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Ummmm, Really?

naz4naz4 Member Posts: 1,373 Arc User
edited August 2014 in PvP Gameplay
No. That's not true. Of course I could make the [Over] mod not drain power. Was it convenient to make planned changes to Beam Overload in order to alleviate the [Over] issue? Yes. But game balance changes to "meta" and "non-meta" powers have been planned for months now, and we're finally getting to start making them.

Please stop repeating this (albeit hilarious-sounding "ah ha devs are so dumb") soundbite. It's flat out not true.

Yup, this guy really does get the "meta" & "non-meta" balance. In the years i've been in STO, have i come across this guy once in PvP? Nope. Meta? Really? Really?

No wonder Sprinkles is this guys's groupie!
Post edited by naz4 on

Comments

  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2014
    we don't know what his private account is, he could pvp everyday, i sort of doubt it though. i wish the devs did, at least the system guys, then they would get a real sense of things. reading metrics isn't going to give you a real sense of the meta, they should eventually notice this when we all collectively go WTF when they change something.
  • mancommancom Member Posts: 784 Arc User
    edited August 2014
    BO used to take weapons offline and drain power. Then it only drained power. Now it does neither (and crits with every shot).

    Well, what's next on their list? How about these things:


    1) Weapon power drain in general. Weapons used to drain power and require EPS skill to restore that power (faster). Now weapons only drain power, energy recovery is completely automated. Next step: Remove the power drain entirely and reduce base damage by 25%. This makes the numbers more reliable and they can balance the (non)-meta better.

    2) Shared cooldowns. Remove all shared cooldowns and reduce effectiveness of the affected powers by 25%. This makes the frequency with which abilities get activated more predictable and they can balance the (non)-meta better.

    3) Stacking of powers (i.e. APB stacking from several sources). Powers like TSS:X used to stack (we all remember the infamous DOB TSS:S attack), APB even self-stacked. Now TSS:X doesn't stack anymore and APB doesn't self-stack. Increase the effect of the affected attack powers by 25% and remove stacking. This makes the numbers more reliable and they can balance the (non)-meta better.

    Do you have more?
    1042856
  • naz4naz4 Member Posts: 1,373 Arc User
    edited August 2014
    Another comical "meta" balance maybe to come?

    All ship hull base reduced by 30% to ensure all pvp participants get the "Wow, I'm the bomb" factor on use of beam overload".
  • dius1981dius1981 Member Posts: 500
    edited August 2014
    naz4 wrote: »
    All ship hull base reduced by 30% to ensure all pvp participants get the "Wow, I'm the bomb" factor on use of beam overload".

    You know some cryptic dev just spilt his coffee coz of your idea... He's probably coding it right now, so thanks in advance pal :eek::P:D
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  • hipachilleshipachilles Member Posts: 195 Arc User
    edited August 2014
    Here are my suggestions for the "meta," though, I don't think these were what you had in mind.

    * ALL attack patterns replace the current active version, and cannot stack
    -can't move your ship in two ways/directions at once

    * All bridge officer space traits no longer stack
    - Romulan Operative, Subterfuge, Efficient, Leadership, etc.

    * AuxtoBatt requires 40 Aux power to activate
    - can't transfer without enough power

    * APA and APO only buff energy weapon and torpedo damage
    - gravity wells, tykens rifts, and other things are in a pre-planned Starfleet attack manual? Come on.

    * Using BO has a 5% chance to knock YOUR OWN weapons offline for 5s
    - you are overloading them, after all, right?

    * The Grappler universal console gets remastered in an awesome way
    - can target friend or foe within 3km
    - does nothing while within 3km of target
    - if either player or target tries to move beyond 3km, grappler engages
    - effect is similar to tractor beam repulsors with pull doff and applies DOT to both ships
    - effect also adds an inertia buff to both ships
    - magnitude of pull, inertia, and DOT increase relative to distance until 'maxing' out at 4km distance
    - once back under 3km, grappler debuff disengages but inertia buff will still apply for 5 more seconds
    - if the ships get back beyond 3km the effect can be appled again
    - the grappler can only disengage when enough damage has been dealt to the player
    - Essentially, you could troll a ship from trying to escape, or use it so slingshot one across the map
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited August 2014
    naz4 wrote: »
    Another comical "meta" balance maybe to come?

    All ship hull base reduced by 30% to ensure all pvp participants get the "Wow, I'm the bomb" factor on use of beam overload".

    Why not tie it into something they can sell.... Like new doffs and traits. lmao

    Here are a few ideas;

    Energy Weapon Officer - 50% chance Beam overload bypasses all resistance.

    Assault Squad officer - 25% chance beam overload creates a opening in the targets shielding that allows your ASO to beam over a maco team. On Successful attack 100% chance to disable 1 system for 10s, 50% chance to disable second system for 10s, 25% chance to disable third system for 10s.

    Projectile weapon officer - 25% chance on beam overload for your PWO to beam over a tricobalt device. After 6s detonation causes 20,000k Tricobalt dmg.

    Maintenance Engineer - 50% chance when using beam overload for your MEs upgrades to the odeon conduits to engage causing a secondary overload to activate instantly.

    System Engineer - 25% chance for your SE to manage a modification to your Beam Overload dmg type to electrical dmg... the overload will chain with in 5k up to 4 targets.

    Sensor Officer - 25% chance on activation of Beam overload, your SO will target a structural weakness, adding 60% Critical Severity for 5s.

    To top it off how about this idea for a new lockbox trait.
    Volatile Energy Discharge Matrix - Causes all of your Beam Overload attacks to deal 40% extra damage over a 6 second period. This dmg ignores shields.
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  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited August 2014
    Why not tie it into something they can sell.... Like new doffs and traits. lmao

    Here are a few ideas;

    Energy Weapon Officer - 50% chance Beam overload bypasses all resistance.

    Assault Squad officer - 25% chance beam overload creates a opening in the targets shielding that allows your ASO to beam over a maco team. On Successful attack 100% chance to disable 1 system for 10s, 50% chance to disable second system for 10s, 25% chance to disable third system for 10s.

    Projectile weapon officer - 25% chance on beam overload for your PWO to beam over a tricobalt device. After 6s detonation causes 20,000k Tricobalt dmg.

    Maintenance Engineer - 50% chance when using beam overload for your MEs upgrades to the odeon conduits to engage causing a secondary overload to activate instantly.

    System Engineer - 25% chance for your SE to manage a modification to your Beam Overload dmg type to electrical dmg... the overload will chain with in 5k up to 4 targets.

    Sensor Officer - 25% chance on activation of Beam overload, your SO will target a structural weakness, adding 60% Critical Severity for 5s.

    To top it off how about this idea for a new lockbox trait.
    Volatile Energy Discharge Matrix - Causes all of your Beam Overload attacks to deal 40% extra damage over a 6 second period. This dmg ignores shields.

    Fyi, there already is something like this (the red text). It's cleared by TT, but effects ALL incoming damage for ~5 seconds if it isn't. It's chance based, but you can equip more than one.
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited August 2014
    p2wsucks wrote: »
    Fyi, there already is something like this (the red text). It's cleared by TT, but effects ALL incoming damage for ~5 seconds if it isn't. It's chance based, but you can equip more than one.

    Ya I know that was part of the joke. ;) lol
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  • drake122svkdrake122svk Member Posts: 731 Arc User
    edited August 2014
    I don't believe him, not for 1 second. The only reason for this change was that he couldn't figure out how to make the [Over] proc not drain power.
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