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Ground PvP Concerns Directory 3.0

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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited May 2014
    frtoaster wrote: »

    Assuming your concern is true, it really isn't a Ground PvP concern, and is out of the scope of this thread. Such lack of drops doesn't reduce player ability to compete because all classes have access to the same kit module level (Mk XI very rare). That said, if Mk XII Very Rare Kit Modules did drop, they would only drop from Elite ground queued content. Not many people run KAGE, IGE, CGE, or HGE anymore because the space counterparts are much more rewarding in terms of time required to complete.
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    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited May 2014
    Assuming your concern is true, it really isn't a Ground PvP concern, and is out of the scope of this thread. Such lack of drops doesn't reduce player ability to compete because all classes have access to the same kit module level (Mk XI very rare).

    Characters who bought Mk XII fleet kits before Season 9 can trade them in for purple Mk XII modules. Is it not a concern that characters who did not buy fleet kits before Season 9 cannot get purple Mk XII modules?
    That said, if Mk XII Very Rare Kit Modules did drop, they would only drop from Elite ground queued content. Not many people run KAGE, IGE, CGE, or HGE anymore because the space counterparts are much more rewarding in terms of time required to complete.

    I also initially thought that the drops were simply rare and not many people were running ground content. But it's been more than two weeks since Season 9 was released. I find it hard to believe that the only regular Mk XII modules being sold are white "Biofilter Sweep Mk XII". I can't find regular Mk XII modules of any other type, not even white. (By "regular", I mean not lockbox.)
    Waiting for a programmer ...
    qVpg1km.png
  • mimey2mimey2 Member Posts: 0 Arc User
    edited May 2014
    Just as an update to something I mentioned recently:

    The Mental Acuity buff does in fact affect Chroniton Mine Barrier.

    Even if you are not aiming, the damage bonus does indeed stay.

    I don't know if other damage buffs apply (like Strike Team or Adrenal Release), I would guess that they do, but I was mostly just testing Mental Acuity in a controlled environment.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • thay8472thay8472 Member Posts: 6,165 Arc User
    edited May 2014
    frtoaster wrote: »

    Other than the Spire and Embassy I haven't seen a mk XII module drop yet. That being said if you want XI modules... go and farm the Borg mission "Assimilation"
    zx2t8tuj4i10.png
    Thank you for the Typhoon!
  • maelwy5maelwy5 Member Posts: 593 Arc User
    edited May 2014
    Update to the Mine double-stacking issue:

    Since yesterday's patch, when slotting the Bio Mines and Chroniton Mines onto the same kit, using one now triggers a shared cooldown on the other.

    An exact numerical countdown doesn't appear over the other power, it's just one of those unlabelled "Semi-transparent bars" slowly moving down, but it's in the region of the 12 second mark. This means that currently when you can activate Bio Mines, you'll trigger a 20sec cooldown on Bio Mines and roughly a 12 sec cooldown on Chroniton mines (and vice-versa).

    You can still have two of each minefield deployed at the same time, but you can't throw two out in rapid succession.

    Bio Mines now also do a lot more damage with the initial blast too - so they're a little less damaging on the first hit but more damaging over time than the Chroniton Mines.

    However Bio Mines still use a "Fabrication" kit slot and Chroniton Mines a "Mechanic" kit slot... which is a bit annoying when treating the Bio Mines as an "upgrade"...

    In other news, the Bio Turret is ridiculously powerful compared to other turrets, especially when combined with a [PsiDmg] kit proc: after skillpoints it's in the region of 130-150 DPS compared to around 50-60 DPS for a Beam Turret, or 25-30 DPS for a Flamethrower Turret's ranged attack. (This is a drop in the bucket compared to Mines, but it's still some nice extra "fire and forget" DPS)
    [ <<<--- @Maelwys --->>> ]
  • guriphuguriphu Member Posts: 494 Arc User
    edited May 2014
    [Creative] complete (except for new season 9 powers) list of working and broken abilities.

    https://docs.google.com/spreadsheets/d/1tbKhEiaGuI3Snon9exa_LTGwF_fQDy9CvpQ7rNgd5Ok/edit#gid=0
  • mcduffie369mcduffie369 Member Posts: 787 Arc User
    edited May 2014
    The Undine reputation ground weapon is one shotting players everywhere. It needs to be examined.
  • kapla1755kapla1755 Member Posts: 1,249
    edited May 2014
    guriphu wrote: »
    [Creative] complete (except for new season 9 powers) list of working and broken abilities.

    https://docs.google.com/spreadsheets/d/1tbKhEiaGuI3Snon9exa_LTGwF_fQDy9CvpQ7rNgd5Ok/edit#gid=0

    If all the abilities buffed by creative are current with the list then its still a must have for sci and kinda meh for everyone else.
    [SIGPIC][/SIGPIC]
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited May 2014
    The Undine reputation ground weapon is one shotting players everywhere. It needs to be examined.

    Yes, this is caused by prematurely breaking line of sight after using the weapon's secondary attack. The weapon will repeatedly trigger the final detonation for each of the X damage x6 over 3 seconds remaining. This will deal a minimum of 1,200 AoE damage within a 2 meter radius. The second issue is Tactical Initiative + 8472 ground set two piece bonus will completely remove the cooldown on the secondary attack. The third issue is Bio-Molecular Incubation will deal more radiation damage than a player has health if it procs under a moderate amount of damage buffs.
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  • guriphuguriphu Member Posts: 494 Arc User
    edited May 2014
    Added the S9 Undine grenade and the KHG and MACO procs and actives to my gdoc. The grenade and procs are broken. If there's something I missed on that list, just PM me a screenshot of the before/after creative tooltip and I'll add it.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited May 2014
    guriphu wrote: »
    Added the S9 Undine grenade and the KHG and MACO procs and actives to my gdoc. The grenade and procs are broken. If there's something I missed on that list, just PM me a screenshot of the before/after creative tooltip and I'll add it.

    Well, technically Creative should not be buffing the MACO and KHG armor procs. A proc is passive and Creative is supposed to only affect active powers. Neither of those procs are abilities and both of them are buffed by the player's Combat Armor skill. In conclusion, the trait is working correctly toward passive stats.

    The new lockbox traits (Biotech Carapace, Active Immunity Overload, and Active Immunity Minefield) should all be affected by Creative. I haven't tested to see if they are working yet. Also, Tier III 8472 reputation unlocks a special version of the Photon Grenade, Medical Generator, and Sonic Pulse. Cryo grenades from the Breen story arc are probably not affected by Creative, but they should be affected.
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  • guriphuguriphu Member Posts: 494 Arc User
    edited May 2014
    Cryo nades are not and should not be affected because they aren't a heal or a kit power. Creative is only supposed to buff damage when it's a kit power.

    "Improves your healing with all powers" implies passives as well as actives to me. It works on the Medical Vanguard proc, for instance. But whatever, it's still broken for half the things it's obviously supposed to work for, even if it's not supposed to work on those procs.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited May 2014
    guriphu wrote: »
    Cryo nades are not and should not be affected because they aren't a heal or a kit power. Creative is only supposed to buff damage when it's a kit power.
    I suppose it all depends on how one classifies items as a kit power. If they fix standard grenades, then it would set a precedent for Cryo grenades to receive the Creative bonus as well.
    guriphu wrote: »
    "Improves your healing with all powers" implies passives as well as actives to me. It works on the Medical Vanguard proc, for instance. But whatever, it's still broken for half the things it's obviously supposed to work for, even if it's not supposed to work on those procs.

    Medical Vanguard isn't a PROC (Programmed Random OCcurrence). It is a trait that adds a small shield heal to existing active powers and Medical Vanguard is activated whenever a defensive active power is used by the science officer. In order for it to be a proc it must have a percent chance to occur under specific circumstances. The MACO and KHG armor heals are procs because they have a chance to apply when the wearer takes damage.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • e1fc5e1fc5 Member Posts: 3 Arc User
    edited May 2014
    Said a lot about Active Immunity Mine Field and Chroniton Mines here, shared cd problem, etc. but nothing about Active Immunity Grenade and other grenades Tac have. Active Immunity Grenade have no spared cooldown with other grenades making able to spam 3 grenades in a row: KHG pulsewave grenade, Active Immunity Grenade and any other grenade you choose to use in your kit.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited May 2014
    e1fc5 wrote: »
    Said a lot about Active Immunity Mine Field and Chroniton Mines here, shared cd problem, etc. but nothing about Active Immunity Grenade and other grenades Tac have. Active Immunity Grenade have no spared cooldown with other grenades making able to spam 3 grenades in a row: KHG pulsewave grenade, Active Immunity Grenade and any other grenade you choose to use in your kit.

    The KHG pulsewave grenade intentionally had the shared cooldown with normal grenades removed. I'll do some testing with Active Immunity Grenade to see how it affects other grenade cooldowns.
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    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • shailatshailat Member Posts: 478 Arc User
    edited June 2014
    shailat wrote: »
    As the title states, i think we Need Confirmation on if the Counter-Command Bio-Molecular guns from the Undine rep are WAD (Working as designed) or bugged

    So, can we please get a dev to give us confirmation as if the intended use of this gun is to shoot, then duck so your out of los (line of sight) and let the enemy die with out any effort at all?

    And also, is it WAI (Working as intended) that you can shoot the primary and secondary at the same time?

    Need Confirmation on the Counter-Command Bio-Molecular guns if they are WAD or bugged
    Looks bugged to me.

    I've written this up and sent it on to be fixed.

    Thanks for the report.

    Looks bugged to me.

    Just posting this here so all the people that say this gun is working as designed know this gun is bugged as a dev confirmed it
    ogew7.jpg
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