That will only curtail damage of all beam ships but not the tanking aspect of A2B.
True. But this brings us back again to the insane speed boost of EPtE and it being applies over tractors and even when engines are off since these people are mostly speed tanking. Or the other option is the RSP doff. Which is also ridiculous when people are running several but that's a problem of the doff itself and not necessarily a2b. Otherwise the only heal that a2b makes effective is engy team as anything aux dependent is not really a good option.
A2b just compounds problems already present but it's not like those problems are not also present on many other ships (cough bugs cough).
And it's not a matter of cutting the damage from beams completely is finding a balance between them being worthless due to drain and them being the most powerful weapon because overcapping. Sadly craptic does not know the definition of that word.
[SIGPIC][/SIGPIC]-32nd Vipers- PvP Team
Nothing is impossible to him who would try.... except getting cryptic to care about pvp.
I remember the days long ago where I would take your posts/comments/opinions seriously, but that time is definitely over now. Someone needs to start walking back down the other side of ego mountain and catch back up with the game in its current state.
im afraid you have been pretty incomprehendable. you think AtB in and of itself is a problem, i explain thats its not in context, and left the game better balanced then it was due to the existence of the bug and other OP ships of other types. so, you post some pve ody build showing you don't need AtB to be competitive, say cruisers can "graduated BEYOND A2B", implying AtB builds are inferior, proving your own premise as shaky more so then anything ive said about AtB. i also post about a half dozen ways that ody could be improved, that got quietly glossed over wile you ran out of arguments and turned to personal attacks.
i say the best way to kill mass npcs is a CSV GW combo, i like throwing in grav torp too for all the rift procs but its not required. you seem to disagree, yet here you post a vid of this exact style, that "Cute trick though, but kind of last year", style.
you don't seem to understand that killing npcs fastest is not the same thing as generating the highest parser DPS averages, by mistaking my claim for what i think are some of the best NPC killers as best DPSers. you think anything done with FAW, DEM, or CSV can become spike, when its just high DPS. BO, torps hitting hull, some clicky console and set bonus skills, and in some cases individual CRF DHC volleys are the only thing officially spike. DPS outpacing resistance and HPS to a high enough degree does not suddenly change it into spike. you don't even want spike in pve, resistance and reaction don't exist there, to necessitate it in the first place. killing that many npcs at once with CSV/GW combo should generate pretty huge DPS wile its active, but there are huge peeks and valleys in that DPS between buffs, so the average reading suffers.
have you never used a parser? do you really need how it works explained? really? ive used it a half dozen times and figured it out. any time you generate log entries, your DPS or lack of DPS is recorded and averaged during the entire time period you specify. thats pretty much it.
a vapper might overkill a target with the damage it can create in 2 seconds, to a parcer, this is not going to show up as a huge DPS number over time because the vaper only attacks every minute at most, and doesn't also have to shoot through all the countermeasures someone might use, having gotten his kill in such a short window. the difference between that and some beam boat spamming faw is that its easy to see coming, cant kill you fast enough that you cant at least hit TT and some heals, and thanks to high resistance levels the beam boat has to deal at least 4 times as much damage total to get the same kill. its easy to out resist and out HPS beam boat DPS, the kill may never happen. FAW also gives each array 10 shots per cycle, and not a single shot will go to waist like it can on CSV if theres not enough targets in the cone, and with that cannon range damage falloff. thats why FAW always creates huge DPS parses.
if an explanation of parser logic is not sufficient 'proof' to you, give me the parameters of what would be, instead of thinking you can just win an argument with asking for proof of something intangible.
First of all, I'd like to pay kudos to you drunk for being the first to do this 2 A2B stuff. You're certainly a smart guy; no doubt about it.
I'd like to drop in this thread and comment a bit about A2B. Specifically what you were talking about drunk.
I agree that A2B is perfectly balanced in what it is intended to do. (Kirking, pugging, what have you)
Unfortunately, there is one aspect I don't like about A2B, and it's been said before.
It doesn't actually drain your aux power at all, thus it lacks the core disadvantage that it is supposed to come with. Typically what it does, especially on a plasmonic leech ship, is bring your aux down to 5 for a second, and then magically it comes right back up to a powerful level.
This is NOT balanced. I face palm every time I see A2B ships running high powered hazards and transfer shields. Hell, I've even seen A2B ships with nice Feedback Pulses.
If one goes the A2B route to gain the equivalent of 10 extra Boff abilities, they had better have to live with 5 aux for the duration. This allows for an aux system vulnerability to disables and drains. Otherwise, an A2B ship can run around with EptA or aux batts and go "whee" with 100 aux power.
If anything, keep tech doffs the way they are and fix A2B to cap aux at 5. Otherwise, an incredibly powerful system without a disadvantage will be inherently Overpowered.
Place A2b on shared cooldown with RSP, no more spamming 30 second doffed RSP at global cooldown with a2b anymore, problem solved.
They will do that but "at the right time" .
Can't believe players buy their bs so well.Get rid of geko if you want a2b fixed ...don't ask a2b to be fixed when the main problem that lead to how it is today still takes decisions.
First of all, I'd like to pay kudos to you drunk for being the first to do this 2 A2B stuff. You're certainly a smart guy; no doubt about it.
I'd like to drop in this thread and comment a bit about A2B. Specifically what you were talking about drunk.
I agree that A2B is perfectly balanced in what it is intended to do. (Kirking, pugging, what have you)
Unfortunately, there is one aspect I don't like about A2B, and it's been said before.
It doesn't actually drain your aux power at all, thus it lacks the core disadvantage that it is supposed to come with. Typically what it does, especially on a plasmonic leech ship, is bring your aux down to 5 for a second, and then magically it comes right back up to a powerful level.
This is NOT balanced. I face palm every time I see A2B ships running high powered hazards and transfer shields. Hell, I've even seen A2B ships with nice Feedback Pulses.
If one goes the A2B route to gain the equivalent of 10 extra Boff abilities, they had better have to live with 5 aux for the duration. This allows for an aux system vulnerability to disables and drains. Otherwise, an A2B ship can run around with EptA or aux batts and go "whee" with 100 aux power.
If anything, keep tech doffs the way they are and fix A2B to cap aux at 5. Otherwise, an incredibly powerful system without a disadvantage will be inherently Overpowered.
My thoughts.
thats what ive said too pretty much. remove the power the other subsystems get from using AtB with tech doffs, that power gets transformed into cooldown magic. instantly recovering aux after AtB ends would put an end to every other AtB use on 2 AtB builds not having any aux disappear at all. i cant get behind caping aux at 5 though no mater what, battery cooldowns are pretty long still.
RSP is just a stupid skill, and the doffs made it much more stupid. luckily sci captains exist, and can turn it off. wile we all complain about AtB, sci's are all snickering wile they continue to really run the show in pvp.
I dunno who the game balancing team/person is, but I would have been fired them long ago... Every ability/mechanic must have a solid counter, especially in a PVP game. It's not hard at all.
It's like a novice is in charge. I'm almost embarrassed. I'm glad I don't work here. I wish subnucleonic beam was a counter to A2B, but after 10 seconds they have almost all their buffs as if nothing happened. It's takes at least 2 subnucleonic beams to hurt an aux 2 batt user.
IE:'Subnuke' the buffs/ a2b, they use science team, 'Subnuke' them again and pray someone don't science team the target. *sigh*
The dress is gold and white. Over 70% people says so. When viewed from a certain screen angle it appears blue and black. The dress displayed on amazon is a blue and black dress, but it's not the same dress in the picture. If you're seeing blue & black you're slightly colored blind. A normal upright screen = white and gold.
I dunno who the game balancing team/person is, but I would have been fired them long ago... Every ability/mechanic must have a solid counter, especially in a PVP game. It's not hard at all.
It's like a novice is in charge. I'm almost embarrassed. I'm glad I don't work here. I wish subnucleonic beam was a counter to A2B, but after 10 seconds they have almost all their buffs as if nothing happened. It's takes at least 2 subnucleonic beams to hurt an aux 2 batt user.
IE:'Subnuke' the buffs/ a2b, they use science team, 'Subnuke' them again and pray someone don't science team the target. *sigh*
I cant get behind capping aux at 5 though no mater what, battery cooldowns are pretty long still.
Hard cap, no, but having your "no boost" Aux power at 5 while aux2bat is on is a completely reasonable request since that is how aux2bat is supposed to work, which is why it behaves that way when you use a single aux2bat. In that video that virus put up, the aux power just keeps creeping up after the second use of aux2bat which is ridiculous. At least with the aux power low, it makes any sci skill they decide to use weak.
I dunno who the game balancing team/person is, but I would have been fired them long ago... Every ability/mechanic must have a solid counter, especially in a PVP game. It's not hard at all.
It's like a novice is in charge. I'm almost embarrassed. I'm glad I don't work here. I wish subnucleonic beam was a counter to A2B, but after 10 seconds they have almost all their buffs as if nothing happened. It's takes at least 2 subnucleonic beams to hurt an aux 2 batt user.
IE:'Subnuke' the buffs/ a2b, they use science team, 'Subnuke' them again and pray someone don't science team the target. *sigh*
Between spamming heals, debuff clearing, and, for engineers, having nadion inversion, they pretty much brush off most debuffs.
IE:'Subnuke' the buffs/ a2b, they use science team, 'Subnuke' them again and pray someone don't science team the target. *sigh*
No need for a2b on that. Ships who cycle EptX with damage control engineers and a Warp Core Engineer (Keelel or Vruknoc) can do the same. It's not the fault of a2b. Though yeah a dual(!) a2b user could hit ST and ET more often.
Maybe that idea to move a2b to the lt.com level isn't as bad as I first thought when I started reading these threads. Single a2b is no problem imho. Dual a2b is a problem though.
I dunno who the game balancing team/person is, but I would have been fired them long ago... Every ability/mechanic must have a solid counter, especially in a PVP game. It's not hard at all.
It's like a novice is in charge. I'm almost embarrassed. I'm glad I don't work here. I wish subnucleonic beam was a counter to A2B, but after 10 seconds they have almost all their buffs as if nothing happened. It's takes at least 2 subnucleonic beams to hurt an aux 2 batt user.
IE:'Subnuke' the buffs/ a2b, they use science team, 'Subnuke' them again and pray someone don't science team the target. *sigh*
everything does have a hard counter, there's to many hard counters frankly, and several skills are near worthless because of it. snb is still the worst thing you can get hit with, even if you have a sci team, hardly something AtB dependent. you still lost every buff that was running, like EPtS and E, your super vulnerable even with it cleared. AtB ships can recover from that situation slightly faster, but they are all stil slow cruisers, or escorts inferior to the bug, its a wash.
Hard cap, no, but having your "no boost" Aux power at 5 while aux2bat is on is a completely reasonable request since that is how aux2bat is supposed to work, which is why it behaves that way when you use a single aux2bat. In that video that virus put up, the aux power just keeps creeping up after the second use of aux2bat which is ridiculous. At least with the aux power low, it makes any sci skill they decide to use weak.
Between spamming heals, debuff clearing, and, for engineers, having nadion inversion, they pretty much brush off most debuffs.
it creeps up because AtB #2 activated when you had 5 aux caused by AtB #1. because aux isn't instantly refunded at the end of AtB, it 'creeps up' at your power transfer rate because the AtB #2 didnt take any, and thus didn't boost any other subsystem ether if its any consolation. there tends not to be a dramatic difference between HE used at 5 aux, and whatever it ends up being having been set to 15 to begin with though.
it creeps up because AtB #2 activated when you had 5 aux caused by AtB #1. because aux isn't instantly refunded at the end of AtB, it 'creeps up' at your power transfer rate because the AtB #2 didnt take any, and thus didn't boost any other subsystem ether if its any consolation. there tends not to be a dramatic difference between HE used at 5 aux, and whatever it ends up being having been set to 15 to begin with though.
This is why I keep suggesting the doff should put into effect an offline effect.
you post some pve ody build showing you don't need AtB to be competitive, say cruisers can "graduated BEYOND A2B",
I posted this because the most common excuse given for leaving A2B alone is "it's made cruisers viable again for reason x, y, and z." With that build and other setups it has and is now being proven that cruisers are viable without it. As for the users adjustments from PvE to PvP, as I said if he wants to share them with you he will, it's not mine to give out.
i also post about a half dozen ways that ody could be improved, that got quietly glossed over wile you ran out of arguments and turned to personal attacks.
What you did was offer suggestions into a build you didn't even understand. Why would he need or want your 'improvements' if it works well and you haven't even seen it used in the first place? Speaking of running out of arguments, let's move on to deal with your two other strawmen: NWS, and the parser.
i say the best way to kill mass npcs is a CSV GW combo, i like throwing in grav torp too for all the rift procs but its not required. you seem to disagree, yet here you post a vid of this exact style, that "Cute trick though, but kind of last year", style.
What that was referencing is this comment you made:
you don't seem to understand that killing npcs fastest is not the same thing as generating the highest parser DPS averages, by mistaking my claim for what i think are some of the best NPC killers as best DPSers.
Not even using a parser, take 5 A2B boats, and then 5 non-A2B boats, and the non-A2B, non CSV+TS+GW group will simply complete the STF faster. Oh and in case you forgot, the faceroll STFs are completed by simply killing the NPCs. So finishing the mission faster is great evidence that the non-A2B KILL THE NPCS FASTER. But again I'm sure you still think you're right, and somehow a comment about parsers will be thrown in once more...pfft.
BO, torps hitting hull, some clicky console and set bonus skills, and in some cases individual CRF DHC volleys are the only thing officially spike.
I'd love to see this book of rules or guidelines you have that states what is and isn't "officially spike." Once again I believe you have taken it upon yourself to be the governing authority on something, and those who don't agree must not understand your clever nuances...or something.
have you never used a parser? do you really need how it works explained? really? ive used it a half dozen times and figured it out. any time you generate log entries, your DPS or lack of DPS is recorded and averaged during the entire time period you specify. thats pretty much it.
a vapper might overkill a target with the damage it can create in 2 seconds, to a parcer, this is not going to show up as a huge DPS number over time because the vaper only attacks every minute at most, and doesn't also have to shoot through all the countermeasures someone might use, having gotten his kill in such a short window. the difference between that and some beam boat spamming faw is that its easy to see coming, cant kill you fast enough that you cant at least hit TT and some heals, and thanks to high resistance levels the beam boat has to deal at least 4 times as much damage total to get the same kill. its easy to out resist and out HPS beam boat DPS, the kill may never happen. FAW also gives each array 10 shots per cycle, and not a single shot will go to waist like it can on CSV if theres not enough targets in the cone, and with that cannon range damage falloff. thats why FAW always creates huge DPS parses.
Gee thanks for that. It's a good thing I know how to read the information a parser gives me and I can figure out the SPIKE damage I do when vaping. Who would have thought you could just run the parser for a few seconds time, or individual hits, or even still, do some simple math on your own. So keybind the start/stop of the parser, turn it on, vape, turn it off. Crazy talk, I know. As for the CSV and FAW comparison, we can all probably agree that FAW needs to be divided into what CRF and CSV are for cannons. FAW damage at the end of a PvP match is usually garbage, agreed, because once again a lot of people just spam it the second it's available. What I'm gathering is you used a parser a few times, but weren't satisfied that you might have to read into things a bit more or do some calculations on your own, and wrote it off as something only those silly "DEEPS" people would want to use.
if an explanation of parser logic is not sufficient 'proof' to you, give me the parameters of what would be, instead of thinking you can just win an argument with asking for proof of something intangible.
Still seems like a lack of trying to make the parser work the way you want it to, not anything wrong with the parser.
I've been staying out... but I'll add what I always add.
The doffs where released when A2B shared a cool down with EPTx.
They where balanced when released. Cause they where stupid powerful... but only if you limited yourself to ONE Eptx so you could run a copy of A2B. The cool down was attractive -30% is still huge... gets you almost to global on a lot of things.
When they changed the global... instantly dual EPTx became a possible combo... and the idea of running 2 copies of A2B became a reality.
They for some crazy reason left the doff alone when they changed the global. Had they perhaps reduced purple Techs to 5% each instead of 10... it may have in fact been an ok change.
Instead they broke the game honestly.
Put A2B back on the proper global system and things are fixed again.
I've been staying out... but I'll add what I always add.
The doffs where released when A2B shared a cool down with EPTx.
They where balanced when released. Cause they where stupid powerful... but only if you limited yourself to ONE Eptx so you could run a copy of A2B. The cool down was attractive -30% is still huge... gets you almost to global on a lot of things.
When they changed the global... instantly dual EPTx became a possible combo... and the idea of running 2 copies of A2B became a reality.
They for some crazy reason left the doff alone when they changed the global. Had they perhaps reduced purple Techs to 5% each instead of 10... it may have in fact been an ok change.
Instead they broke the game honestly.
Put A2B back on the proper global system and things are fixed again.
Since it already is in game, it probably won't change that drastically. As far as making it balanced however, it is certainly a possibility.
Plus A2B isn't so bad, and it allows for some interesting builds with ships considered to be mostly underpowered.
Since A2B is now disabled by an aux offline status after being changed, science ships would have no trouble taking that measly amount of aux they have away so it cannot be used again.
I maintain that A2B would be perfectly balanced if it only allowed you to maintain a sliver of aux power, rather than the FULL POWER TO EVERYTHING shenanigans that it is pulling now. Then A2B would have a marked weakness.
I've been staying out... but I'll add what I always add.
The doffs where released when A2B shared a cool down with EPTx.
They where balanced when released. Cause they where stupid powerful... but only if you limited yourself to ONE Eptx so you could run a copy of A2B. The cool down was attractive -30% is still huge... gets you almost to global on a lot of things.
When they changed the global... instantly dual EPTx became a possible combo... and the idea of running 2 copies of A2B became a reality.
They for some crazy reason left the doff alone when they changed the global. Had they perhaps reduced purple Techs to 5% each instead of 10... it may have in fact been an ok change.
Instead they broke the game honestly.
Put A2B back on the proper global system and things are fixed again.
You forgot they also removed the shared cooldown on ET/ST/TT which made things worse by adding debuff cleanses left and right on top of the power boosts.
aux offline? thats crazy. instant regain of aux, instead of at transfer rate, would fix that
Instant aux back is just as bad as zero aux. You get all your aux back, your aux goes back to zero and you still get the aux2bat power boost plus global cooldowns. Setting your power at 5 after each use of aux2bat:
1) Eliminates the constant power boosting with how dual aux2bat is working.
2) Makes you actually have to think about cycling aux2bat instead of the spacebar fest it is now.
Not sure why you keep complaining about setting the power to 5 every time aux2bat is used. I'm sure you run the plasmonic leech console on all your builds so your aux power wouldn't be 5 anyway. It would probably be at 21 after each use which is still a decent boost of 16 (I assume you run the flow caps skill at 100).
what aux2bat boats are giving you trouble in the cues?
Frankly, most aux2bat users just smash the bar and you can blow them up fine after a while. It's the ones that actually use the advantage of having one copy of everything and time them right that are a pain. I bet a lot of aux2bat users go around with the debuff clearing doff which makes them practically immune to debuffs when combined with normal debuff cleansers (HE, ST, ET).
Your assuming when I say game is broken I only mean PvP. lol
Sure PvP you can find away to beat the A2B running folks. You can even build teams to combat full on A2B teams.
Just because something can be countered doesn't mean it isn't over powered.
When I say something is OP ... I am not saying it is ~ GOD mode ON
I am saying that is MORE powerful then other options. Which is clearly the case with Tech doffs. Even you should be able to admit that.
When something is more powerful then other things in a MMO the developer.... has to choose 1 of 3 options.
1) Reduce its effect. (Yes the NERF oh no the NERF)
2) Buff other things to balance the game.
3) Ignore it and release as much as you can to $ in on your Fantastic mistake.
Comments
True. But this brings us back again to the insane speed boost of EPtE and it being applies over tractors and even when engines are off since these people are mostly speed tanking. Or the other option is the RSP doff. Which is also ridiculous when people are running several but that's a problem of the doff itself and not necessarily a2b. Otherwise the only heal that a2b makes effective is engy team as anything aux dependent is not really a good option.
A2b just compounds problems already present but it's not like those problems are not also present on many other ships (cough bugs cough).
And it's not a matter of cutting the damage from beams completely is finding a balance between them being worthless due to drain and them being the most powerful weapon because overcapping. Sadly craptic does not know the definition of that word.
Nothing is impossible to him who would try.... except getting cryptic to care about pvp.
im afraid you have been pretty incomprehendable. you think AtB in and of itself is a problem, i explain thats its not in context, and left the game better balanced then it was due to the existence of the bug and other OP ships of other types. so, you post some pve ody build showing you don't need AtB to be competitive, say cruisers can "graduated BEYOND A2B", implying AtB builds are inferior, proving your own premise as shaky more so then anything ive said about AtB. i also post about a half dozen ways that ody could be improved, that got quietly glossed over wile you ran out of arguments and turned to personal attacks.
i say the best way to kill mass npcs is a CSV GW combo, i like throwing in grav torp too for all the rift procs but its not required. you seem to disagree, yet here you post a vid of this exact style, that "Cute trick though, but kind of last year", style.
you don't seem to understand that killing npcs fastest is not the same thing as generating the highest parser DPS averages, by mistaking my claim for what i think are some of the best NPC killers as best DPSers. you think anything done with FAW, DEM, or CSV can become spike, when its just high DPS. BO, torps hitting hull, some clicky console and set bonus skills, and in some cases individual CRF DHC volleys are the only thing officially spike. DPS outpacing resistance and HPS to a high enough degree does not suddenly change it into spike. you don't even want spike in pve, resistance and reaction don't exist there, to necessitate it in the first place. killing that many npcs at once with CSV/GW combo should generate pretty huge DPS wile its active, but there are huge peeks and valleys in that DPS between buffs, so the average reading suffers.
have you never used a parser? do you really need how it works explained? really? ive used it a half dozen times and figured it out. any time you generate log entries, your DPS or lack of DPS is recorded and averaged during the entire time period you specify. thats pretty much it.
a vapper might overkill a target with the damage it can create in 2 seconds, to a parcer, this is not going to show up as a huge DPS number over time because the vaper only attacks every minute at most, and doesn't also have to shoot through all the countermeasures someone might use, having gotten his kill in such a short window. the difference between that and some beam boat spamming faw is that its easy to see coming, cant kill you fast enough that you cant at least hit TT and some heals, and thanks to high resistance levels the beam boat has to deal at least 4 times as much damage total to get the same kill. its easy to out resist and out HPS beam boat DPS, the kill may never happen. FAW also gives each array 10 shots per cycle, and not a single shot will go to waist like it can on CSV if theres not enough targets in the cone, and with that cannon range damage falloff. thats why FAW always creates huge DPS parses.
if an explanation of parser logic is not sufficient 'proof' to you, give me the parameters of what would be, instead of thinking you can just win an argument with asking for proof of something intangible.
I'd like to drop in this thread and comment a bit about A2B. Specifically what you were talking about drunk.
I agree that A2B is perfectly balanced in what it is intended to do. (Kirking, pugging, what have you)
Unfortunately, there is one aspect I don't like about A2B, and it's been said before.
It doesn't actually drain your aux power at all, thus it lacks the core disadvantage that it is supposed to come with. Typically what it does, especially on a plasmonic leech ship, is bring your aux down to 5 for a second, and then magically it comes right back up to a powerful level.
This is NOT balanced. I face palm every time I see A2B ships running high powered hazards and transfer shields. Hell, I've even seen A2B ships with nice Feedback Pulses.
If one goes the A2B route to gain the equivalent of 10 extra Boff abilities, they had better have to live with 5 aux for the duration. This allows for an aux system vulnerability to disables and drains. Otherwise, an A2B ship can run around with EptA or aux batts and go "whee" with 100 aux power.
If anything, keep tech doffs the way they are and fix A2B to cap aux at 5. Otherwise, an incredibly powerful system without a disadvantage will be inherently Overpowered.
My thoughts.
They will do that but "at the right time" .
Can't believe players buy their bs so well.Get rid of geko if you want a2b fixed ...don't ask a2b to be fixed when the main problem that lead to how it is today still takes decisions.
thats what ive said too pretty much. remove the power the other subsystems get from using AtB with tech doffs, that power gets transformed into cooldown magic. instantly recovering aux after AtB ends would put an end to every other AtB use on 2 AtB builds not having any aux disappear at all. i cant get behind caping aux at 5 though no mater what, battery cooldowns are pretty long still.
RSP is just a stupid skill, and the doffs made it much more stupid. luckily sci captains exist, and can turn it off. wile we all complain about AtB, sci's are all snickering wile they continue to really run the show in pvp.
Looks like I picked the wrong week to quit...
It's like a novice is in charge. I'm almost embarrassed. I'm glad I don't work here. I wish subnucleonic beam was a counter to A2B, but after 10 seconds they have almost all their buffs as if nothing happened. It's takes at least 2 subnucleonic beams to hurt an aux 2 batt user.
IE:'Subnuke' the buffs/ a2b, they use science team, 'Subnuke' them again and pray someone don't science team the target. *sigh*
And then keel'el steps in
My PvE/PvP hybrid skill tree
Hard cap, no, but having your "no boost" Aux power at 5 while aux2bat is on is a completely reasonable request since that is how aux2bat is supposed to work, which is why it behaves that way when you use a single aux2bat. In that video that virus put up, the aux power just keeps creeping up after the second use of aux2bat which is ridiculous. At least with the aux power low, it makes any sci skill they decide to use weak.
Between spamming heals, debuff clearing, and, for engineers, having nadion inversion, they pretty much brush off most debuffs.
No need for a2b on that. Ships who cycle EptX with damage control engineers and a Warp Core Engineer (Keelel or Vruknoc) can do the same. It's not the fault of a2b. Though yeah a dual(!) a2b user could hit ST and ET more often.
Maybe that idea to move a2b to the lt.com level isn't as bad as I first thought when I started reading these threads. Single a2b is no problem imho. Dual a2b is a problem though.
everything does have a hard counter, there's to many hard counters frankly, and several skills are near worthless because of it. snb is still the worst thing you can get hit with, even if you have a sci team, hardly something AtB dependent. you still lost every buff that was running, like EPtS and E, your super vulnerable even with it cleared. AtB ships can recover from that situation slightly faster, but they are all stil slow cruisers, or escorts inferior to the bug, its a wash.
it creeps up because AtB #2 activated when you had 5 aux caused by AtB #1. because aux isn't instantly refunded at the end of AtB, it 'creeps up' at your power transfer rate because the AtB #2 didnt take any, and thus didn't boost any other subsystem ether if its any consolation. there tends not to be a dramatic difference between HE used at 5 aux, and whatever it ends up being having been set to 15 to begin with though.
This is why I keep suggesting the doff should put into effect an offline effect.
I posted this because the most common excuse given for leaving A2B alone is "it's made cruisers viable again for reason x, y, and z." With that build and other setups it has and is now being proven that cruisers are viable without it. As for the users adjustments from PvE to PvP, as I said if he wants to share them with you he will, it's not mine to give out.
What you did was offer suggestions into a build you didn't even understand. Why would he need or want your 'improvements' if it works well and you haven't even seen it used in the first place? Speaking of running out of arguments, let's move on to deal with your two other strawmen: NWS, and the parser.
Here's your 'advice' post
What that was referencing is this comment you made:
So I showed you a video where the No Win pros blow the NWS away, not using beams. Great reading comprehension you have.
Not even using a parser, take 5 A2B boats, and then 5 non-A2B boats, and the non-A2B, non CSV+TS+GW group will simply complete the STF faster. Oh and in case you forgot, the faceroll STFs are completed by simply killing the NPCs. So finishing the mission faster is great evidence that the non-A2B KILL THE NPCS FASTER. But again I'm sure you still think you're right, and somehow a comment about parsers will be thrown in once more...pfft.
Don't recall saying anything about FAW or CSV being spike, but if you could link it and show us that would be great. What I said was this:
I'd love to see this book of rules or guidelines you have that states what is and isn't "officially spike." Once again I believe you have taken it upon yourself to be the governing authority on something, and those who don't agree must not understand your clever nuances...or something.
Gee thanks for that. It's a good thing I know how to read the information a parser gives me and I can figure out the SPIKE damage I do when vaping. Who would have thought you could just run the parser for a few seconds time, or individual hits, or even still, do some simple math on your own. So keybind the start/stop of the parser, turn it on, vape, turn it off. Crazy talk, I know. As for the CSV and FAW comparison, we can all probably agree that FAW needs to be divided into what CRF and CSV are for cannons. FAW damage at the end of a PvP match is usually garbage, agreed, because once again a lot of people just spam it the second it's available. What I'm gathering is you used a parser a few times, but weren't satisfied that you might have to read into things a bit more or do some calculations on your own, and wrote it off as something only those silly "DEEPS" people would want to use.
Still seems like a lack of trying to make the parser work the way you want it to, not anything wrong with the parser.
aux offline? thats crazy. instant regain of aux, instead of at transfer rate, would fix that
Madame...I challenge your credentials
/dons monocle
My PvE/PvP hybrid skill tree
The doffs where released when A2B shared a cool down with EPTx.
They where balanced when released. Cause they where stupid powerful... but only if you limited yourself to ONE Eptx so you could run a copy of A2B. The cool down was attractive -30% is still huge... gets you almost to global on a lot of things.
When they changed the global... instantly dual EPTx became a possible combo... and the idea of running 2 copies of A2B became a reality.
They for some crazy reason left the doff alone when they changed the global. Had they perhaps reduced purple Techs to 5% each instead of 10... it may have in fact been an ok change.
Instead they broke the game honestly.
Put A2B back on the proper global system and things are fixed again.
Since it already is in game, it probably won't change that drastically. As far as making it balanced however, it is certainly a possibility.
Plus A2B isn't so bad, and it allows for some interesting builds with ships considered to be mostly underpowered.
Since A2B is now disabled by an aux offline status after being changed, science ships would have no trouble taking that measly amount of aux they have away so it cannot be used again.
I maintain that A2B would be perfectly balanced if it only allowed you to maintain a sliver of aux power, rather than the FULL POWER TO EVERYTHING shenanigans that it is pulling now. Then A2B would have a marked weakness.
You forgot they also removed the shared cooldown on ET/ST/TT which made things worse by adding debuff cleanses left and right on top of the power boosts.
Instant aux back is just as bad as zero aux. You get all your aux back, your aux goes back to zero and you still get the aux2bat power boost plus global cooldowns. Setting your power at 5 after each use of aux2bat:
1) Eliminates the constant power boosting with how dual aux2bat is working.
2) Makes you actually have to think about cycling aux2bat instead of the spacebar fest it is now.
Not sure why you keep complaining about setting the power to 5 every time aux2bat is used. I'm sure you run the plasmonic leech console on all your builds so your aux power wouldn't be 5 anyway. It would probably be at 21 after each use which is still a decent boost of 16 (I assume you run the flow caps skill at 100).
Frankly, most aux2bat users just smash the bar and you can blow them up fine after a while. It's the ones that actually use the advantage of having one copy of everything and time them right that are a pain. I bet a lot of aux2bat users go around with the debuff clearing doff which makes them practically immune to debuffs when combined with normal debuff cleansers (HE, ST, ET).
Especially when there has been a bunch of constructive things said in this thread.
Your assuming when I say game is broken I only mean PvP. lol
Sure PvP you can find away to beat the A2B running folks. You can even build teams to combat full on A2B teams.
Just because something can be countered doesn't mean it isn't over powered.
When I say something is OP ... I am not saying it is ~ GOD mode ON
I am saying that is MORE powerful then other options. Which is clearly the case with Tech doffs. Even you should be able to admit that.
When something is more powerful then other things in a MMO the developer.... has to choose 1 of 3 options.
1) Reduce its effect. (Yes the NERF oh no the NERF)
2) Buff other things to balance the game.
3) Ignore it and release as much as you can to $ in on your Fantastic mistake.
So of those 3 which do you think applies. lmao