So they are on Tribble, an can be looked at at any boff trainer.
Ground sublieutenant:
Frictionless Grenade I (lowers traction and DR of affected foes in area of effect)
Harmless I (convinces target you are not a threat, you cannot be attacked by target)
Incite Chaos I (Target unable to distinguish friend from foe)
Sonic Suppression field (build less threat)
Space sublieutenant:
Evade target Lock I (Accuracy debuff to target vs. you)
Intelligence Team I (Short cloak without ambush bonus, clears Intelligence debuffs)
Override Subsystem Safeties I (Gradually decreasing power buff, after duration 1 subsystem goes offline).
Subspace Beacon I (sets a beacon where you can teleport for some time if not too far away)
Viral Impulse Burst I (Speed buff to target, turn rate set to 0)
Ground lieutenant:
(Higher versions of lower abilities)
Neurolytic Compound I (incapacitates target for a while)
Photonic Decoy I (fake version of caster behind target)
Site-to-Site Snare I (Transports target towards you)
Subspace Anaesthezine Mine I (Invisible mine that unleashes anaesthezine gas)
Space lieutenant:
(Higher versions of lower abilities)
Electromagnetic Pulse Probe I (Launches proe that disables targets)
Ionic Turbulence (increase inertia of ships in aoe)
Kinetic Magnet (decrease target's kinetic DR)
Ground Centurion
(Higher versions of lower abilities)
Feign Disintegration (next attack that brings you below 50% HP will appear to disintegrate you)
Tripwire Drone (drone travels to target and nocks down taget on the way, exploding when at destination)
Space Centurion
(Higher versions of lower abilities)
Energy Weapons: Surgical Strike (Acc and CrH buff)
Subnucleonic Carrier wave (Subnucleinuc Beam AOE)
Torpedo: Transport warhead (next toeprdoattak ignores sheilds, chance to knock out subsystem)
Ground and space Subcommander: Versions "II" of some of the lower abilities.
If we assume that there might soon be an Intelligence Captain career path, and
that they can train Versions "III" of some abilities (Similar to APO II vs APO III),
those would be SCW, EWSS an TTW.
Sooo.... opinions on the PvP implications?
Remember, STO is nothing but a cosmetics game, where only the rule of cool matters. The game mechanics are intentionally out of balance, don't try to "optimize" anything, as it would just frustrate you.
Subnucleonic Carrier wave, it can hit 5 targets. It will be a pain... and if you have 5 in your team....
Torpedo: Transport warhead, for all people that loved the invisible torpedo's, now players have them.
So they are on Tribble, an can be looked at at any boff trainer.
Ground sublieutenant:
Frictionless Grenade I (lowers traction and DR of affected foes in area of effect)
Harmless I (convinces target you are not a threat, you cannot be attacked by target)
Incite Chaos I (Target unable to distinguish friend from foe)
Sonic Suppression field (build less threat)
Space sublieutenant:
Evade target Lock I (Accuracy debuff to target vs. you)
Intelligence Team I (Short cloak without ambush bonus, clears Intelligence debuffs)
Override Subsystem Safeties I (Gradually decreasing power buff, after duration 1 subsystem goes offline).
Subspace Beacon I (sets a beacon where you can teleport for some time if not too far away)
Viral Impulse Burst I (Speed buff to target, turn rate set to 0)
Ground lieutenant:
(Higher versions of lower abilities)
Neurolytic Compound I (incapacitates target for a while)
Photonic Decoy I (fake version of caster behind target)
Site-to-Site Snare I (Transports target towards you)
Subspace Anaesthezine Mine I (Invisible mine that unleashes anaesthezine gas)
Space lieutenant:
(Higher versions of lower abilities)
Electromagnetic Pulse Probe I (Launches proe that disables targets)
Ionic Turbulence (increase inertia of ships in aoe)
Kinetic Magnet (decrease target's kinetic DR)
Ground Centurion
(Higher versions of lower abilities)
Feign Disintegration (next attack that brings you below 50% HP will appear to disintegrate you)
Tripwire Drone (drone travels to target and nocks down taget on the way, exploding when at destination)
Space Centurion
(Higher versions of lower abilities)
Energy Weapons: Surgical Strike (Acc and CrH buff)
Subnucleonic Carrier wave (Subnucleinuc Beam AOE)
Torpedo: Transport warhead (next toeprdoattak ignores sheilds, chance to knock out subsystem)
Ground and space Subcommander: Versions "II" of some of the lower abilities.
If we assume that there might soon be an Intelligence Captain career path, and
that they can train Versions "III" of some abilities (Similar to APO II vs APO III),
those would be SCW, EWSS an TTW.
Sooo.... opinions on the PvP implications?
what can happen worse than AoE subnucs?
Gaem is ded (cit.)
Sad Pandas PvP - Starfleet Dental Member - Lag Industries Leader
--
"What a time it was, with all the world against us, what a time it was... When all we did seemed wrong,
we've broken all our bonds, but life kept going on, what a time, what a time it was..." - Clem Tholet
So they are on Tribble, an can be looked at at any boff trainer.
Space sublieutenant:
Evade target Lock I (Accuracy debuff to target vs. you)
Intelligence Team I (Short cloak without ambush bonus, clears Intelligence debuffs)
Override Subsystem Safeties I (Gradually decreasing power buff, after duration 1 subsystem goes offline).
Subspace Beacon I (sets a beacon where you can teleport for some time if not too far away)
Viral Impulse Burst I (Speed buff to target, turn rate set to 0)
A lot of these abilities are unclear to me as how they work. Will Keel'el clear those debuffs as well? If these intelligence debuffs are damning, I will have to go with Intelligence Team I for clearing them.
Space lieutenant:
(Higher versions of lower abilities)
Electromagnetic Pulse Probe I (Launches proe that disables targets)
Ionic Turbulence (increase inertia of ships in aoe)
Kinetic Magnet (decrease target's kinetic DR)
By the sound of it, I will pick Kinetic Magnet, perfect fit against those targets that are alert enough to press BFI.
Space Centurion
(Higher versions of lower abilities)
Energy Weapons: Surgical Strike (Acc and CrH buff)
Subnucleonic Carrier wave (Subnucleinuc Beam AOE)
Torpedo: Transport warhead (next toeprdoattak ignores sheilds, chance to knock out subsystem)
Torpedo : Transport warhead is a dream come true. For us, the rightgeous Fed-aligned Roms, this is the best news of S10. It will significantly increase the repertoire of ships we can target, to now include cruisers, top of line Sci ships and tanks, as opposed to Escorts / Warbirds and BoPs. Combined with Kinetic Magnet and Sensor Scan - this could potentially be deadly. I was testing HGB with Mini a few days ago, we pretty much killed the idea after testing it but he may now find a reason to reconsider the idea.
Sooo.... opinions on the PvP implications?
Looks good from my perspective but it's unclear to me how many of these work. Devil is in the details. Will the new Intelligence boff slot takes away any of the existing boff slots a ship has?
nuke is not needed in pve so clearly they do this just to break pvp even more.
Yeah.. PvP is dead with this season and so is my interest in anything that isn't 1vs1ing, Tactical, Cap'n'Hold and my 2 awesome fleets.
I'm even getting sick of Ker'rat and Arenas, Ker'rat is only KDF people on temporal sci ships and fbp - ewp spammers, arenas is 5 sci online and so is premade PvPing.
I'm quitting when X2 hits. I'm really sad as I'm a long time Trekkie I was watching ST before I even knew how to do maths, I loved STO because it was a ST game. It's not anymore, now I'm here for PvP, which is dead now. Gratz geko, I was about to buy the pack, then I read this and changed my mind.
Now I have to find an epic enough way of leaving this gaem
Sad Pandas PvP - Starfleet Dental Member - Lag Industries Leader
--
"What a time it was, with all the world against us, what a time it was... When all we did seemed wrong,
we've broken all our bonds, but life kept going on, what a time, what a time it was..." - Clem Tholet
Really?!? An AoE subnuke. That just seems designed to mess up with pvp, since nuke is pretty worthless in pve. What a shame; looks like they couldn't kill pvp fast enough so they decide to throw a power so broken nobody dares pvp anymore.
[SIGPIC][/SIGPIC]-32nd Vipers- PvP Team
Nothing is impossible to him who would try.... except getting cryptic to care about pvp.
So they are on Tribble, an can be looked at at any boff trainer.
Ground sublieutenant:
Frictionless Grenade I (lowers traction and DR of affected foes in area of effect)
Harmless I (convinces target you are not a threat, you cannot be attacked by target)
Incite Chaos I (Target unable to distinguish friend from foe)
Sonic Suppression field (build less threat)
Space sublieutenant:
Evade target Lock I (Accuracy debuff to target vs. you)
Intelligence Team I (Short cloak without ambush bonus, clears Intelligence debuffs)
Override Subsystem Safeties I (Gradually decreasing power buff, after duration 1 subsystem goes offline).
Subspace Beacon I (sets a beacon where you can teleport for some time if not too far away)
Viral Impulse Burst I (Speed buff to target, turn rate set to 0)
Ground lieutenant:
(Higher versions of lower abilities)
Neurolytic Compound I (incapacitates target for a while)
Photonic Decoy I (fake version of caster behind target)
Site-to-Site Snare I (Transports target towards you)
Subspace Anaesthezine Mine I (Invisible mine that unleashes anaesthezine gas)
Space lieutenant:
(Higher versions of lower abilities)
Electromagnetic Pulse Probe I (Launches proe that disables targets)
Ionic Turbulence (increase inertia of ships in aoe)
Kinetic Magnet (decrease target's kinetic DR)
Ground Centurion
(Higher versions of lower abilities)
Feign Disintegration (next attack that brings you below 50% HP will appear to disintegrate you)
Tripwire Drone (drone travels to target and nocks down taget on the way, exploding when at destination)
Space Centurion
(Higher versions of lower abilities)
Energy Weapons: Surgical Strike (Acc and CrH buff)
Subnucleonic Carrier wave (Subnucleinuc Beam AOE)
Torpedo: Transport warhead (next toeprdoattak ignores sheilds, chance to knock out subsystem)
Ground and space Subcommander: Versions "II" of some of the lower abilities.
If we assume that there might soon be an Intelligence Captain career path, and
that they can train Versions "III" of some abilities (Similar to APO II vs APO III),
those would be SCW, EWSS an TTW.
Sooo.... opinions on the PvP implications?
Viral Impulse Burst I (Speed buff to target, turn rate set to 0) - Isn't this like the ICC console?
Evade target Lock I (Accuracy debuff to target vs. you) - Really? Did we really need more of this?
Subspace Beacon I (sets a beacon where you can teleport for some time if not too far away) - Everyone is a Romulan jumper now
Kinetic Magnet - Torpedoes away!
Electromagnetic Pulse Probe I - Wonder how long that lasts, if it's an all systems disable, this is a death sentence.
Energy Weapons: Surgical Strike - Because we don't have enough of this in the game already, right?
Subnucleonic Carrier wave - Wow, just wow, I love science abilities, but imagine a team of 5 scis in a PvP match with this plus the captain ability.
Torpedo: Transport warhead - I wonder if you can combine the kinetic magnet with this one. Would make for a pretty nasty blow.
Basically, it will come down to "get these ships or die". So much for T5U ships remaining competitive. These are worse than universal consoles.
so,
they are still basing abilities on broken threat system that causes nothing but stupidity on ground and never works in space...
I do agree, the whole Threat mechanics works worse than the crew mechanic. At least with the crew mechanic I notice some difference. I never notice the -Threat or +Threat working. You can have 5 -Threat consoles and still the the NPCs punching bag or 5 +Threat ones and the NPCs ignore you.
Yeah.. PvP is dead with this season and so is my interest in anything that isn't 1vs1ing, Tactical, Cap'n'Hold and my 2 awesome fleets.
I'm even getting sick of Ker'rat and Arenas, Ker'rat is only KDF people on temporal sci ships and fbp - ewp spammers, arenas is 5 sci online and so is premade PvPing.
I'm quitting when X2 hits. I'm really sad as I'm a long time Trekkie I was watching ST before I even knew how to do maths, I loved STO because it was a ST game. It's not anymore, now I'm here for PvP, which is dead now. Gratz geko, I was about to buy the pack, then I read this and changed my mind.
Now I have to find an epic enough way of leaving this gaem
Holy subnuke batman, did you all forget sci team? smh
also intel team 1 clears intel debuffs. Calm your tata's everyone
Holy subnuke batman, did you all forget sci team? smh
also intel team 1 clears intel debuffs. Calm your tata's everyone
That might work if you have one ship running that power, but what happens if you have a sci running that ship, or more than likely 2 or 3 scis running it?
Also this means an entire team has to run sci team because of a single ships ability.
[SIGPIC][/SIGPIC]-32nd Vipers- PvP Team
Nothing is impossible to him who would try.... except getting cryptic to care about pvp.
Holy subnuke batman, did you all forget sci team? smh
also intel team 1 clears intel debuffs. Calm your tata's everyone
AoE SNB hits an entire team -> ONLY INTEL SHIPS CAN CLEAR THEMSELVES (or others) WITH INTEL TEAM -> count to five -> apply second AoE SNB -> get five kills
This move only solidifies the fact that the devs love their kirks, and have finally moved to nerf the most OP thing in the game with all this mindless AoE TRIBBLE...TEAMWORK.
Controlling the urge to rant about this one, so I have one request for the devs.
Can you do the same thing you did for Defera and default PvP to level 50 or have a queue without the intelligence officer active? Otherwise, you're definitely just strongly pushing everyone to get a T6 ship to PvP.
So, they make a new power that only is usefull on PVP and the only thing that clear it is a Tier 6 ship.
LOL cryptic.. you ppl hate so much PVP?
I do agree, there isn't a single NPC I've found where subnuke does anything useful, partly because said abilities are so weak.
Case in point:
Have you ever been drained so low in power by a Breen Energy Siphon or Voth Tykens that you actually had to use HE to clear it?
Nope
If NPCs had as low cooldowns and high skills to abilities as players do and actually used them effectively, then it might be useful, but PvE content is way too easy.
Note that it isn't the only complaint here. It's still a pretty nasty ability, and, in general, these abilities make T6 ships a requirement for PvP.
T5U ships having one extra console can't compete with these over-the-top boff abilities.
Also note, intelligence team 1 requires a T6 ship.
Ah, true. Honestly tho if people can afford a T5 ship, DON'T UPGRADE IT JUST GET A T6. Although imo they should have never introduced T6 in the first place once I see this power creep. I thought it was just gonna be a little upgrade on consoles, and special consoles from the ship, and maybe some higher rank BOFF seating. I admit it, I was wrong. This intelligence stuff, that's BS for people who are strict F2P. I'm gonna have a helluva lot of fun with that BS though
That might work if you have one ship running that power, but what happens if you have a sci running that ship, or more than likely 2 or 3 scis running it?
Also this means an entire team has to run sci team because of a single ships ability.
I thought that sci team is standard on all builds.... it is on mine
I'm mainly worried about Subnuke Carrier Wave. The devil's in the details, but I don't really see how an ability like that won't be unbalanced in some way. It's the buff removal that's the problem - Sci Team doesn't prevent that.
Electromagnetic Pulse Probe seems like VM at a lower rank.
Transport Warhead feels dangerous. It could be very good or very bad - alpha-striking torp boats, anyone? Combined with Kinetic Magnet and the usual suite of Tac buffs...... Sci ships are going to have a lot of trouble with that.
Comments
Torpedo: Transport warhead, for all people that loved the invisible torpedo's, now players have them.
what can happen worse than AoE subnucs?
Gaem is ded (cit.)
we've broken all our bonds, but life kept going on, what a time, what a time it was..." - Clem Tholet
Exactly. Goodbye PvP, I barely knew you...
Thats your pve expansion for you. :rolleyes:
nuke is not needed in pve so clearly they do this just to break pvp even more.
A lot of these abilities are unclear to me as how they work. Will Keel'el clear those debuffs as well? If these intelligence debuffs are damning, I will have to go with Intelligence Team I for clearing them.
By the sound of it, I will pick Kinetic Magnet, perfect fit against those targets that are alert enough to press BFI.
Torpedo : Transport warhead is a dream come true. For us, the rightgeous Fed-aligned Roms, this is the best news of S10. It will significantly increase the repertoire of ships we can target, to now include cruisers, top of line Sci ships and tanks, as opposed to Escorts / Warbirds and BoPs. Combined with Kinetic Magnet and Sensor Scan - this could potentially be deadly. I was testing HGB with Mini a few days ago, we pretty much killed the idea after testing it but he may now find a reason to reconsider the idea.
Looks good from my perspective but it's unclear to me how many of these work. Devil is in the details. Will the new Intelligence boff slot takes away any of the existing boff slots a ship has?
Well, it looks like my attempts at PvPing will be over come mid-October.
Plus 1. There were only a few hundred of us left anyway...
Yeah.. PvP is dead with this season and so is my interest in anything that isn't 1vs1ing, Tactical, Cap'n'Hold and my 2 awesome fleets.
I'm even getting sick of Ker'rat and Arenas, Ker'rat is only KDF people on temporal sci ships and fbp - ewp spammers, arenas is 5 sci online and so is premade PvPing.
I'm quitting when X2 hits. I'm really sad as I'm a long time Trekkie I was watching ST before I even knew how to do maths, I loved STO because it was a ST game. It's not anymore, now I'm here for PvP, which is dead now. Gratz geko, I was about to buy the pack, then I read this and changed my mind.
Now I have to find an epic enough way of leaving this gaem
we've broken all our bonds, but life kept going on, what a time, what a time it was..." - Clem Tholet
Sounds more like a Griefing tool for the Winter event!
Still waiting to be able to use forum titles
Nothing is impossible to him who would try.... except getting cryptic to care about pvp.
Viral Impulse Burst I (Speed buff to target, turn rate set to 0) - Isn't this like the ICC console?
Evade target Lock I (Accuracy debuff to target vs. you) - Really? Did we really need more of this?
Subspace Beacon I (sets a beacon where you can teleport for some time if not too far away) - Everyone is a Romulan jumper now
Kinetic Magnet - Torpedoes away!
Electromagnetic Pulse Probe I - Wonder how long that lasts, if it's an all systems disable, this is a death sentence.
Energy Weapons: Surgical Strike - Because we don't have enough of this in the game already, right?
Subnucleonic Carrier wave - Wow, just wow, I love science abilities, but imagine a team of 5 scis in a PvP match with this plus the captain ability.
Torpedo: Transport warhead - I wonder if you can combine the kinetic magnet with this one. Would make for a pretty nasty blow.
Basically, it will come down to "get these ships or die". So much for T5U ships remaining competitive. These are worse than universal consoles.
I do agree, the whole Threat mechanics works worse than the crew mechanic. At least with the crew mechanic I notice some difference. I never notice the -Threat or +Threat working. You can have 5 -Threat consoles and still the the NPCs punching bag or 5 +Threat ones and the NPCs ignore you.
It's a fake!
Holy subnuke batman, did you all forget sci team? smh
also intel team 1 clears intel debuffs. Calm your tata's everyone
Note that it isn't the only complaint here. It's still a pretty nasty ability, and, in general, these abilities make T6 ships a requirement for PvP.
T5U ships having one extra console can't compete with these over-the-top boff abilities.
Also note, intelligence team 1 requires a T6 ship.
Also this means an entire team has to run sci team because of a single ships ability.
Nothing is impossible to him who would try.... except getting cryptic to care about pvp.
AoE SNB hits an entire team -> ONLY INTEL SHIPS CAN CLEAR THEMSELVES (or others) WITH INTEL TEAM -> count to five -> apply second AoE SNB -> get five kills
This move only solidifies the fact that the devs love their kirks, and have finally moved to nerf the most OP thing in the game with all this mindless AoE TRIBBLE...TEAMWORK.
Can you do the same thing you did for Defera and default PvP to level 50 or have a queue without the intelligence officer active? Otherwise, you're definitely just strongly pushing everyone to get a T6 ship to PvP.
LOL cryptic.. you ppl hate so much PVP?
Division Hispana
www.divisionhispana.com
pvp? it will be "I shoot for first,. I win"
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
I do agree, there isn't a single NPC I've found where subnuke does anything useful, partly because said abilities are so weak.
Case in point:
Have you ever been drained so low in power by a Breen Energy Siphon or Voth Tykens that you actually had to use HE to clear it?
Nope
If NPCs had as low cooldowns and high skills to abilities as players do and actually used them effectively, then it might be useful, but PvE content is way too easy.
JOIN us in Star Citizen https://robertsspaceindustries.com/orgs/INQ <
I thought that sci team is standard on all builds.... it is on mine
Electromagnetic Pulse Probe seems like VM at a lower rank.
Transport Warhead feels dangerous. It could be very good or very bad - alpha-striking torp boats, anyone? Combined with Kinetic Magnet and the usual suite of Tac buffs...... Sci ships are going to have a lot of trouble with that.
Kind of, but I see it as more like the Omega Gravitic Anchor.
Sci Team won't clear Intel debuffs such as the AoE SNB, you must understand.