test content
What is the Arc Client?
Install Arc

Nerf aux 2 bat double time.

1810121314

Comments

  • usshannibalusshannibal Member Posts: 379 Arc User
    edited September 2013
    for god's sake aux2 batt isnt op neither with warpplasma nor with dem nor something else. i guess most of u have absolutely no idea how to fight them effectively it is all about timing and cootdination. In a battle the most important factor is the pilot itself ~70%, the remaining percentage makes the ship builds and quality of your equipment.
    You cry about normal dps cruisers but as far as i know an aux2 batt tac scimitar carrier with 5 tac consoles, maximum crith and critd, and a hangar with elite drone ships is the most dangerous aux2 batt build being capable of reaching a good spike damage, even with beams due to iits offensive power.

    those dps cruisers u are talking about are not even a shadow as opposed to scimi aux2 batt.

    if u do not believe me u can fairly ask Riyott@younghustler. he is one of those guys running that build.
    [SIGPIC][/SIGPIC]

    -=Hannibal - Inner Circle PvP-Department=-
    Hannibal's YouTube PvP-channel (under construction)
    More Inner Circle PvP-Action worth watching from: Hank, Mira Theng and Zimbilimbim
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2013
    i should note that 1 single and 1 turret have less combined DPS then 2 beam arrays, so without CRF up as often as posible and DEM up as often as possible, singles arent doing more damag thena broadside, and certanly not more then FAW does if you have less then 2 targets in range. plus singles need you to be within 5 range or their damage is nonexistent, hard to do on heavyer ships. singles need to be balanced with it in mind that you cant run 8 of them, that half need to be turrets. single healves sure would be nice too. not as good with DEM, but front loaded punch might conceivably drop shield faceing now and then, burst is always harder to deal with then consistent damage.


    EWP+AtB became a lot less op when EPtE got buffed, its +40 to speed regardless if your engines are off line or your engines normal thrust is gone thanks to any holds or snares stoping it. ive not seen anyone actually stuck in a cloud since LoR, roms can just jump out of it too. HE removes the EWP debuff in the first 3 seconds of its activation, if it gets reapplied after those 3 seconds, HE doesn't clear it again, but thats a non issue for anything with EPtE. EWP seemed to get a huge drop off of use since then, i think partly also because its so often invisible anymore too. its hard to actually stick someone with it, and its sorta cheap when you cant even see it, the combo had its hay-day around season 6 and 7, but thats pretty much over since LoR.
  • ehgatoehgato Member Posts: 137 Arc User
    edited September 2013
    Hello all, i think aux2bat is cheesy and way to overpowered atm, could adjuncthawk please look into this because every1 is running aux2bat these days, normal builds arent interesting anymore


    kkthxchnk.

    (sorry DDIS)

    why dont ask to erase the cruciers and scie ship from the game? so yuo can call this game Star Trek ESCORT Online .....

    jesus the tacticals get all what they want and still complain :eek:
  • nx15nx15 Member Posts: 27 Arc User
    edited September 2013
    No offense, but you guys are missing the point that Aux2Batt makes cruisers viable still. In other words...

    NERF TO AUX2BATT = MORE ESCORTS

    So PLEASE don't nerf this because you got popped by a cruiser, it happens to the best of us ;)
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    bpharma wrote: »
    Virus, please could you run those numbers on the quads? I'm just interested to see what sort of horrible DEM/tet glider procs you might get from CRF with quads and either SC or DCs. I would do it myself but I have no idea about the firing cycle of quads and the number of shots per cycle on them. All I know is it's "meant" to be twice the shots of DCs.

    Note: Yes I know [dmg]x4 ain't gonna hit a thing unless it's tractored to oblivion with mines and in warp poo...wait a sec.

    Thing is, they don't quite add shots - well, they do - but they don't. It's more shots per volley, not more volleys of shots.

    Cannon: 1 shot per volley
    Dual Cannon: 2 shots per volley
    Quad Cannon: 4 shots per volley

    With the shots counting as...1 shot. Meh...that I would like confirmed by somebody else when it comes to DEM. Would be a PITA to try to figure it for the Glider, because the log doesn't record it. But should be able to see the DEM...and see that whether Cannons, Dual Cannons, or Quad Cannons - there's 4 hits per 3s cycle, whether there's 4 shots, 8 shots, or 16 shots (because there's only 4 volleys, regardless of the number of shots in the volley).

    The Quads will hit harder (if they hit) than the duals, but as far as I know - other things will be the same. Again, would like additional confirmation on that. Outside of testing the Ar'kif and the Plasma Quads, I've never touched Quads.
    i should note that 1 single and 1 turret have less combined DPS then 2 beam arrays, so without CRF up as often as posible and DEM up as often as possible, singles arent doing more damag thena broadside, and certanly not more then FAW does if you have less then 2 targets in range. plus singles need you to be within 5 range or their damage is nonexistent, hard to do on heavyer ships. singles need to be balanced with it in mind that you cant run 8 of them, that half need to be turrets.

    Yep, my mentioning with DEM/Glider (trying to make that point) really didn't go far enough to distinguish the point you made here. Without various things, they quickly fall behind beams. Thanks...
    And the most damning thing against Beams? What's the most damning thing against Beams?

    Aren't they what VD's usually sporting? He's always doing things wrong...Beams must be bad. :P

    This part was definitely meant to be more tongue in cheek than anything, heh...looking at my guys, hrmmm...

    Fore: 4x Torp
    Aft: 2x Torp, Mine

    Fore: DBB, 2x Array, KCB
    Aft: 2x Array, Mine

    Fore: 4x SC
    Aft: 4x Turret

    Fore: DBB, 3x DHC
    Aft: 3x Turret

    Fore: 4x Array
    Aft: 4x Array

    Fore: Torp, 3x Array
    Aft: Torp, KCB, 2x Array

    Fore: 2x Torp, Cluster
    Aft: 2x Torp, Cluster

    Fore: Torp, DBB, 2x SC
    Aft: 3x Turret

    Fore: 4x Array
    Aft: 4x Array
  • papertoastypapertoasty Member Posts: 248 Arc User
    edited September 2013
    Hello all, i think aux2bat is cheesy and way to overpowered atm, could adjuncthawk please look into this because every1 is running aux2bat these days, normal builds arent interesting anymore


    kkthxchnk.

    (sorry DDIS)

    let me guess, the op either got spanked by someone using an aux2batt build or couldn't kill said person

    waaaah waaaah waaaah

    at the rate the whiny, tiny pvp crowd is getting, nothing in this game will do anything

    besides, like they, 'adapt or die'
  • aldo1rainealdo1raine Member Posts: 0 Arc User
    edited September 2013
    Hmmm, sounds like people just aren't willing to adapt their play styles for when this exploit gets fixed.
    [SIGPIC][/SIGPIC]
    Nerf Klinks, Buff Rommies
  • bpharmabpharma Member Posts: 2,022
    edited September 2013
    Thing is, they don't quite add shots - well, they do - but they don't. It's more shots per volley, not more volleys of shots.

    Cannon: 1 shot per volley
    Dual Cannon: 2 shots per volley
    Quad Cannon: 4 shots per volley

    With the shots counting as...1 shot. Meh...that I would like confirmed by somebody else when it comes to DEM. Would be a PITA to try to figure it for the Glider, because the log doesn't record it. But should be able to see the DEM...and see that whether Cannons, Dual Cannons, or Quad Cannons - there's 4 hits per 3s cycle, whether there's 4 shots, 8 shots, or 16 shots (because there's only 4 volleys, regardless of the number of shots in the volley).

    The Quads will hit harder (if they hit) than the duals, but as far as I know - other things will be the same. Again, would like additional confirmation on that. Outside of testing the Ar'kif and the Plasma Quads, I've never touched Quads.

    So yeah quads are weird then. I was just thinking that if quads do have 4 shots per volley and you had another 3 dual cannons giving a total of 10 shots per volley. If DEM and tet glider is applied per shot then you're seeing a 25% increase in shots by using a quad instead of a 4th DC, assuming you can hit the enemy that is.

    I'd love for it to be useful in PvE but it's just not but might be worth a look for PvP especially if they ever brought out an [acc]x2 [dmg]x2 flavour or something.

    I'll see what I can dig up with the fleeties.

    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.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    aldo1raine wrote: »
    Hmmm, sounds like people just aren't willing to adapt their play styles for when this exploit gets fixed.

    Everything added Feb 9th, 2012 and later is an exploit. :(

    To be honest, I can't keep up with the adapting...and...I'm thinking about just going the PvE route. If I think about going the RP route, well...then it would be time for a lobotomy...but I'm thinking about going the PvE route. I just can't keep up with everything that's needed for PvP when I can PvE with my pinkytoe and spacebar.

    edit: Please note, I can't rock with the pinkytoe and spacebar...but I can get by. I suck at all aspects of the game.
  • nx15nx15 Member Posts: 27 Arc User
    edited September 2013
    Hmmm, sounds like people just aren't willing to adapt their play styles for when this exploit gets fixed.

    Can you elaborate on how Aux2Batt is an "exploit" besides the fact that you probably got destroyed by a cruiser with it?

    I don't see any solid evidence that shows this power is OP

    Yes, it reduces the cd on boff powers to global with only 3 doffs, but you can't use strong heals with it unless you have good coordination...

    If this is nerfed, it's gonna be a HUGE nerf for cruisers.

    We don't want that!
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited September 2013
    I remember when this game 1st launched and you needed beams to strip shields and Torps to kill hulls. Where your cannons or Torps would just nip away at shields and you needed a good DBB to break through and then finish with cannons or Torps. Thoes fond days of usefulness in Torps and beams that did what beams are suppost to do.

    Gone are those days via the path of power creep and P2W. PvP needs to stop trying to recreate those olden days with uneeded nerfs.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited September 2013
    Everything added Feb 9th, 2012 and later is an exploit. :(

    To be honest, I can't keep up with the adapting...and...I'm thinking about just going the PvE route. If I think about going the RP route, well...then it would be time for a lobotomy...but I'm thinking about going the PvE route. I just can't keep up with everything that's needed for PvP when I can PvE with my pinkytoe and spacebar.

    edit: Please note, I can't rock with the pinkytoe and spacebar...but I can get by. I suck at all aspects of the game.

    This^^^^^^
    Leonard Nimoy, Spock.....:(

    R.I.P
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited September 2013
    nx15 wrote: »
    Can you elaborate on how Aux2Batt is an "exploit" besides the fact that you probably got destroyed by a cruiser with it?

    I don't see any solid evidence that shows this power is OP

    Yes, it reduces the cd on boff powers to global with only 3 doffs, but you can't use strong heals with it unless you have good coordination...

    If this is nerfed, it's gonna be a HUGE nerf for cruisers.

    We don't want that!

    Its an exploit plain and simple... it does the same job as 20 other doffs... and it does it better in most cases.

    As for healers using mainly aux... poppy ****. :)

    Yes aux healing is very strong and I wouldn't think a sci healer with aux to bat would be a great idea.... However a cruiser... Engi team requires no aux... and Extends is boosted by aux to bat as it relys on shield power not aux.

    Yes its true most heal lovers don't fly aux to bat to often no... cause they like to run hybrid ships that still have a good amount of aux powered sci heals...

    Lets be honest though for a cruiser that plans to extend and throw some pressure dmg aux to bat is the way to go....

    If we are going to leave PvP out of this and just talk about balance and PvE cause thats almost all Cryptic really gives a toss about. Aux to Bat makes PvE an even bigger joke then it already is... I mean come on I can put down damn close to 30k DPS in an STF with an aux to bat cruiser... around 10k more then what I can lay down in an escort. On that fact alone it needs to get nerfed.... at this point the guys that run the games largest PvE STF channels won't let aux to bat people in unless they do 20% more dmg then people not running it. (talking about a few groups that only invite people that can parse high numbers) lol.

    Even the PvE kids understand its out of line... people defending just couldn't figure out how to fly there cruisers like an escort with out it. ;)
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited September 2013
    yreodred wrote: »
    Does it get any more insulting or arrogant?

    Just because you like PvP, everyone else who doesn't isn't a kid.
    PvP players shouldn't be surprised to be considered as arrogant by everyone else.

    PvP is just a small part of STO, insulting 97% of the playerbase isn't a good start to get a agreement.

    I call everyone kids... don't be offended by that. lol

    If you are a kid (as in young) well where is the offense....

    If your not a kid (as in not young) well again its a compliment.

    Don't worry the kids are alright.

    Oh and yes I pve a lot.... trying to set time records on STFs and farming NWS ect... is a good time. (Ehhh when did I catch that sickness). When I get board one of my pass times is trying to get kids in Infected space to flip when I go and blow up the cube on the other side... then swoop back and kill the spheres from the other side. lol its funny if I can get one to QQ in chat before I fix it. lmao

    Point I just made one post up from this one... Aux to bat destroys PvE balance as well.... It annoys me that all the work I put into crazy pve 20k DPS torp builds ect, in order to finish an infected in under 3 min... is made to look slow by a team of FAW/beta 100% uptime Spewing tech doff junk boats. ;)
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2013
    what needs to happen is making some of the doffs tech doffs make obsolete, assuming your using a ship that can run AtB, more useful, any consolable nerf to tech doffs would proboly completely ruin them. like removing chance from damage control and energy weapon doffs, adding enhanced effects to team skill cooldown doffs, make them more then just cooldown reducers. a majority of doffs are just sub par and left unused.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    Here's something out of left field...perhaps...but does AtB need to be buffed and Technicians nerfed? In general, do BOFF abilities need to be buffed and DOFFs need to be nerfed?

    Cause honestly, I'm just picturing the following...

    Geordi and O'Brien are there in Engineering...Picard's getting a little flustered at them, Riker's glaring through the communicator like they can see him...

    ...then three no name background characters that you might never see again show up to save the day.

    Yeah...well...that's kind of the issue with the whole DOFF system, imho.
  • astro2244astro2244 Member Posts: 623 Arc User
    edited September 2013
    All these buga buga gloom and doom nerf threads always make for good popcorn reads.

    Insert "aux2batt is the only thing that makes a cruiser dangerous to my pew pew escort"
    in a2b is op threads. I say that laughing because my main toon is a escort and the aux2batt is the only thing that's really made cruisers a threat to my khyzon or makes them competitive at all in pvp. Otherwise the damage a cruiser can do in this game is like the cardassian freighter grumall in ds9 before mounting a planetary cannon

    you can't even tickle the shields of a escort thats set up right, in a cruiser without aux2batt.

    that's what its about and nothing else. nerfing the only thing that can make a cruiser work well vs a escort


    leave it be or reduce the power drain to use beams on cruisers cause right now sadly it's a cannons world and your just living in it.
    [SIGPIC]583px-Romulan_Star_Empire_logo%2C_2379.svg.png
    [/SIGPIC]
  • edited September 2013
    This content has been removed.
  • astro2244astro2244 Member Posts: 623 Arc User
    edited September 2013
    deokkent wrote: »
    a2b OP? I don't like to make fun of things but this thread is really testing my patience.


    a2b is the most vulnerable build I have ever seen. It is powerful in pve but pvp? I'm sorry but hell no. If you're losing to someone using a2b, they must be very skilled and whatever build they chose to go with you will still lose to them. Or they're part of a premade and this a2b captain is getting plenty of support.

    a2b is waaaay too vulnerable and it's weakness is not even hard to spot. It's an entire build that relies completely on one subsystem. Just interfere a little bit with the aux subsystem and you will be opening up defense gaps everywhere.

    Also to me, a build that loses the function of aux subsystem every 10sec is not viable to me in pvp. All you're bringing is pressure dps, but nothing in heals. Too many sacrifices.

    a2b is not OP.




    ^ Fact
    [SIGPIC]583px-Romulan_Star_Empire_logo%2C_2379.svg.png
    [/SIGPIC]
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    astro2244 wrote: »
    ^ Fact

    Except you don't 0 Aux every 10s...and...well, other things.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited September 2013
    Here's something out of left field...perhaps...but does AtB need to be buffed and Technicians nerfed? In general, do BOFF abilities need to be buffed and DOFFs need to be nerfed?

    Cause honestly, I'm just picturing the following...

    Geordi and O'Brien are there in Engineering...Picard's getting a little flustered at them, Riker's glaring through the communicator like they can see him...

    ...then three no name background characters that you might never see again show up to save the day.

    Yeah...well...that's kind of the issue with the whole DOFF system, imho.

    Yep I like this idea....

    The tech doffs exist cause someone thought we really have to do something awsome to make aux to bat usable at all... at the time they thought that though aux to bat shared a cool down with EPTx.... with that in place the tech doffs where fine... running aux to bat was a serious trade off.

    Then they changed the global... now I really don't see the down side... people going on about 10s of 5 aux power... is just a silly argument... you can bring your aux power back with EPTA now... or a battery... or just use your heals before aux to batting.

    I like the idea of buffing bat... and changing the doffs.

    My thought would be...
    1) (allow spec in batteries to effect aux to bats Bonus power) this would mean up to 20s of buff instead of 10.
    2) Add a bonus to DMG/Shield Resist/Engien speed while under the bonus of aux to bat. (and release a new warp core doff that enhances those numbers further)
    3) Take Tech doffs and either give them a Roll chance... or half the % of reduction.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • bpharmabpharma Member Posts: 2,022
    edited September 2013
    My recluse can put out the same sort of DPS as an A2B cruiser and doesn't need A2B so it has freakishly high power sci abilities and heals whenever I need them. Does this mean that too and it's obscene pets need nerfing too?

    While in some ways I do agree that it would be nice if cruisers didn't need A2B to be able to keep up with escorts the problem is unless there is an agreed or at least decent counterpoint to A2B introduced we will see cruisers fade back into obsolescence. Nerfing A2B will just marginalise a class of ships again which, regardless of your feelings about the ability and doffs combo, is not a good thing.

    So really if you want it to be nerfed, come up with a viable alternative that will allow a cruiser to compete with an escort. The above post is a start.

    Also while we're talking about pressure damage try to think of how a tactical or science captain could potentially sit in that ship and turn it from pressure damage into a 30s long OMFG MY HULL IS MELTING!!!! death machine if done wrongly.

    A tactical captain should get more damage from it but should not buff it so much that it makes balancing the pressure damage at the top end, not pressure damage at the bottom end.

    So please factor that in and explain how those 2 captains with APA, GDF, FOMM, Tactical fleet and sensor scan would affect said pressure damage and the stacking of such abilities by 1 captain.

    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.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited September 2013
    I like the idea of the Cannon, Beam and Torpedo Doffs being retasked to have new or additional abilities.
    What would they be?
    Possibly added accuracy for Beam Doffs, added damage for Cannon Doffs and added durability for Torpedo Doffs?
    Beams would become more accurate, cannons hit hard and torpedoes become harder to destroy in flight under HYT?
    Leonard Nimoy, Spock.....:(

    R.I.P
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    bpharma wrote: »
    obscene pets need nerfing too

    Creative snipping on my part, but I'm still going to point to similar issues:

    You had Pet-X.
    They added FDO DOFFs.
    They added the new ranking mechanic and separate commands for each hangar.
    They added the Wing Commander trait for faster ranking.

    Pet-X is still Pet-X...

    ...but everything else, eh?

    Course, I think there's room for some grumbling over the abilities that some of the Elite Pets have - heh, but that's just because I hate getting blown up by my own Beach Ball before I actually see it on the screen because even the pets have FAW...

    ...course again though, the pets I'm working toward for my FAW JHEC have FAW too. ;)
  • naz4naz4 Member Posts: 1,373 Arc User
    edited September 2013
    for god's sake aux2 batt isnt op neither with warpplasma nor with dem nor something else. i guess most of u have absolutely no idea how to fight them effectively it is all about timing and cootdination. In a battle the most important factor is the pilot itself ~70%, the remaining percentage makes the ship builds and quality of your equipment.
    You cry about normal dps cruisers but as far as i know an aux2 batt tac scimitar carrier with 5 tac consoles, maximum crith and critd, and a hangar with elite drone ships is the most dangerous aux2 batt build being capable of reaching a good spike damage, even with beams due to iits offensive power.

    those dps cruisers u are talking about are not even a shadow as opposed to scimi aux2 batt.

    if u do not believe me u can fairly ask Riyott@younghustler. he is one of those guys running that build.

    Ask hank about the dkora he faced in the near past in premades vs premades and I bet you'll soon change your mind.....

    To be honest, op/not op, hawk already spoke on this matter. Even he admitted it was op. The thing is, its that prolific, the outcry from everyone in sto would be too much for cryptic so its going to probably remain untouched.

    A2B before Marion doff was slightly op, post it was super buffed. Dem runs off power, weapons do more damage for 8 secs and dem does more, ergo super buff. Before you had a tail off in power which lead to less damage over time. This semi kept it in check.

    Also, before, you never had super resists aka fleet shields / rep / consoles. This gave the A2B user a noticeable drop in survivability. Now, survivability has become a none issue.

    In summary, A2B gains more and more with power creep. If it isn't checked, it will be worse than the bfi doff ever was. Probably already is.
  • bpharmabpharma Member Posts: 2,022
    edited September 2013
    Creative snipping on my part, but I'm still going to point to similar issues:

    You had Pet-X.
    They added FDO DOFFs.
    They added the new ranking mechanic and separate commands for each hangar.
    They added the Wing Commander trait for faster ranking.

    Pet-X is still Pet-X...

    ...but everything else, eh?

    Course, I think there's room for some grumbling over the abilities that some of the Elite Pets have - heh, but that's just because I hate getting blown up by my own Beach Ball before I actually see it on the screen because even the pets have FAW...

    ...course again though, the pets I'm working toward for my FAW JHEC have FAW too. ;)

    I actually don't have any of that bonus stuff except the forced ranking mechanic...I might if my character wasn't designed with versatility in mind. That and I utterly despise the trait revamp being turned into another cash cow for over inflating high end game play.

    You do make a good point about it, you should also add the bumping to elite pets with extra stuff like tetryon plasma, excessive tractor beams added etc.

    Not sure why you would want the Elite Widow fighters for the FAW other than to clear away torps. I found in testing on tribble they weren't great for the JHEC and the elite scorps were better. Especially if you're running the JHEC in a similar obscene FAW set up I am, plasma burns are just horrible =D

    also for bitemepwe: You mean adding stuff to doffs like they are with the +dmg to elachi on conn officers? This is just the beginning, we'll start seeing lesser used doffs with increased function added (in special doff packs ofc) like warp core engineers that buff your damage when you get the power buff etc.

    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.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    bpharma wrote: »
    Not sure why you would want the Elite Widow fighters for the FAW other than to clear away torps. I found in testing on tribble they weren't great for the JHEC and the elite scorps were better. Especially if you're running the JHEC in a similar obscene FAW set up I am, plasma burns are just horrible =D

    Went from an AtB Plasma Torp/Mines build where I was going to grab the Elite Scorps to the AtB FAW R-Tet and looking at the Elite Widows. I just picture the Scorps HY Torps disappearing in all the rest of the FAW going on...meh.

    To me, Plasma's been neutered in PvP because of that combination of AtB HE, WCE(Cleanse), and even the 2pc Borg doing enough healing to counter the burns. Heck, the 2pc Borg proc is the best defense I've seen against the Sensor Scan/Nukara Mine abomination.

    PvE on the other hand, heh - wish all my guys had that fun mix of Plasma going for them that some of them do.
  • edited September 2013
    This content has been removed.
  • kapla1755kapla1755 Member Posts: 1,249
    edited September 2013
    Season Five: Call to Arms was released on December 1, 2011. It introduced the long awaited Duty officer system as well as a skill revamp and overhauled Special Task Force missions.
    Searchs:
    "nerf aux"

    aux2bat overpowered

    2 Nerf threads:
    Aux2Batt Builds Getting Out of Hand?
    Nerf aux 2 bat double time.

    Specialization: Technician



    So Aux2Bat has been available for 18 months, during which according to the searches listed, only 2 - "Nerf A2B" threads have been written both in the last 2 months so what has changed to make it so OP and worth complaining about all of a sudden?


    Honestly curious as to the answer since the A2B skill/Technician Doffs have not been changed that I'm aware off. hmm Naz4's post may have the clue which might be the combination of the Marion Doff and Elite Fleet gear.
    bitemepwe wrote: »
    I like the idea of the Cannon, Beam and Torpedo Doffs being retasked to have new or additional abilities.
    What would they be?
    Possibly added accuracy for Beam Doffs, added damage for Cannon Doffs and added durability for Torpedo Doffs?
    Beams would become more accurate, cannons hit hard and torpedoes become harder to destroy in flight under HYT?

    Romulan Survivor Duty Officer Pack
    Conn Officer: Chance to increase Perception and Accuracy when activating Tactical Team.
    Yep I like this idea....

    The tech doffs exist cause someone thought we really have to do something awsome to make aux to bat usable at all... at the time they thought that though aux to bat shared a cool down with EPTx.... with that in place the tech doffs where fine... running aux to bat was a serious trade off.

    Then they changed the global... now I really don't see the down side... people going on about 10s of 5 aux power... is just a silly argument... you can bring your aux power back with EPTA now... or a battery... or just use your heals before aux to batting.

    I like the idea of buffing bat... and changing the doffs.

    My thought would be...
    1) (allow spec in batteries to effect aux to bats Bonus power) this would mean up to 20s of buff instead of 10.
    2) Add a bonus to DMG/Shield Resist/Engien speed while under the bonus of aux to bat. (and release a new warp core doff that enhances those numbers further)
    3) Take Tech doffs and either give them a Roll chance... or half the % of reduction.

    Wouldn't #2 make A2B even more OP then?
    naz4 wrote: »
    Ask hank about the dkora he faced in the near past in premades vs premades and I bet you'll soon change your mind.....

    To be honest, op/not op, hawk already spoke on this matter. Even he admitted it was op. The thing is, its that prolific, the outcry from everyone in sto would be too much for cryptic so its going to probably remain untouched.

    A2B before Marion doff was slightly op, post it was super buffed. Dem runs off power, weapons do more damage for 8 secs and dem does more, ergo super buff. Before you had a tail off in power which lead to less damage over time. This semi kept it in check.

    Also, before, you never had super resists aka fleet shields / rep / consoles. This gave the A2B user a noticeable drop in survivability. Now, survivability has become a none issue.


    In summary, A2B gains more and more with power creep. If it isn't checked, it will be worse than the bfi doff ever was. Probably already is.

    Maybe Beam Array drain mechanics need to be looked at so that A2B is not needed to off set the drain from running multiple beam arrays?

    Maybe they need to add Heavy single cannons to the game aka the Heavy Crescent Wave Cannon to allow cruisers some more options?

    Maybe the super resists from Elite Fleet gear needs to be looked at?

    Though all this still seems as though A2B being OP is more a PvP issue that PvE, but NPCs are not allowed to complain on the forums so we will never know. :P

    Anyways have fun, pew-pew bad guys its still only a game after all.
    [SIGPIC][/SIGPIC]
  • naz4naz4 Member Posts: 1,373 Arc User
    edited September 2013
    deokkent wrote: »
    Nooope Sad panda.

    You're underestimating the D'kora and the player you were fighting. Also, the D'kora has some powerful abilities/universal consoles. So there.

    Also many builds or abilities shine in premades. How about psw? It counters so many things, would you say it's OP enough to deserve a nerf? I don't think so.



    What? Power creep are bad yes but they affect everything sto mechanics. It's weird how you're singling out a2b like that.:confused:

    That dkora player was me in the premade match :) You missed the point. IC saw first hand how deadly it was post match when left unchecked by assuming the other escort was the true damage dealer.

    Certain abilities are magnified more than others with power creep. A2B is one of those magnified abilities.
Sign In or Register to comment.