Singularity Stabilizer
Annihilation Mode
Focused Singularity Beam
Plasma Hyperflux
There's going to be a specific order to using them, some will only be used if the engagement lasts longer than expected. The intended audience for the game won't be able to do it. It's a skillgap issue. Cryptic will nerf it accordingly...regardless of the viability of it.
That BO + HY build is pretty much all I run in PvP (I've never claimed to be amongst the best or most innovative or responsive to change), and believe me it's gotten MUCH harder to make it work. Not only does BO seem to miss more often (especially against Romulans), but the torpedoes are really iffy to time. Having lag spikes doesn't help, either. My kill/death ratio has suffered as a result. I often have to rely on teamwork to take a lot of targets down.
EWO(BO) DOFFs!
Enhanced Shield Penetration Passive!
Elachi DBB!
Elite Fleet and Nanite Disruptors!
And more and more and more and more...
Face it, it won't be long before Engineers will kill folks in 1s without using any abilities at this rate!