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Auxiliary to Battery Builds

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  • giliongilion Member Posts: 686 Arc User
    edited December 2013
    mewi wrote: »
    I hate cruisers, cruisers shouldn't be anywhere near as powerful as escorts, end of story. I'm perfectly happy with cruisers just being heal spinboats,

    WHO'S WITH ME?

    I just hate cruisers, they are ugly.

    PS: If you don't think a2b builds need some serious nerfing, you are probably using said builds.

    Well, in your opinion they're ugly. I think cruisers are smexy! Only escort I really like appearance wise is the Defiant. Also do you realize how big cruisers are? If anything they should be more powerful than escorts, but since the game needs to have ships that are specialized we need escorts to be DPS and cruisers to be the bad TRIBBLE tanks.

    Also I've never went into PvP with an a2b build but I could see it being a bit OP. However I also think that escorts should have slightly less hull in general because I have seen too many escorts tank like 4 cruisers.
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  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited December 2013
    mewi wrote: »
    I hate cruisers, cruisers shouldn't be anywhere near as powerful as escorts, end of story. I'm perfectly happy with cruisers just being heal spinboats,

    WHO'S WITH ME?

    I just hate cruisers, they are ugly.

    PS: If you don't think a2b builds need some serious nerfing, you are probably using said builds.

    Well, Mister Pretends-to-be-a-cat, that's just, like, your opinion.
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  • architect13architect13 Member Posts: 1,076 Arc User
    edited December 2013
    mewi wrote: »
    I hate cruisers, cruisers shouldn't be anywhere near as powerful as escorts, end of story. I'm perfectly happy with cruisers just being heal spinboats,

    WHO'S WITH ME?

    I just hate cruisers, they are ugly.

    PS: If you don't think a2b builds need some serious nerfing, you are probably using said builds.

    Truly in the Christmas spirit!
    Have you tried the new forum on your phone?
  • bpharmabpharma Member Posts: 2,022
    edited December 2013
    mewi wrote: »
    I hate cruisers, cruisers shouldn't be anywhere near as powerful as escorts, end of story. I'm perfectly happy with cruisers just being heal spinboats,

    WHO'S WITH ME?

    I just hate cruisers, they are ugly.

    PS: If you don't think a2b builds need some serious nerfing, you are probably using said builds.

    I love how narrow minded this is from a fleet that prides itself on accepting LGBT.

    I'll choose to believe you're a comedian and this is one hell of a joke :)

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  • topsettopset Member Posts: 0 Arc User
    edited December 2013
    There is a reason every Scimitar, Cruiser, and Battlecruiser in the game is using them.

    That reason being

    1) They're easy to make high DPS builds with no effort or piloting ability
    2) People copy-cat builds and don't think for themselves.

    The three highest DPS Scimitars I know don't use A2B. There are loads of perks to dropping it. Firstly it frees up three of your active boff slots, and secondly the boff layout allows two copies of BFAW anyway, and you get a higher uptime without A2B. Just focus on weapon power and overcapping if all you want is crazy deeps.

    Remove A2B and the Scimitar gets planted even further at the top of the hierarchy (as if it wasn't high enough already....) and takes away any other form of competitiveness from other cruisers.

    It's not Aux2Batt that's overpowered, it's the fact the Scimitar has pretty much ZERO downsides apart from a crappy turn rate (which isn't even that terrible) and is basically the single definition of a brokenly overpowered ship in the hands of a capable player.

    (I'm not saying if you get a Scimitar, you'll kill everything - I'm saying if you're a min/maxer who knows how to get the most out of a ship, picking anything other than the Scimitar would be silly)

    There's a reason all of the PvE records have been smashed by all scimitar teams, and the highest DPS I've seen in-game through an ISE run was 45k in a Scimi. Stupid numbers.

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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2013
    edit: Never mind...
  • edited December 2013
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  • breygornbreygorn Member Posts: 189 Arc User
    edited December 2013
    It would be a place to start. Rather than nerfing AtB, having AtB actually do that. As is, only the first copy of an AtB duo even attempts to drop Aux to 5. As is, it doesn't sit at 5. It's far too easily countered...the drop...

    So two steps, eh?

    1) During the 10s of AtB, cap Aux at 5.
    2) Make sure that each application of AtB, caps Aux at 5 for those 10 seconds.

    Then take it from there...

    Yes, it would affect the power boosted by chaining as well...

    I'd agree that capping Aux to 5 while AtB is up would be good.
    So would changing the Tech Doffs to a chance instead of always.
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  • sdmachinesdmachine Member Posts: 84 Arc User
    edited December 2013
    breygorn wrote: »
    I'd agree that capping Aux to 5 while AtB is up would be good.
    So would changing the Tech Doffs to a chance instead of always.

    I disagree with changing the tech doffs to a chance to proc. Going from 100% to 40% or less is a serious nerf ONLY to people that equip one. It would still proc fairly often for people carrying 3.

    We shouldn't insist that people use 2 or 3 copies of a doff to get a benefit. The energy weapons officer Halor comes to mind. She is fairly useless now due to PVP complaining.

    The "problem" is that people are able to take 30% off cool down abilities. Wouldn't it make more since to reduce that amount to 10 or 20%?

    1 or 2 of each specialization being placed on active duty should be a hard limit for all duty officers. No ship should be a one trick pony. That's the dumbing down of STO.

    In the end no change to the tech doff will matter as the Scimitar is just a better ship by design. The best ones can kill almost anything that's not a cruiser or well flown escort in less than 5 secs after decloaking.

    Why not argue for better counter-cloak detection or reduced cloak after taking heavy damage???
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2013
    edit: Never mind...
  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited December 2013
    The Aux-not-going-to-5-on-second-application thing is some kind of odd race condition glitch. If they fix it, then ATB boats will pretty much have hosed Aux permanently instead of only half the time, which MIGHT stop the whines. MAAAAYBE.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2013
    edit: Never mind...
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2013
    it doesn't always go to 5, or doesn't always bottom out, because AtB uses the aux you have the moment you activate it. when the first copy wears off, your aux level heals as if a debuff put it at 5, back to what it would have been at, at your energy transfer rate. so when you activate the second copy immediately, its only using like 1 tick of energy level regen, because it doesn't instantly return it all,so you will end up getting almost all of it back, but lack almost any power level buff for other subsystems.

    cap it at 5? well, you do that by making AtB instantly refund, not making it refund at the energy transfer rate. power level buffing of the otehr 3 sub systems would be more consistent too, and runing EPtA might not be pointless with it for once.



    i really dont understand why some doffs are chance based and others not. why are AP doffs chanceless but cannon doffs chance? why are TT/ST/ET doffs chanceless but deflector doffs chance? it doesn't make any sense, and compared to the chanceless tech doffs, that drain aux and in most cases force you to slot 2 otherwise useless station powers in fairly premium locations, that effect everything cooldown, nothing should be to chance. using station skill cooldown effecting doffs should fundamentally change builds when you use them, there effect on things should be reliable every time. if not then they arent worth useing at all, or going without a second copy of something critical and leaving it to chance.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2013
    Honestly the whole... a2b is a useless power with out doffs is silly. I agree 2 copies is pretty stupid... but you don't really have to double up on a2b to make the skill over powered anyway.

    I'm sorry but on most cruiser builds... and even escort builds dumping your aux has no down side... you pop your 1-2 aux powered heals right before you use a2b... there is no down side to having 5 aux power... its not like it still effects turn rate or something.

    However getting a 30-40 power boost to weapons (with the current overcap mechanics) and shields (doubling up on EPTS + a2b + leech means 130 shield power that isn't pointless) + the same power to your engines....

    I am really not understanding how anyone can call that pointless.

    A2B USED to be more of a pain because it shared a cool down with EPTx which made a momentary +60-80 total power not seem all that great when you had to give up say EPTS shield resistance.

    As it is A2B is NOT underpowered... on the cool down it is the skill IS good on its own.

    About the only ship you may have to be more careful using it on is a science ship... and frankly even that works far better then in should... I love my a2b pallisade. :)

    PS... I know I always seem like I'm arguing with you dont or it feels that way... I just don't pipe up much when I agree with you... happy holidays buddy. :)
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  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited December 2013
    Again for the record tech doffs were initially chance based:

    http://sto-forum.perfectworld.com/showthread.php?t=251585

    "Duty officer active roster Technician power is no longer a proc.

    The amount the cooldown is reduced has been reduced to take this into account, but the effective uptime will be much higher."
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  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited December 2013
    ... Snip ...


    i really dont understand why some doffs are chance based and others not. why are AP doffs chanceless but cannon doffs chance? why are TT/ST/ET doffs chanceless but deflector doffs chance? it doesn't make any sense, and compared to the chanceless tech doffs, that drain aux and in most cases force you to slot 2 otherwise useless station powers in fairly premium locations, that effect everything cooldown, nothing should be to chance. using station skill cooldown effecting doffs should fundamentally change builds when you use them, there effect on things should be reliable every time. if not then they arent worth useing at all, or going without a second copy of something critical and leaving it to chance.

    Imo, Heretic was much better at listening to balance these things. So, we have some legacy chance based doffs left over. Un/fortunately, the removal of the chance proc wasn't used much, so its potential went unrealized until ~fleet BCs/Vet ships came out (this happened a little before the unlocking of the shared cooldown w/eptx). Unlike the maint doff change to effecting all teams which he eventually reverted and added doffs for the other teams' cooldowns. All hope of balanced doffs went w/him it seems.
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2013
    Honestly the whole... a2b is a useless power with out doffs is silly. I agree 2 copies is pretty stupid... but you don't really have to double up on a2b to make the skill over powered anyway.

    I'm sorry but on most cruiser builds... and even escort builds dumping your aux has no down side... you pop your 1-2 aux powered heals right before you use a2b... there is no down side to having 5 aux power... its not like it still effects turn rate or something.

    However getting a 30-40 power boost to weapons (with the current overcap mechanics) and shields (doubling up on EPTS + a2b + leech means 130 shield power that isn't pointless) + the same power to your engines....

    I am really not understanding how anyone can call that pointless.

    A2B USED to be more of a pain because it shared a cool down with EPTx which made a momentary +60-80 total power not seem all that great when you had to give up say EPTS shield resistance.

    As it is A2B is NOT underpowered... on the cool down it is the skill IS good on its own.

    About the only ship you may have to be more careful using it on is a science ship... and frankly even that works far better then in should... I love my a2b pallisade. :)

    PS... I know I always seem like I'm arguing with you dont or it feels that way... I just don't pipe up much when I agree with you... happy holidays buddy. :)

    i couldn't ask for a better debate partner on this honestly. we keep it professional and we keep it honest, it doesn't devolve into a mess, talking about it here, like it does in most of the other threads about it in other sections. i've wanted to post on this mater more, but i just haven't had the time to put into it, to make posts sufficiently eloquent to properly argue my side. :cool:

    i'll just say, AtB has never been a good skill on its own, because of its short duration, and because of the system cooldowns it found itself on. it ether interfered with 2 different EPt skill uptime, and now it meddles with AtD or AtS use. and the power aux does not return to you as soon as AtB ends, you have to wait more then just 10 seconds then to use those aux based skills. opportunity cost, and periods of time you cant use the lion share of your abilities, i dont like sticking my neck out that far so to speak, but 1 thing i dont do is run sci ships and sci captains, so i cant say how i'd feel for sure if i did. you can have all the heals in the world, but they are nothing without perfect timing.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2013
    p2wsucks wrote: »
    Imo, Heretic was much better at listening to balance these things. So, we have some legacy chance based doffs left over. Un/fortunately, the removal of the chance proc wasn't used much, so its potential went unrealized until ~fleet BCs/Vet ships came out (this happened a little before the unlocking of the shared cooldown w/eptx). Unlike the maint doff change to effecting all teams which he eventually reverted and added doffs for the other teams' cooldowns. All hope of balanced doffs went w/him it seems.

    i was thinking about starting up a thread on the subject, but the last time i did that in the doff section, for a FAW doff that made it single target, ugg, it didn't go that well :rolleyes:
  • simeion1simeion1 Member Posts: 898 Arc User
    edited December 2013
    Here is how I would bring A2B in check. Since sensors and other systems run off aux power, I would build a inherit -30% to accuracy into using it. Since you drained your aux power where your sensors draw their power give them a accuracy negative.
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  • donrahdonrah Member Posts: 348
    edited December 2013
    If you're after extra power for all subsystems, you're better off cranking flow caps as high as you can and using ESII or III to boost your levels. If you activate it with 130 aux, it lasts 24 seconds and it has a 60 second CD. 2x ESII will keep it up about 72 seconds if you use photonic officer I or II. If you add 3x VR Deflector officers, it should hypothetically have a 75% chance to reduce the CD to 18-15 seconds for as long as photonic officer lasts. That could potentially grant you 96 seconds of nearly constant ESIII if the Doffs proc at least 3 times. It is biased to science, but Odyssey cruisers can use it.
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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2013
    simeion1 wrote: »
    Here is how I would bring A2B in check. Since sensors and other systems run off aux power, I would build a inherit -30% to accuracy into using it. Since you drained your aux power where your sensors draw their power give them a accuracy negative.

    Unfortunately, that wouldn't have much effect on the problem. Three Technician duty officers are a flat 30% reduction in bridge officer cooldowns. This effectively doubles the uptime of all bridge officer abilities. There is also the matter of the power bonuses. Emergency Power to Shields and Emergency Power to Engines/Weapons may be chained for 100% uptime with an Auxiliary to Battery build. On top of this, players may slot a warp core engineer to provide a +25 all power levels for 30 seconds bonus or a 40% Chance to remove all debuffs for several seconds, both of which proc off of...Emergency Power to X chains.

    Normally, Emergency Power to X chaining is accomplished with three damage control engineers and a warp core engineer. The auxiliary to battery method takes the same number of duty officer slots, yet it applies the cooldown reduction to all bridge officer abilities rather than just Emergency Power to X.

    There is no single problem with Auxiliary to Battery. Players are capable of reaching and maintaining 125-130 subsystem power in Weapons, Shield, and Engines. They are capable of dealing high amounts of damage, flying at high speeds, and reaching close to maximum shield damage resistance due to high power levels and EPtX. This is further compounded with the Borg two piece set (massive hull regeneration) and an Elite Resilient Shield Array. Lastly, they are nearly immune to Science Vessels and Science debuffs due to the Warp Core Engineer duty officer. This all thanks to the presence of the EPtX + Aux2Bat chain.
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2013
    Unfortunately, that wouldn't have much effect on the problem. Three Technician duty officers are a flat 30% reduction in bridge officer cooldowns. This effectively doubles the uptime of all bridge officer abilities. There is also the matter of the power bonuses. Emergency Power to Shields and Emergency Power to Engines/Weapons may be chained for 100% uptime with an Auxiliary to Battery build. On top of this, players may slot a warp core engineer to provide a +25 all power levels for 30 seconds bonus or a 40% Chance to remove all debuffs for several seconds, both of which proc off of...Emergency Power to X chains.

    Normally, Emergency Power to X chaining is accomplished with three damage control engineers and a warp core engineer. The auxiliary to battery method takes the same number of duty officer slots, yet it applies the cooldown reduction to all bridge officer abilities rather than just Emergency Power to X.

    There is no single problem with Auxiliary to Battery. Players are capable of reaching and maintaining 125-130 subsystem power in Weapons, Shield, and Engines. They are capable of dealing high amounts of damage, flying at high speeds, and reaching close to maximum shield damage resistance due to high power levels and EPtX. This is further compounded with the Borg two piece set (massive hull regeneration) and an Elite Resilient Shield Array. Lastly, they are nearly immune to Science Vessels and Science debuffs due to the Warp Core Engineer duty officer. This all thanks to the presence of the EPtX + Aux2Bat chain.

    the ships your talking about are mostly cruisers that need that much of a boost to be competitive with the likes of the best escorts, can pull their weight to the same degree as one of these escorts or a sci ship can. this is different then what FAW can do in a team setting, its effect is not dependent on AtB, its dependent on FAW. the rest are destroyers that have sub par turn rates, and with the help of AtB can go toe to toe with escorts that vastly out maneuver them. no AtB destroyer is as dangerous as a bug ship, still.

    this is more important then what tech doffs do on paper, for the ships that can use it fully, with 2 copies of AtB.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited December 2013
    the ships your talking about are mostly cruisers that need that much of a boost to be competitive with the likes of the best escorts, can pull their weight to the same degree as one of these escorts or a sci ship can. this is different then what FAW can do in a team setting, its effect is not dependent on AtB, its dependent on FAW. the rest are destroyers that have sub par turn rates, and with the help of AtB can go toe to toe with escorts that vastly out maneuver them. no AtB destroyer is as dangerous as a bug ship, still.

    this is more important then what tech doffs do on paper, for the ships that can use it fully, with 2 copies of AtB.

    I remember when the Vet destroyers came out. Lots of folks thought that they were mediocre ships at best, and only really got useful with an A2B build. Heck, that's what I did on the couple toons who flew those ships at that time.
    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.
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited December 2013
    mimey2 wrote: »
    I remember when the Vet destroyers came out. Lots of folks thought that they were mediocre ships at best, and only really got useful with an A2B build. Heck, that's what I did on the couple toons who flew those ships at that time.

    exactly. without AtB, its a COM/LTC tac escort with a 14 base turn rate, thats not fleet level. at least on the non cloaking fed version, AtB is required to get it competing with other escorts. the AtB cooldown system change and the vet ship actually came out at the same patch, the first 2 AtB build anybody tried was on my fed vet ship.
  • echodarksidedechodarksided Member Posts: 0 Arc User
    edited December 2013
    Increase the global cool down. Make it so that any ship can only run one A2B due to GC rather than two.

    One of the unintended side effects of nerfing sci power damage with Aux was a broader use of A2B by the PvP community. If Aux powers were still able to deal competitive damage in PvP, people would not have ditched their Aux builds so quickly for A2B builds.
  • evs2011evs2011 Member Posts: 56 Arc User
    edited December 2013
    Sorry if this has been suggested before, but why not just reduce the maximum number of tech doffs that can be slotted to 2? It would still allow for a2b cruisers to punch above their weight but prevent it from hitting global cooldowns for most powers.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2013
    the ships your talking about are mostly cruisers that need that much of a boost to be competitive with the likes of the best escorts, can pull their weight to the same degree as one of these escorts or a sci ship can.
    Cruisers don't need AtB in order to be effective. They have cruiser commands now, that more than brings them up to par with other ship classes. Cryptic has also stated that they plan to add an ingame item to further boost those cruiser commands. Auxiliary to Battery is just one bridge officer ability, it shouldn't be the deciding force on whether or not a ship is viable and competitive.
    this is different then what FAW can do in a team setting, its effect is not dependent on AtB, its dependent on FAW.
    Auxiliary to Battery directly increases fire at will's damage via power overcap. Also, the cooldown reduction converts one copy of fire at will into two copies of fire at will with no cost to the bridge officer station. On top of that, all abilities the player is using to buff FAW will have those cooldowns reduced to global as well.
    the rest are destroyers that have sub par turn rates, and with the help of AtB can go toe to toe with escorts that vastly out maneuver them. no AtB destroyer is as dangerous as a bug ship, still.

    this is more important then what tech doffs do on paper, for the ships that can use it fully, with 2 copies of AtB.
    The Jem'Hadar Attack Ship is a special case, we all know the ship has 7,000 more hull than a ship with that turn rate would normally have at it's disposal, it's why the JHAS is considered to be overpowered. The Jem'Hadar Attack Ship is also interestingly capable of using a full Auxiliary to Battery setup. Destroyers are fine at the moment. The Veteran ship has one Lt. Commander Universal and one Ensign Universal bridge officer station, that opens up a large number of opportunities. It also obtains extra hull strength for -2 turn rate.
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