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Tachyon Beam - Updated Values

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  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited February 2015
    You're right. Using ST/HE to remove Dots/Tachyon is nothing new. When that actually has no effect on my survivability, however, I start to take issue with it.

    HE removes the hazard, just like it did even before DR when the Cubes landed Tachyon Beams. But it was so weak back then that you never did anything about it. What Hazard Emitters *DOESN'T* do is recover your lost shield points. That's where your... you know... actual shield heals then come into play. But Hazard Emitters does grant a bit of resists.

    Now, if you were one to roll around with 0 resists anyways, that small resist bonus is equal to stopping a freight train with a paper bag as a shield if you have lots of fire coming your way. But if you have Polarize Hull, that goes a long ways in giving emergency resists while the hazard is cleared and your shields are down. It protects you more than enough with whatever is coming your way short of a Invisitorp of Doom or whatever that the game decided, "It's time for you to die."

    You use HE, clear the hazard, THEN pop your shield heals. TSS, EPTS, RSP, whatever. Only after the hazard is cleared. Otherwise it's like throwing gasoline into a fire.

    Basic STO Gameplay 101 shall continue if anyone wants.
    I wasn't even aware that this was categorized as a hazard.

    I'm not complaining about the changes; they're noticeable but not totally game breaking.

    But, the game desperately needs better documentation found in-game, and the developers need to completely abandon the concept that keeping mechanics hidden is beneficial in any way.

    Yeah, that's an issue.

    Similar to how crew seems like such a garbage mechanic, when really the NPCs populating content just have an overload of crew-slaughtering mechanics, with 1+ on low cooldown on every NPC.

    When the changes went in and I dived into my first ISA PUG with those changes, yes, I'll admit, it was surprising to see the shields drop. Then I just defaulted back to my old PVP days. Clear the hazards, get my shields back, I'm all good with moderate damage.

    No problem.

    The game's documentation had always been terrible. Case in point? Where do you go to find the true difference between the bonus damage given by something like a TAC Console, compared to the bonus damage from AMP, 2 piece Nukara, 2 piece 8472 Weapon Set? How many people in this game really know the significance of these bonuses? It's long been an issue since Day 1.

    I've said it already earlier in the thread, this game does not prepare you for whatever fancy attacks that may come. Again, I point to a bunch of longtime players in this thread that had no idea how to clear this simple hazard and are freaking the hell out. The only way I learned to have proper action was getting ROFLSTOMPED long, long ago by a guy in his freebie Lv40 Intrepid while I was tearing it up in my Hegh'ta BOP. All the normal actions I took with a standard "pew-pew" fight didn't work, because Science didn't play by the same rules I did. I dove into really reading what my abilities, what my stats did to find a counter or at least mitigate the problems.

    PVP forced me to learn that. But the PVE in STO doesn't push you to do anything but simple SPACEbar Spamming for most parts. Granted, very few games (if at all) do in fact show you point for point what abilities do what and what counters what. It's usually left to manuals and wiki sites for players to rummage through and gain wisdom. The harsh thing with STO though is that the NPCs do so few abilities that PVE alone will not prep you for some of the rarer attacks.

    Another example: This is an old one, esp. before Scramble Sensors got nerfed (hard). In the very few instances in this game that Scramble Sensors is used on the player's team, how many do you think out there know the dangers of that condition staying on and not be cleared? How many people do you think know what ability removes that specific danger? What stat reduces the duration of Scramble Sensors?

    Very few, if any, judging by the number of times I see players pulverize a teammate as they continued to play SPACEBAR WARRIOR and wonder why the enemy isn't getting hurt by them.

    The Crew Mechanics is a Day 1 issue that amazingly has never been resolved. The only solace I guess we can take is that a month or two ago one of the devs said they're aware of that issue. Only thing those of us with large crew ships can do is keep on playing.
    XzRTofz.gif
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  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    edited February 2015
    It's kind of hard to come up with a better tactic than having high base hull and shields, coupled with high shield and hull resist, high defense, high hull and shield hps, and ST/HE on global, when trying to tank the borg.

    I'm a 30k boat with about 76k hp and a decent resist...

    I do fine there. heck i've even flown in there with no shields (forgot about that) and didnt die. and no the mission didnt fail
  • jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    edited February 2015
    I'm a 30k boat with about 76k hp and a decent resist...

    I do fine there. heck i've even flown in there with no shields (forgot about that) and didnt die. and no the mission didnt fail

    Yes. I usually have no problems. This is the build in question. It's a 40k+ ship with 106k hull and 16k shields, and a resting 50%+ resists.

    That's exactly the point I'm making, that this new tachyon beam has made a ship that lived through HSE start to have problems in ISA. And that's why I'm not happy.
    SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

    SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

    Tacs are overrated.

    Game's best wiki

    Build questions? Look here!
  • edited February 2015
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  • jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    edited February 2015
    deokkent wrote: »
    Omg, this is so not an issue. Even high dpsers are complaining... Just learn to play guys, and change your tactics to adapt to the situation.

    Use your brain cells a little, it's not all about the deeps.

    It's kind of hard to come up with a better tactic than having high base hull and shields, coupled with high shield and hull resist, high defense, high hull and shield hps, and ST/HE on global, when trying to tank the borg.

    I usually have no problems. This is the build in question. It's a 40k+ ship with 106k hull and 16k shields, and a resting 50%+ resists. It happens to do damage, but it's survivability has not been an issue anywhere until this change.
    SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

    SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

    Tacs are overrated.

    Game's best wiki

    Build questions? Look here!
  • edited February 2015
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  • jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    edited February 2015
    deokkent wrote: »
    Don't spacebar spam. Or AoE aggro everything. Think things through, who cares if the run takes an extra 30 seconds?

    You're probably in the dps league, so I'm sure you can figure it out.

    Here. Since you clearly haven't read what I'm saying, I'll make this nice and simple for you.

    I have a tank. It is a very tanky ship, as you can see by clicking the build link or reading as I mentioned above about it's high hull, resists, and shields, not to mention healing capacity.

    3 days ago, it pulled the majority of the damage and shots in in a Hive Space Elite completion without dying. Today, it suffers survivability issues in Infected: The Conduit (Advanced).

    This, to me, tells me that something just went horribly wrong with game balance.
    SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

    SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

    Tacs are overrated.

    Game's best wiki

    Build questions? Look here!
  • jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    edited February 2015
    patrickngo wrote: »
    there is no URL in your URL. Nobody can help you if you won't show your build.

    That should be fixed now, thanks. Also, I would love to hear any thoughts you have as to what's wrong with my build. I think someone is about to learn a lot.
    SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

    SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

    Tacs are overrated.

    Game's best wiki

    Build questions? Look here!
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited February 2015
    People complain about everything being too easy.

    People complain when even the tiniest of challenge is put forth (EPtE Spheres, Tachyon Beam).

    It's really not that hard - The drains are fairly easily countered. What, do you want the NPCs to just sit there and be meatbags to absorb your damage so you can feel good about having a high DPS number?
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited February 2015
    That should be fixed now, thanks. Also, I would love to hear any thoughts you have as to what's wrong with my build. I think someone is about to learn a lot.

    What advice are you looking for, exactly? Higher DPS, or more survivability?
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  • farmallmfarmallm Member Posts: 4,630 Arc User
    edited February 2015
    I got a chance to get on my Sci character today. All I know it she was really wearing out the NCPs with her shield draining skills. So the matches was a lot better and faster at kills. This was a big help for Sci character and ships.

    Hazard Emitters will be helpful on the receiving end. As it does help some. Glad the NPCs are giving us a better fight. I know I'm loving it.
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    USS Casinghead NCC 92047 launched 2350
    Fleet Admiral Stowe - Dominion War Vet.
  • synthiasuicidesynthiasuicide Member Posts: 458 Arc User
    edited February 2015
    the game was way to DPS out of hand.
    There was no threat, You'd have to purposely trigger a GDF. Now you have no choice your gonna get one. I don't see this as a bad change.

    I do think its a bit much, but its a challenge. And maybe a Crptic FAW spam counter. If the same person who complains switches from that skill. Then you won't have 7 Spheres Tbing you right?

    I'm just confused. I took the command cruiser, Build I just posted in the Klingon Builds. Lost about 5k DPS, but I survive using all the set consoles in ISA pug. I did 30k, everyone else did 2-5k. We won, prob because we had a SCi guy actually doing CC. Parsed 3 more, All wins. So whats the prob?

    Fed side, My Engie gets close to death, but survives. Look I actually needed Miracle Worker. How is this a problem? It's only a problem if you build for straight up DPS, DPS, and More DPS. Or say FAW everything.

    Sorry if it comes off as rude, don't mean to be that way. But, i always thought it was silly the game was so easy, just buffed HP, now they buff a skill that hurts us against AI. And of course it makes sense the new ships are mostly about support. Which goes back to the build I posted. Trying to use things to Heal others shields/hull AOE style while I fight. IT's perfect IMO. We need more of this stuff.

    I want people to post in the High DPS channels, Ok need a tank and healer, X up.
    [SIGPIC][/SIGPIC]
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited February 2015
    farmallm wrote: »
    Hazard Emitters will be helpful on the receiving end. As it does help some. Glad the NPCs are giving us a better fight. I know I'm loving it.

    SciFleet will also help out a lot.

    In addition to giving a healthy +Resistance to your remaining shields, it has a fairly large +Power Insulators buff as well.
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  • farmallmfarmallm Member Posts: 4,630 Arc User
    edited February 2015
    praxi5 wrote: »
    SciFleet will also help out a lot.

    In addition to giving a healthy +Resistance to your remaining shields, it has a fairly large +Power Insulators buff as well.

    Ok, thanks. I'm still working on my Sci. Just got to Lv 19. So I have there is a lot to learn on this. Its kinda rare when I get to use this character. Since my main 3 has stuff they need to do. But its refreshing to use with the different play style.
    Enterprise%20C_zpsrdrf3v8d.jpg

    USS Casinghead NCC 92047 launched 2350
    Fleet Admiral Stowe - Dominion War Vet.
  • edited February 2015
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  • zeven2004zeven2004 Member Posts: 58 Arc User
    edited February 2015
    deokkent wrote: »
    OR HSE needs to be brought up to speed.

    All I'm seeing here is someone unwilling to adapt to change.

    If you want simple and easy, well don't AoE aggro everything, and those multiple TB/BSN won't make you explode.

    Kind of a stupid suggestion to make to a tank.

    Amended to not sound so harsh: You are right IMO about the "aggro everything" part - but be aware that even as few as 2-3 spheres can take your shields out very quickly if you are not careful. I have recently found that if I am near the transformer when the first generator pops, things can get hairy quite quickly. It seems that positioning is much more important now, and that if someone takes a generator out early, taking out the other 3 generators and then the transformer can be a suicide mission. A well-placed and well-timed GW can save the day, but I have to say that PUG ISAs are much harder these days if only one or two players are doing the most damage by significant amounts.
  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited February 2015
    Reddit user @mvs5191/Sad Pandas gave some great advice:

    If the Forums are any indication, people are having a lot of trouble with the new buffed Tachyon Beam that the Borg are using (namely, in ISA).
    Here's a few pointers to help out:

    Tachyon Beam is a Drain, so anything that will help you resist Drains will help combat it's effects

    Power Insulators is your #1 defense. Spec into it. It'll also help against other things, like Voth Acetons.

    Hazard Emitters clears drains from things like Tachyon Beam and Tyken's Rift. Use HE in this case to clear yourself of the hazard.

    SciFleet helps boost your remaining shields' resistance tremendously while also giving a healthy does of +Power Insulators

    RSP. You're still getting hit with Energy weapons, so this will help replenish your shields. There's a decently cheap DOff that will help boost the duration a good bit. (For future reference, note that RSP won't do anything to help you if you have 0 Shield power. That won't happen to you in ISA, but it may occur elsewhere.)
    TacTeam + Transfer Shield Strength. It won't overcome the Drain on it's own, but it'll help build you back up afterwards.

    High Shield power/shield regen. Higher power = higher regen. You still only get a 'tick' every 6 seconds, but you'll get a higher one.

    Kobali set. It comes with an awesome regen buff that scales with your hull HP. Won't help your shields, but it'll help keep you alive long enough to bring them back.

    Hull resistances (specifically, Plasma). If your shields are gone, minimize the damage you're taking.

    Aux to ID + DOff (Matter/Antimatter). Aux to ID naturally boosts your kinetic damage resistance and also gives a hefty boost to speed and defense. The DOff not only increases the duration (so even a single copy has only a few seconds downtime), but also provides a massive +EnergyResistance. At purple, it's +40.
  • tom61stotom61sto Member Posts: 3,671 Arc User
    edited February 2015
    It's kind of hard to come up with a better tactic than having high base hull and shields, coupled with high shield and hull resist, high defense, high hull and shield hps, and ST/HE on global, when trying to tank the borg.

    Coincidently the Command Battle Cruiser pack have those when put together (well, not Defense, and only above-average for a cruiser shield mod). They buffed TB to make the TB trait useful, it sounds like it also made the BFI trait useful at the same time. Sci Team and HE being on near global via AHoD really helps tanking in ISA, as does temporary hitpoints (from Attack Pattern Expertise, in my case since I only bought the one). The CBCs have an innate Neutronium when 'Mastered', plus another RCS [ResAll] from the two-set. The Samsar console is basically Miracle Worker in a box that boosts passive hull regen on top (keep in mind that this is mountable on any ship, though only part the CBC console set). Then there's a Shield hardness boost from the TB deployable console. Deployable shield healing console (and hull with four-set). With pets that might take some of the heat for you (or heal your shields with the shield drones). It's almost as if they planned out how useful in the buffed ISA these abilities/passives would be. :eek:
  • jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    edited February 2015
    deokkent wrote: »
    It's not always about the quality of the gear you're carrying, what matters is how you fly it. You're obviously doing something wrong if you have to do all this to counter a simple shield neutralizer or tachyon beam.

    Cryptic has been spoiling us with very good trait passives and powerful heals. It's made some players lazy. Considering the fact that both of those borg abilities have very obvious animation tells, with short duration effects, I'm willing to wager you're just sitting there getting shield drained, hoping your ship will fix itself.

    I think it's time you take the wheel, be a captain, be alert and observe your surroundings.

    I'm not packing all that to counter a 'simple shield neurtralizer or tachyon beam'. I'm packing 'all that' because I wanted a ship that would live through Hive Space Elite, the most tank-requiring queue in the game. And you know what? It did. Hive Space Elite is a queue that a whopping 52 people have completed. I know that I'm the only tank to have done so.

    I'm also highly aware of what's going on. You don't get the game's highest dps engineer, while in a tank setup, without knowing what's going on. And you don't just passively deal with over 10k base incoming dps. You can't.
    praxi5 wrote: »
    What advice are you looking for, exactly? Higher DPS, or more survivability?

    An answer as to why anyone thinks the fact that my incoming dps shifted from 60% shields to 36% shields is something I'm 'just suppossed to deal with', despite getting higher hull resists, and keeping ST and HE on global cooldown (and using rather liberally as needed).
    SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

    SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

    Tacs are overrated.

    Game's best wiki

    Build questions? Look here!
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2015
    Here. Since you clearly haven't read what I'm saying, I'll make this nice and simple for you.

    I have a tank. It is a very tanky ship, as you can see by clicking the build link or reading as I mentioned above about it's high hull, resists, and shields, not to mention healing capacity.

    3 days ago, it pulled the majority of the damage and shots in in a Hive Space Elite completion without dying. Today, it suffers survivability issues in Infected: The Conduit (Advanced).

    This, to me, tells me that something just went horribly wrong with game balance.

    Your best bet is to constantly alternate between RSP and HE, but with all that FAW, you're probably pulling all the aggro left and right to yourself and getting hit with every Tachyon beam the spheres can throw.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2015
    tom61sto wrote: »
    Then there's a Shield hardness boost from the TB deployable console. Deployable shield healing console (and hull with four-set).

    That console given the right build can wipe the sphere's shields. I've said it before, it's a 10km AoE Tachyon Beam 3 (4 piece set bonus). Pretty nice.
  • jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    edited February 2015
    tom61sto wrote: »
    Coincidently the Command Battle Cruiser pack have those when put together (well, not Defense, and only above-average for a cruiser shield mod). They buffed TB to make the TB trait useful, it sounds like it also made the BFI trait useful at the same time. Sci Team and HE being on near global via AHoD really helps tanking in ISA, as does temporary hitpoints (from Attack Pattern Expertise, in my case since I only bought the one). The CBCs have an innate Neutronium when 'Mastered', plus another RCS [ResAll] from the two-set. The Samsar console is basically Miracle Worker in a box that boosts passive hull regen on top (keep in mind that this is mountable on any ship, though only part the CBC console set). Then there's a Shield hardness boost from the TB deployable console. Deployable shield healing console (and hull with four-set). With pets that might take some of the heat for you (or heal your shields with the shield drones). It's almost as if they planned out how useful in the buffed ISA these abilities/passives would be. :eek:

    Let me break some of this down.

    I'm flying an Elachi Sheshar. (Comparison ship is the Fed Command Cruisers)

    It has a higher base hull (56,000 vs 55,000) and a better shield mod (1.3 vs 1.115).

    The BFI trait is really not all that, as overshields don't benefit from resists. 10k of my actual hull will last about as long as that overshield.

    I'm using a combination of AHOD, the SciCdr mod on my deflector, and one ST doff to keep TSS, HE, and ST on global cooldown.

    The 2-set is basically worthless for tanking - a conductive RCS+all res would more than cover the 2-set bonus, and the extra shield/whatever is a pittance.

    I'm using the Regenerative Integrity Field (in fact, I submitted a bug report on it's healing after a discussion with virus on it. I'm well aware of how it works.

    And god help me, if pets are pulling my aggro, I'm screwed.

    ---

    I have the game's best tanks for PvE. I wrote the guides that hundreds of players use. I'm the only person in the game to tank Hive Elite successfully. Given how few people on the forums have any clue about tanks, I'm not surprised people aren't having problems with it. The high-dps'ers don't care a whole lot, because high-dps teams just wipe out teams of spheres, and the low-dps'ers aren't getting the aggro of more than a few spheres at a time.
    SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

    SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

    Tacs are overrated.

    Game's best wiki

    Build questions? Look here!
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2015
    I'm not packing all that to counter a 'simple shield neurtralizer or tachyon beam'. I'm packing 'all that' because I wanted a ship that would live through Hive Space Elite, the most tank-requiring queue in the game. And you know what? It did. Hive Space Elite is a queue that a whopping 52 people have completed. I know that I'm the only tank to have done so.

    I'm also highly aware of what's going on. You don't get the game's highest dps engineer, while in a tank setup, without knowing what's going on. And you don't just passively deal with over 10k base incoming dps. You can't.



    An answer as to why anyone thinks the fact that my incoming dps shifted from 60% shields to 36% shields is something I'm 'just suppossed to deal with', despite getting higher hull resists, and keeping ST and HE on global cooldown (and using rather liberally as needed).

    The problem is you're talking two different queues here. You can't expect that if you do well in one, you should do as well in another.

    As soon as players get hit with science skills they cry nerf. I'd love for the devs to buff the Voth's Tyken's Rift and the Breen's Energy Siphon. The cries for nerf would be heard left and right.
  • jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    edited February 2015
    lucho80 wrote: »
    The problem is you're talking two different queues here. You can't expect that if you do well in one, you should do as well in another.

    See... I'd brag that I used to tank ISA, but my face would get laughed off. That's easy mode. It's pretty well known among people who have a clue about PvE that Hive is harder than Infected, that it inflicts a lot more damage upon the team, and that Elite queues are much harder than advanced queues.

    And really, when both are borg STF's, and both have the same type of NPC's (tac cubes, normal cubes, and spheres are the only NPC's present in the challenging area of HSE), I'd expect that build to do pretty well.
    lucho80 wrote: »
    As soon as players get hit with science skills they cry nerf. I'd love for the devs to buff the Voth's Tyken's Rift and the Breen's Energy Siphon. The cries for nerf would be heard left and right.

    I don't usually care about science skills. I can hit Nadian or EPS to deal with power drains, or just use my resting 84 to power insulators. I've got ST and that one intel spec to clear Jam and Scramble Sensors or Subnuc. I've got ET for Viral or subsystem targeting. I'll use APO or EM for Grav wells, I'll use PH or APO for Tractors or TBR's. FBP I usually just hit EF and Fleet Technician out-heals or comes close to matching the damage of.

    But the current state of Borg shield drains is beyond absurd.
    SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

    SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

    Tacs are overrated.

    Game's best wiki

    Build questions? Look here!
  • edited February 2015
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  • edited February 2015
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