Okay so you're wondering why is this here again?? It's because according to Al Rivera in the priority one podcast that was broadcast on Monday, February 9, 2015 he stated that ionic turbulence should not chain disable that it should have a immunity timer so therefore when presented earlier there was a bug We have been here before.... the subspace console "subspace integration circuit" out of the elachi lock box that used to disable skills just like this got adjusted so it just disabled weapons but also
increased its explosion damage so it was actually buffed for pve
The thing is, Ionic isn't even supposed to disable. It's supposed to 'disable movement', which
should be a movement debuff
It's not supposed to lock you out of everything and its not supposed to be able to chain disable which makes players perma disabled ...... so once again I ASK "bort" I know you got 5 million jillion things to do but is this on the table soon??? Or were you aware of it?
Okay so you're wondering why is this here again?? It's because according to Al Rivera in the priority one podcast that was broadcast on Monday, February 9, 2015 he stated that ionic turbulence should not chain disable that it should have a immunity timer so therefore when presented earlier there was a bug We have been here before.... the subspace console "subspace integration circuit" out of the elachi lock box that used to disable skills just like this got adjusted so it just disabled weapons but also
increased its explosion damage so it was actually buffed for pve
The thing is, Ionic isn't even supposed to disable. It's supposed to 'disable movement', which
should be a movement debuff
It's not supposed to lock you out of everything and its not supposed to be able to chain disable which makes players perma disabled ...... so once again I ASK "bort" I know you got 5 million jillion things to do but is this on the table soon??? Or were you aware of it?
I second that. Nowhere in the description does it say:
"Additionally, it will cause complete and utter shutdown of the target and rendering power tray unusable for X seconds. Ionic Turbulence can be chained not stop by players on a single target until that target is nothing more than a warp core explosion."
Please look at this as a matter of urgency, Devs.
@Capt.Sisko:- I volunteer to be slammed and violated repeatedly for the purposes of recording what exactly happens for upload to Youtube. If you want to do this, please let me know.
no they looked into it and sadi it was working as intended ....but as geko states chain disable is not working as intended..in other words you should not get chain disabled it should have a immunity timer to say the least and not gray out your action bar ..at most
Ionic Turbulence
Create a hazardous cloud at the targeted location. Foes caught in this hazard will have their damage resistance reduced, as well as their movement capabilities. Additionally, lingering in the cloud has a chance to cause affected ships to briefly spin out of control.
@Capt.Sisko:- I volunteer to be slammed and violated repeatedly for the purposes of recording what exactly happens for upload to Youtube. If you want to do this, please let me know.
a
Easy test: 5vs1 PvP all with Ionic turbulence spamming the hell out of 1 target.
Yeah good thread, when they are at it they could check also the Viral Torp immunity (and its no cd reload time exploit) and not write like with SS3 is all fine and dany when you can fire if from cloak!...
Ionic Turbulence
Create a hazardous cloud at the targeted location. Foes caught in this hazard will have their damage resistance reduced, as well as their movement capabilities. Additionally, lingering in the cloud has a chance to cause affected ships to briefly spin out of control.
>chance to cause affected ships to briefly spin out of control. >spin out of control. >control.
tray-bar is part of the >control., works as intended
>chance to cause affected ships to briefly spin out of control. >spin out of control. >control.
tray-bar is part of the >control., works as intended
You're wrong. The "out of control" part is the chance to hold/repel stuff.
Text taken straight from ability: (I skip all the boring description text which doesn't matter)
Ionic Turbulence 3
Movement and Resistance Debuff, Chance for Hold
Targets Foe
Creates a level 61 Ionic Turbulence for 20 sec at Foe's current location. To all Foes within 3km:
* -20% Flight Speed
* -75% Flight Friction
* -45 All Damage Resistance Rating
*Each sec, 40% chance: Hold + Repel for 2 sec
Now the first 3 are a deadly combination as it is, but adding to that having your tray gone, which you can see it's nowhere there, is a death sentence.
An immunity period from it needs to be instituted.
An immunity period from it needs to be instituted.
i agree 100% thats what GEKO was saying as well it has to have a immunity timer im saying it needs that plus not being able to disable your hot bar ..........what say you BORT???
The issue with it disabling is not only does it ruin the games fun, but if it was 'supposed' to disable then skills into Dampeners should effect it and they don't.
The new project lead said he wanted to do a lot more with PvP in the podcast. I know with cryptic it's an "I'll believe it when I see it". But my fingers are crossed.
Mainly cause the entire game needs a balance pass. Particularly the captains class abilities.
They said about a month ago on the bugs section, they were looking into ionic.
So who knows maybe it will get fixed soon.
Yeah no, there was a clear miscommunication there because Frost replied that Bort said "It was working as designed", but this recent comment from Geko has indicated that maybe Bort didn't understand the question, or thinks it works differently than it does, because according to Geko (Bort's boss), it is NOT working as designed.
Ionic Turbulence 3 Movement and Resistance Debuff, Chance for Hold
Targets Foe
Creates a level 61 Ionic Turbulence for 20 sec at Foe's current location. To all Foes within 3km:
* -20% Flight Speed
* -75% Flight Friction
* -45 All Damage Resistance Rating
* Each sec, 40% chance: Hold + Repel for 2 sec
It would be nice if Bort stepped in a took a peek at this one. I'm fine with all the effects listed there, but disabling the whole power tray IS NOT ONE OF THEM. The fact that you can chain disable a target also needs adjusting to give an immunity period.
The issue with it disabling is not only does it ruin the games fun, but if it was 'supposed' to disable then skills into Dampeners should effect it and they don't.
The new project lead said he wanted to do a lot more with PvP in the podcast. I know with cryptic it's an "I'll believe it when I see it". But my fingers are crossed.
Mainly cause the entire game needs a balance pass. Particularly the captains class abilities.
Just waiting for QA / Production to clear my checkins...
* Fixed the immunity period so that it actually applies.
* Extended the immunity period for players from 10sec to 20sec (NPCs still only get 10sec)
* The projectile now correctly flies at the target's current location, rather than tracking them.
I'm hoping these turn up next week. I hadn't posted about it just yet in case the changes got kicked back by QA for any reason, but decided to take the plunge.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Just waiting for QA / Production to clear my checkins...
* Fixed the immunity period so that it actually applies.
* Extended the immunity period for players from 10sec to 20sec (NPCs still only get 10sec)
* The projectile now correctly flies at the target's current location, rather than tracking them.
I'm hoping these turn up next week. I hadn't posted about it just yet in case the changes got kicked back by QA for any reason, but decided to take the plunge.
Just waiting for QA / Production to clear my checkins...
* Fixed the immunity period so that it actually applies.
* Extended the immunity period for players from 10sec to 20sec (NPCs still only get 10sec)
* The projectile now correctly flies at the target's current location, rather than tracking them.
I'm hoping these turn up next week. I hadn't posted about it just yet in case the changes got kicked back by QA for any reason, but decided to take the plunge.
Just waiting for QA / Production to clear my checkins...
* Fixed the immunity period so that it actually applies.
* Extended the immunity period for players from 10sec to 20sec (NPCs still only get 10sec)
* The projectile now correctly flies at the target's current location, rather than tracking them.
I'm hoping these turn up next week. I hadn't posted about it just yet in case the changes got kicked back by QA for any reason, but decided to take the plunge.
(sings) HAVE I TOLD YOU LATELY THAT I LOVE YOU ???
Ionic Turbulence 3 Movement and Resistance Debuff, Chance for Hold
Targets Foe
Creates a level 61 Ionic Turbulence for 20 sec at Foe's current location. To all Foes within 3km:
* -20% Flight Speed
* -75% Flight Friction
* -45 All Damage Resistance Rating
* Each sec, 40% chance: Hold + Repel for 2 sec
It would be nice if Bort stepped in a took a peek at this one. I'm fine with all the effects listed there, but disabling the whole power tray IS NOT ONE OF THEM. The fact that you can chain disable a target also needs adjusting to give an immunity period.
Exactly, the ui disable thing should be removed as well.
Just waiting for QA / Production to clear my checkins...
* Fixed the immunity period so that it actually applies.
* Extended the immunity period for players from 10sec to 20sec (NPCs still only get 10sec)
* The projectile now correctly flies at the target's current location, rather than tracking them.
I'm hoping these turn up next week. I hadn't posted about it just yet in case the changes got kicked back by QA for any reason, but decided to take the plunge.
Thank you very much for this change, but look at luch80 post. Is this ui disable with ionic a "wai" or not? Generally, in the pvp circle, we think it should be removed.
Just waiting for QA / Production to clear my checkins...
* Fixed the immunity period so that it actually applies.
* Extended the immunity period for players from 10sec to 20sec (NPCs still only get 10sec)
* The projectile now correctly flies at the target's current location, rather than tracking them.
I'm hoping these turn up next week. I hadn't posted about it just yet in case the changes got kicked back by QA for any reason, but decided to take the plunge.
It's a good start, but the power tray disable needs to be looked at.
It's a good start, but the power tray disable needs to be looked at
I thought I'd already talked about this before? Well, I'll say it again! "Out of Control" is a Repel+Hold effect. This is the intended design of the Control aspect of this boff ability.
Disable = Can move, cannot act Root = Can act, cannot move Hold = Cannot act nor move (aka "Stun" on Ground)
The effect lasts for 2 seconds. Once the immunity period is properly functioning, I really doubt it will be seen as something in need of change.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
"Chance to Hold" - I think this is causing the UI lockdown. Any chance of changing it to "Chance to Disable", which allows some powers to be used, especially ones that break free from Disables?
Besides, "Hold" in space makes less sense than a "Hold" in ground, where it makes sense disabling the UI. How do you "Hold" a whole ship in space? There isn't anything to stick the ship at, as in "holding" them in place.
If the desired effect is an immobilization due to the anomaly generated in the area, better yet, change the Chance to Hold to Immobilize.
I thought I'd already talked about this before? Well, I'll say it again! "Out of Control" is a Repel+Hold effect. This is the intended design of the Control aspect of this boff ability.
Disable = Can move, cannot act Root = Can act, cannot move Hold = Cannot act nor move (aka "Stun" on Ground)
The effect lasts for 2 seconds. Once the immunity period is properly functioning, I really doubt it will be seen as something in need of change.
Ok, good explanation. I might not agree with how that ability was built or the fact that it has no shared cooldown with other stuff since it sets you up to be killed easily in PvP (Surgical Strikes 3 in particular), but I get it.
"Chance to Hold" - I think this is causing the UI lockdown. Any chance of changing it to "Chance to Disable", which allows some powers to be used, especially ones that break free from Disables?
Besides, "Hold" in space makes less sense than a "Hold" in ground, where it makes sense disabling the UI. How do you "Hold" a whole ship in space? There isn't anything to stick the ship at, as in "holding" them in place.
If the desired effect is an immobilization due to the anomaly generated in the area, better yet, change the Chance to Hold to Immobilize.
EDIT: Dev Ninja'd.
Holds for space go right up there with placates as things that should be left out of space combat, particularly PvP. They fixed sensor analysis just to have it be pretty useless again in PvP with all these gimmicks.
Some people (vapers) also do triple/quadruple jumps in PvP (using all sorts of gimmick consoles/abilities) after an alpha strike to get far away from combat with no repercussions now a days. Come in, try kill with SS3, get the heck out, come back in a little bit to do it once more.
Any chance of changing it to "Chance to Disable", which allows some powers to be used, especially ones that break free from Disables?
Change to Disable:
It's something we're investigating internally. However, ship animations (like the Out of Control knock) are tricky. It's always safer to hold the ship in place/direction to avoid sudden jolts or position/facing changes when animating the ship.
Allow "free from Disable" effects:
Can you point out a few of these? They should be updated to break Holds also. But in my pre-coffee haze, I can't think of any off the top of my head.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Auxiliary to Dampeners:
Immunity to Disable for 15 seconds
Immunity to Repel for 15 seconds
Unfortunately, I think that is the only one. On the other hand, that's one I keep on my ship at all times.
Aux2Damp cannot be used while Disabled, though. I thought you were referring to Control Breaker abilities (like Mental Discipline breaks Holds on Ground).
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Aux2Damp cannot be used while Disabled, though. I thought you were referring to Control Breaker abilities (like Mental Discipline breaks Holds on Ground).
Aux2damp should provide immunity to Ionic Turbulence IF Ionic hits while Aux2damp is active.
That's what the ability is supposed to do, but against Ionic it gives no protection.
Comments
I second that. Nowhere in the description does it say:
"Additionally, it will cause complete and utter shutdown of the target and rendering power tray unusable for X seconds. Ionic Turbulence can be chained not stop by players on a single target until that target is nothing more than a warp core explosion."
Please look at this as a matter of urgency, Devs.
@Capt.Sisko:- I volunteer to be slammed and violated repeatedly for the purposes of recording what exactly happens for upload to Youtube. If you want to do this, please let me know.
Regards,
Snipey47a
So who knows maybe it will get fixed soon.
No mention of power tray disabling there.
Easy test: 5vs1 PvP all with Ionic turbulence spamming the hell out of 1 target.
>chance to cause affected ships to briefly spin out of control.
>spin out of control.
>control.
tray-bar is part of the >control., works as intended
there we go again... tired wastee ....
You're wrong. The "out of control" part is the chance to hold/repel stuff.
Text taken straight from ability: (I skip all the boring description text which doesn't matter)
Now the first 3 are a deadly combination as it is, but adding to that having your tray gone, which you can see it's nowhere there, is a death sentence.
An immunity period from it needs to be instituted.
i agree 100% thats what GEKO was saying as well it has to have a immunity timer im saying it needs that plus not being able to disable your hot bar ..........what say you BORT???
The new project lead said he wanted to do a lot more with PvP in the podcast. I know with cryptic it's an "I'll believe it when I see it". But my fingers are crossed.
Mainly cause the entire game needs a balance pass. Particularly the captains class abilities.
Vote no.1 space combat 2.0
Yeah no, there was a clear miscommunication there because Frost replied that Bort said "It was working as designed", but this recent comment from Geko has indicated that maybe Bort didn't understand the question, or thinks it works differently than it does, because according to Geko (Bort's boss), it is NOT working as designed.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
Movement and Resistance Debuff, Chance for Hold
Targets Foe
Creates a level 61 Ionic Turbulence for 20 sec at Foe's current location. To all Foes within 3km:
* -20% Flight Speed
* -75% Flight Friction
* -45 All Damage Resistance Rating
* Each sec, 40% chance: Hold + Repel for 2 sec
It would be nice if Bort stepped in a took a peek at this one. I'm fine with all the effects listed there, but disabling the whole power tray IS NOT ONE OF THEM. The fact that you can chain disable a target also needs adjusting to give an immunity period.
steak dinner for this guy.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
* Fixed the immunity period so that it actually applies.
* Extended the immunity period for players from 10sec to 20sec (NPCs still only get 10sec)
* The projectile now correctly flies at the target's current location, rather than tracking them.
I'm hoping these turn up next week. I hadn't posted about it just yet in case the changes got kicked back by QA for any reason, but decided to take the plunge.
Cryptic - Lead Systems Designer
"Play smart!"
Thank you so very much for this!
Fingers crossed for next week
(sings) HAVE I TOLD YOU LATELY THAT I LOVE YOU ???
It's a good start, but the power tray disable needs to be looked at.
ROFL
I thought I'd already talked about this before? Well, I'll say it again! "Out of Control" is a Repel+Hold effect. This is the intended design of the Control aspect of this boff ability.
Disable = Can move, cannot act
Root = Can act, cannot move
Hold = Cannot act nor move (aka "Stun" on Ground)
The effect lasts for 2 seconds. Once the immunity period is properly functioning, I really doubt it will be seen as something in need of change.
Cryptic - Lead Systems Designer
"Play smart!"
Besides, "Hold" in space makes less sense than a "Hold" in ground, where it makes sense disabling the UI. How do you "Hold" a whole ship in space? There isn't anything to stick the ship at, as in "holding" them in place.
If the desired effect is an immobilization due to the anomaly generated in the area, better yet, change the Chance to Hold to Immobilize.
EDIT: Dev Ninja'd.
STO Screenshot Archive
Ok, good explanation. I might not agree with how that ability was built or the fact that it has no shared cooldown with other stuff since it sets you up to be killed easily in PvP (Surgical Strikes 3 in particular), but I get it.
Holds for space go right up there with placates as things that should be left out of space combat, particularly PvP. They fixed sensor analysis just to have it be pretty useless again in PvP with all these gimmicks.
Some people (vapers) also do triple/quadruple jumps in PvP (using all sorts of gimmick consoles/abilities) after an alpha strike to get far away from combat with no repercussions now a days. Come in, try kill with SS3, get the heck out, come back in a little bit to do it once more.
Change to Disable:
It's something we're investigating internally. However, ship animations (like the Out of Control knock) are tricky. It's always safer to hold the ship in place/direction to avoid sudden jolts or position/facing changes when animating the ship.
Allow "free from Disable" effects:
Can you point out a few of these? They should be updated to break Holds also. But in my pre-coffee haze, I can't think of any off the top of my head.
Cryptic - Lead Systems Designer
"Play smart!"
Auxiliary to Dampeners:
Immunity to Disable for 15 seconds
Immunity to Repel for 15 seconds
Unfortunately, I think that is the only one. On the other hand, that's one I keep on my ship at all times.
Aux2Damp cannot be used while Disabled, though. I thought you were referring to Control Breaker abilities (like Mental Discipline breaks Holds on Ground).
Cryptic - Lead Systems Designer
"Play smart!"
Aux2damp should provide immunity to Ionic Turbulence IF Ionic hits while Aux2damp is active.
That's what the ability is supposed to do, but against Ionic it gives no protection.