I do understand torpedo mechanics. I may not understand specific Neutronic Torpedo mechanics (or rather, shenanigans). For me it's just another atrocity similar to Proton Barrage, doing way too much stuff at once. In the case of Neutronic, radiation damage multiplied by power drop/debuff. I'm not surprised that it's capable of dropping shields.
May I suggest that you study what the Neutronic torpedo actually does.
I'm not sure I'm reading that right but you say the torp needs to be viable -- as being capable of opening a hole in the shields. I disagree. No torpedo should have that capability, considering the current design. Again, if you want to open a hole in the shields, use energy weapons or shield stripping abilities.
My apologies, as I used shorthand in my explanation, where those who understand torpedo mechanics would receive the proper meaning of the message.
Current mechanics allow ALL torpedo damage to slowly strip shields based on the reduced kinetic damage done to shields (shield slamming). The radiation damage and the minor energy drain proc combined made Neutronic much more effective compared to other torpedoes for reducing shields. The inconsistent behavior of the spike drop in power levels of the target upon impact of a series of Neutronic torpedoes, combined with weakened or unbuffed shields, and THEN add to that the Armor Pen Trait bug is what resulted in many one-hit wonders via TS3.
FYI, the Radiation damage is a shield stripping ability, as is kinetic damage, as is the power drain mechanism. It may not be effective for your build, but for others who build for it, it can be effective. I just want it to work properly for ALL firing modes. What is on Tribble is not the case.
Sure. My signature contains the build as well as a few notes. I like it when people mix and match different builds and try to find ways of making it work for various maps/events. The game would be much more enjoyable by many orders of magnitudes if the mechanics supported this concept.
I welcome ideas being discussed as well, because there may be some new insight gained.
EDIT: As to Concentrate Firepower (CF), I am awaiting to see what makes it to Holodeck before testing. It shows great promise, but the actual execution is what we will need to see.
Thanks, I took a quick glance but its late will have to take a good look another day. Hopefully Sunday or Monday,
Here’s my build. http://skillplanner.stoacademy.com/?build=torpboatcommand_7183
Emergency Artillery is a waste of time pre patch, just got them to play with. I run at 130Aux. The rest of the of power is in shields with EptS or Weapons with EptW still playing with both. Not sure what’s best the grav rear set for the 3% crit bonus or 2 energy weapons for extra Expose Weakness procs. At the moment running energy weapons for the procs only with low weapon power. FaW is purely to tag things with the shield tunneling and expose Weakness proc. Not sure what’s best shield tunneling DBB’s or Corrosive DBB’s.
Doffs are x3 projectile doffs, x2 Maintenance Engineer and x1 Fabrication Engineer for RSP extension. Normally I would run without Emergency Artillery, have Eng Team3, AuxStru Field 3 and the low levfel Eng team would be EptE.
EDIT: The idea behind the build was to boost raw damage as high as I could and have 100% of torp spreads make use of the Neutronic torpedo.
Seeing as the Voth Aceton is exactly 3 times weaker but stacks 6 times (there is some rounding there, but the formulas show this), I'd let Aceton Assimilator stack at least twice.
-15 per second all systems..... Not gonna happen man that's to OP and PVP the drain builds need to be looked at as they are anyway because even without that there OP you know that..... I see you smiling
-15 per second all systems..... Not gonna happen man that's to OP and PVP the drain builds need to be looked at as they are anyway because even without that there OP you know that..... I see you smiling
The SS3 + Lance uber vape builds also need to be looked at. Insta kills are also OP.
Lol, building a FBP build now for those situations. Almost have everything I need.
Well, since we were both under the same traits/buffs affecting our ships, I was averaging mid 60K DPS pre 5Yr Anniversary event within a 30K-50K DPS channel run. In a PuG, I can get anywhere between 28K-40K depending on who does what (or doesn't do anything/dc's).
While my Max-1 is that value, I do consistently hit in the mid 250-300K's for my High Yields (excluding Neutronic [which is weaker] & TS3 which doesn't spike that high). The odd part is, the HY1's via the Sheshar trait average higher hits than the HY3 hits of the same torp on the same target within two seconds of each other. Weird stacking of the ArmorPen trait? We'll see post fix.
My logs are available upon request.
*EDIT: For clarification and after checking recent logs.
That's because HY1 with neut was delivering more damage than HY2/3.
Thanks, I took a quick glance but its late will have to take a good look another day. Hopefully Sunday or Monday,
Heres my build. http://skillplanner.stoacademy.com/?build=torpboatcommand_7183
Emergency Artillery is a waste of time pre patch, just got them to play with. I run at 130Aux. The rest of the of power is in shields with EptS or Weapons with EptW still playing with both. Not sure whats best the grav rear set for the 3% crit bonus or 2 energy weapons for extra Expose Weakness procs. At the moment running energy weapons for the procs only with low weapon power. FaW is purely to tag things with the shield tunneling and expose Weakness proc. Not sure whats best shield tunneling DBBs or Corrosive DBBs.
Doffs are x3 projectile doffs, x2 Maintenance Engineer and x1 Fabrication Engineer for RSP extension. Normally I would run without Emergency Artillery, have Eng Team3, AuxStru Field 3 and the low levfel Eng team would be EptE.
EDIT: The idea behind the build was to boost raw damage as high as I could and have 100% of torp spreads make use of the Neutronic torpedo.
Whoah. From a PvP standpoint that ship is terrible. No way to clean subnukes or DoTs, duplicate abilities everywhere instead of efficiently distributing their cycles across ship stations, no efficient EPTX cycling. even without artillery there would be overkilling hull healing abilities to keep alive a ship with not a single resist fitted. List can go on.
Now I understand why you are so mad about a rightful nerf. It would turn from bad to worthless. I'm astonished. ._.
One question with delta patrols xp nerfed how do I get chars to 60? The story xp leaves you 75% from the next level and all there was is the delta patrols. It was really bad at 2 hours of argala/gerren grinding per level now it will take almost 4 hours of grinding just to complete a level.
Whoah. From a PvP standpoint that ship is terrible. No way to clean subnukes or DoTs, duplicate abilities everywhere instead of efficiently distributing their cycles across ship stations, no efficient EPTX cycling. even without artillery there would be overkilling hull healing abilities to keep alive a ship with not a single resist fitted. List can go on.
Now I understand why you are so mad about a rightful nerf. It would turn from bad to worthless. I'm astonished. ._.
But it is for PvE. Skillful PvE.
there is a difference between a PvE and a PvP build....
With that said, CEA (even what's on Tribble) is still not worth thinking about slotting unless you want to use it as a fireworks show after a run.
I think your build could be tweaked a bit if you like the play style and flight characteristics of that ship, but I can easily see where you're going with this. Just comes down to how you fly. Find me in game sometime. I'd like to see what you do with it in a few maps and then we can discuss what works for you.
I think your build could be tweaked a bit if you like the play style and flight characteristics of that ship, but I can easily see where you're going with this. Just comes down to how you fly. Find me in game sometime. I'd like to see what you do with it in a few maps and then we can discuss what works for you.
Difference between PvP and PvE builds... first one can take on players and NPCs, second can only take on NPCs. This simple thing is enough to say PvP builds are superior to PvE ones. As such, I can't do anything but point out how for me that build is useless.
I tried Artillery as well, I know what it.. does. Had a BoP in front of me standing still. 100% shields and hull after the run, not a single fk given to it. That ability needs a big buff.
Hrmmm, personally I think too many sweeping generalizations are being made about various PvP and PvE builds as folks have a clear image in their mind of what they're talking about, but without actually sharing that - what's being said could be horribly misconstrued. It's the kind of thing where two folks might agree on a particular build if it were actually described, but since it never is - folks have their own reference images, and they could end up arguing as if they were in complete disagreement even if they were in agreement.
Resolved an issue that was allowing the damage of these procs to scale with consoles that improved Plasma and/or Energy Damage, including themselves.
Resolved an issue with their damage scaling potential that was causing them to benefit disproportionately from Mk XIII, Mk XIV and Gold-quality upgrades.
I wonder, how much the plasma proc embassy consoles have been nerfed with this.
I also fail to understand something:
Why, for God's sake, nearly all of the weapon/console bugfixes turn out to be some sort of nerf?
Why there isn't ever a bugfix which results in a buff?
Your Plasma Torpedo - Heavy III deals 174321 (66343) Kinetic Damage(Critical) to I.R.W. Valdore.
Why, for God's sake, nearly all of the weapon/console bugfixes turn out to be some sort of nerf?
Why there isn't ever a bugfix which results in a buff?
It took me a moment to finish typing this out because the /facepalm knocked my head over into the next county...cause, like you know (well obviously you don't) - the patch notes at the start of this thread and all...like...yeah.
Hrmmm, personally I think too many sweeping generalizations are being made about various PvP and PvE builds as folks have a clear image in their mind of what they're talking about, but without actually sharing that - what's being said could be horribly misconstrued. It's the kind of thing where two folks might agree on a particular build if it were actually described, but since it never is - folks have their own reference images, and they could end up arguing as if they were in complete disagreement even if they were in agreement.
Generally speaking, PvE builds tend to be one-dimensional, in other words, DPS to the max and to hell with everything else. You may see tanky or sci focused variants, but it's all about DPS in the end. You throw one of those in PvP, and because they're no designed to deal with players' debuffs and drains they fail miserably. On the other hand, PvP builds tend to focus on some sort of survivability mechanism and whatever role they wish to fulfill in PvP. Because of the survivability aspect, they tend to deal better with science debuffs and drains like Tachyon Beam which PvE players are now having to deal with and can't figure out how to keep their shields up against a Borg Sphere.
I wonder, how much the plasma proc embassy consoles have been nerfed with this.
I also fail to understand something:
Why, for God's sake, nearly all of the weapon/console bugfixes turn out to be some sort of nerf?
Why there isn't ever a bugfix which results in a buff?
the damage varies wildly depending on target TTL and number of weapons, consoles, +beam/cannon consoles, etc. It's pretty significant.
Still waiting for them to fix Quantum torpedo exploiter consoles. Maybe if I get enough people to send in bug reports about it...
Generally speaking, PvE builds tend to be one-dimensional, in other words, DPS to the max and to hell with everything else. You may see tanky or sci focused variants, but it's all about DPS in the end. You throw one of those in PvP, and because they're no designed to deal with players' debuffs and drains they fail miserably. On the other hand, PvP builds tend to focus on some sort of survivability mechanism and whatever role they wish to fulfill in PvP. Because of the survivability aspect, they tend to deal better with science debuffs and drains like Tachyon Beam which PvE players are now having to deal with and can't figure out how to keep their shields up against a Borg Sphere.
But that's a thing, that's your general impression not necessarily generally speaking. Considering the number of folks playing the game, mainly playing PvE, and the small number that are getting anywhere in the DPS Leagues or the like...generally speaking, PvE builds tend to be...balanced, a mix of DPS and survivability. Look at average lengths of runs...10-13 minutes for an ISA, but nobody died. That's the generally speaking. That an extremely small minority of players focuses on DPS near above else...doesn't make that the generally speaking for PvE builds. Likewise, just because somebody is doing PvP doesn't mean they've not built for a vape 'n run build which couldn't survive more than a second or two of any sort of fire.
And the TRIBBLE about PvE players not being able to figure stuff out is a load of TRIBBLE, and you know it. It's a bad player thing. C'mon, how many times have you had to drop out the L2P on some PvPer crying about what Science could do to them?
The whole PvE vs. PvP thing is such a crock of runny targ poo...
It's a better/worse thing depending on what one is doing, if one is considering their performance in the least. My premade PvP build is not the same as my PUG PvP build. My patrol grinding build is not the same as my ISA build.
It took me a moment to finish typing this out because the /facepalm knocked my head over into the next county...cause, like you know (well obviously you don't) - the patch notes at the start of this thread and all...like...yeah.
Well, tbh, i don't know what your point is here. The "fixing" of these consoles was the last drop in a loooooong series that made me write my earlier post.
I understand, that this has to be done because it isn't working as intended (perfectly fine with that). My problem is, that nearly everything released after S7 has been nerfed because it "doesn't work as intended".
These guys should really go back to the math books and also write/fix documentation for their own code, because it seems, that they TRIBBLE up everything (either intentional or just "s**t happens"). However, it happens too often.
While this patch will have some very nice QoL improvements, it also contains some nerfs (some of them are not even mentioned).
All these nerfs done in and after DR are the result of earlier mistakes (too many of them). If you don't know what a piece of code does, or what it interacts with, the chance to break something is very high. Especially with something as complex as a MMORPG.
I don't care about Argala and speed-progressing the spec trees. I'm progressing at my own pace, pick specialization passives that look good for use, and get the rest later (for the trait). No one is rushing me.
I don't feel any entitlement, this is just a d***n game. I don't need compensations of any kind. Just deliver a quality product (STO is not one).
What pisses me off is, that if i'm grinding/paying for something (i really think twice about what i'm throwing my time/money at), don't take it away. And i'm not talking just about these consoles (which should have been fixed much earlier, as the issue was known). and in that case i wouldn't have thrown 30k worth of dil to upgrade them. You know, this is what sucks, and i'm not alone with this.
And before anyone would ask: I am a gold member.
/end rant
Your Plasma Torpedo - Heavy III deals 174321 (66343) Kinetic Damage(Critical) to I.R.W. Valdore.
You complained about Cryptic always nerfing never buffing in a patch notes thread that included a bunch of buffs...as if you completely ignored everything in the notes so you could state your claim.
You complained about Cryptic always nerfing never buffing in a patch notes thread that included a bunch of buffs...as if you completely ignored everything in the notes so you could state your claim.
Well, if you would hav read my post a little more carefully you would have noticed this:
nearly all of the weapon/console bugfixes
I was talking only about these.
I think, i finished this, no need to fight over it.
Your Plasma Torpedo - Heavy III deals 174321 (66343) Kinetic Damage(Critical) to I.R.W. Valdore.
Well, if you would hav read my post a little more carefully you would have noticed this:
I was talking only about these.
I think, i finished this, no need to fight over it.
"Why there isn't ever a bugfix which results in a buff?"
...was the next line.
And...the change to the Neutronic TS...it buffed TS1 which was woefully underperforming compared to TS1 for other torpedoes.
The Kobali console was buff/fixed.
Aceton Assimilator's drain was buff/fixed.
Voth set items were buff/fixed.
Bio-Molecular weapons were buff/fixed.
That's just weapon/console buff/fixes...not all the rest of the buff/fixes in those notes.
edit: I'm not trying to pick a fight or anything, it was just a lolwut moment there. There have been plenty of patchnotes from Cryptic that are basically nerfgasms...imho, this one had some needed fixes and some good fixes. Pretty awesome notes, all in all.
Now, all the stuff that's going on that they did that didn't appear in the notes on the other hand...is irritating as Hell.
"Why there isn't ever a bugfix which results in a buff?"
...was the next line.
And...the change to the Neutronic TS...it buffed TS1 which was woefully underperforming compared to TS1 for other torpedoes.
...
Now, all the stuff that's going on that they did that didn't appear in the notes on the other hand...is irritating as Hell.
Let's summarize this patch.
General: No direct buffs/nerfs via numbers, but a direct buff to pet usability.
Systems: 22 different doff missions fixed, all in a positive or neutral manner. 2 buffs to crafted weapons. 1 nerf to NPC's (which is effectively a buff to players). One buff to player's mark reserves.
Powers: 5 direct command buffs. Introduction of shared cooldowns to ground/space abilities; technically a nerf. Buff/fix to Samsar console. Various Neutronic changes: net nerf, at the moment. Change to pol tet - relative to current state, net even. Nerf to plasma consoles. Buff and Buff/fix to specific command ability. Aceton buff/fix. Benthan trait fix/nerf. Timely Intervention buff/fix. Iconic Turbulence nerf/fix, arguably a net positive for the playerbase. For a total of 11 buffs and 3 nerfs here.
Content: Hive NPC nerf and time nerf: net neutral. CCA nerf/fix. Operation Gamma and 2 other missions buff/fix. Net total: 3 buffs, 1 nerf.
Character: various net positives.
UI: net positives.
So, directly, 39 buffs, 4 nerfs. One indirect buff, two changes that net out about even. And other good things in Character/UI.
This appears to have been a very player-friendly patch, overall.
SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci
They added Dilithium to normal mission rewards.
192 for Replays, and between 400-600 (it varies) for first time play.
The Tau Dewa patrol rapper appears to be missing as well.
That was a pleasant surprise to say the least. I picked up my next Deferi mission and 10k skill points and 500 and some dilithium. Wait what?
Replays were 2k skill points and 192 dilithium, which is a random number to the point of comedy. Still I'm overjoyed that it's actually showing up in game as was said.
I'm hoping the braids in the AlienGen are ALSO for BOFFs, even though it says Captain, fingers crossed that it's just imprecise language.
And the DOFF Assignment changes. Wonderful. Thank you.
I've never seen the reclaim borg drones assignments and I've looked.
I noticed that Reman BOFF assignments are up, but I rarely see Romulan BOFFs. Could that be looked at as well?
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
Not sure if peeps have brought this up earlier in the thread, but going by how things are on Tribble right now, they're really committed to completely removing Argala as the place to grind for spec points. Unless something is bugged or not finalized, not only are the amount of spec points you can earn per Argala run drastically reduced, but it appears you can't run Argala multiple times in a row anymore. Edit: I've been informed that there is an hour CD to it.
Also, you now have a choice of getting a small amount of extra spec points (represented by a placeholder "Token") or Delta marks.
"There will never be enough blood to wash away my need for vengeance! A single world...I could destroy a million worlds and it would not be enough! Your existence is an insult to the memory of my people! I will continue my fight, even if I must fight alone!"
I really like that chose marks or extra XP option. I hope that finds its way into the queues, too. My characters all have way more rep marks than they need.
And yeah, they want to remove grinding the same patrol over and over again. They've made that clear in more than one interview. I haven't tested, but presumably doing one patrol doesn't lock you out of the others. There are plenty that pay well.
Generally speaking, PvE builds tend to be one-dimensional, in other words, DPS to the max and to hell with everything else. You may see tanky or sci focused variants, but it's all about DPS in the end. You throw one of those in PvP, and because they're no designed to deal with players' debuffs and drains they fail miserably. On the other hand, PvP builds tend to focus on some sort of survivability mechanism and whatever role they wish to fulfill in PvP. Because of the survivability aspect, they tend to deal better with science debuffs and drains like Tachyon Beam which PvE players are now having to deal with and can't figure out how to keep their shields up against a Borg Sphere.
+1
The recent Tachyon Beam change was good, I'm testing it out on my drain Intrepid. In the previous state it was not even worth considering in the build. You're right, now Borg Spheres are way more of a threat with that ability. I did some ISA after the patch, I saw many people exploding as they couldn't raise shields back up in time.
Whether it was changed intentionally or unintentionally, you're not supposed to be grinding for spec points anyway though; they're a long-term benefit for long-term playing, which was the intention.
Who are you to say to me how i must play ?? I have everything, only thing i need to do is grind spec points on 6 characters, (3th almost done), now they nerve it ?? And just before xp weekend, when i was planning to grind them..
Cryptic realy hates players..
I have no problem with a Tachyon beam, but i get 5 from the spheres and thats a pain in the TRIBBLE.
I'm a dps'r that still pug'ed it sometimes but with the last changes thats over, every borg wants me death and only me for the whole stf.
Difference between PvP and PvE builds... first one can take on players and NPCs, second can only take on NPCs. This simple thing is enough to say PvP builds are superior to PvE ones. As such, I can't do anything but point out how for me that build is useless.
I tried Artillery as well, I know what it.. does. Had a BoP in front of me standing still. 100% shields and hull after the run, not a single fk given to it. That ability needs a big buff.
To me PvP builds are not superior to PvE. Both are built to archive different goals. Often a PvP build will perform worse than a PvE build for PvE. Take my build its all large area AoE. The more NPC ships the higher the DPS multiplies. My ship can also disables 20 NPC ships in 1 blast. Both the AoE and Disable function is far less useful in PvP unless you come across a mass of hanger pets. But I can spike to over 600k DPS in PvE due to NPC groups. A PvP build cannot normally kill 20 NPCs in 1 volley. A PvP buidl tends to stay the same DPS no matter how many ships it faces. My build was based around my DPS going up, and up as more ships enter.
Whoah. From a PvP standpoint that ship is terrible. No way to clean subnukes or DoTs, duplicate abilities everywhere instead of efficiently distributing their cycles across ship stations, no efficient EPTX cycling. even without artillery there would be overkilling hull healing abilities to keep alive a ship with not a single resist fitted. List can go on.
Now I understand why you are so mad about a rightful nerf. It would turn from bad to worthless. I'm astonished. ._.
But it is for PvE. Skillful PvE.
Its a PvE build although I do take it into PvP Capture and Hold which works. For Arena PvP well never flown it in that but I wouldnt expect it to last long.
I should have said before the PvP I do is Capture and Hold and its ok for that. Yes I agree the bridge officers are a mess as I am experimenting with the command powers. Yes it is focused on hull healing as its meant to be more an armour tank over shields. With the boosted healing to Engineering Team 3 which cycles 15s seconds, AuxStru Field 3 cycling on max cool down and extended RSP it tanks for ages normally. Add in 120 Shield power with the resistance boost as well. But I agree that build isnt optimal as I am still experimenting with the command powers mix.
Once you take out the useless artillery powers its never had a problem with DoTs, its got more than enough clearing of disable powers. I don't recall subnukes being a problem.
I think your build could be tweaked a bit if you like the play style and flight characteristics of that ship, but I can easily see where you're going with this. Just comes down to how you fly. Find me in game sometime. I'd like to see what you do with it in a few maps and then we can discuss what works for you.
darkknightucf will look you up. Might not fly much this week as I want to spend my time getting the last of the Omega parts. I do tend to go more towards Engineering captains and Cruisers .
The recent Tachyon Beam change was good, I'm testing it out on my drain Intrepid. In the previous state it was not even worth considering in the build. You're right, now Borg Spheres are way more of a threat with that ability. I did some ISA after the patch, I saw many people exploding as they couldn't raise shields back up in time.
Hey riccardo, we should take out or drain boats with Aceton consoles out for a spin sometimes.
Comments
May I suggest that you study what the Neutronic torpedo actually does.
My apologies, as I used shorthand in my explanation, where those who understand torpedo mechanics would receive the proper meaning of the message.
Current mechanics allow ALL torpedo damage to slowly strip shields based on the reduced kinetic damage done to shields (shield slamming). The radiation damage and the minor energy drain proc combined made Neutronic much more effective compared to other torpedoes for reducing shields. The inconsistent behavior of the spike drop in power levels of the target upon impact of a series of Neutronic torpedoes, combined with weakened or unbuffed shields, and THEN add to that the Armor Pen Trait bug is what resulted in many one-hit wonders via TS3.
FYI, the Radiation damage is a shield stripping ability, as is kinetic damage, as is the power drain mechanism. It may not be effective for your build, but for others who build for it, it can be effective. I just want it to work properly for ALL firing modes. What is on Tribble is not the case.
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.
Thanks, I took a quick glance but its late will have to take a good look another day. Hopefully Sunday or Monday,
Here’s my build. http://skillplanner.stoacademy.com/?build=torpboatcommand_7183
Emergency Artillery is a waste of time pre patch, just got them to play with. I run at 130Aux. The rest of the of power is in shields with EptS or Weapons with EptW still playing with both. Not sure what’s best the grav rear set for the 3% crit bonus or 2 energy weapons for extra Expose Weakness procs. At the moment running energy weapons for the procs only with low weapon power. FaW is purely to tag things with the shield tunneling and expose Weakness proc. Not sure what’s best shield tunneling DBB’s or Corrosive DBB’s.
Doffs are x3 projectile doffs, x2 Maintenance Engineer and x1 Fabrication Engineer for RSP extension. Normally I would run without Emergency Artillery, have Eng Team3, AuxStru Field 3 and the low levfel Eng team would be EptE.
EDIT: The idea behind the build was to boost raw damage as high as I could and have 100% of torp spreads make use of the Neutronic torpedo.
-15 per second all systems..... Not gonna happen man that's to OP and PVP the drain builds need to be looked at as they are anyway because even without that there OP you know that..... I see you smiling
The SS3 + Lance uber vape builds also need to be looked at. Insta kills are also OP.
Lol, building a FBP build now for those situations. Almost have everything I need.
That's because HY1 with neut was delivering more damage than HY2/3.
Whoah. From a PvP standpoint that ship is terrible. No way to clean subnukes or DoTs, duplicate abilities everywhere instead of efficiently distributing their cycles across ship stations, no efficient EPTX cycling. even without artillery there would be overkilling hull healing abilities to keep alive a ship with not a single resist fitted. List can go on.
Now I understand why you are so mad about a rightful nerf. It would turn from bad to worthless. I'm astonished. ._.
But it is for PvE. Skillful PvE.
I was doing HY's with Grav and Bio, very rarely Neut because of how weak it is.
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.
there is a difference between a PvE and a PvP build....
With that said, CEA (even what's on Tribble) is still not worth thinking about slotting unless you want to use it as a fireworks show after a run.
@pottsey
I think your build could be tweaked a bit if you like the play style and flight characteristics of that ship, but I can easily see where you're going with this. Just comes down to how you fly. Find me in game sometime. I'd like to see what you do with it in a few maps and then we can discuss what works for you.
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.
Difference between PvP and PvE builds... first one can take on players and NPCs, second can only take on NPCs. This simple thing is enough to say PvP builds are superior to PvE ones. As such, I can't do anything but point out how for me that build is useless.
I tried Artillery as well, I know what it.. does. Had a BoP in front of me standing still. 100% shields and hull after the run, not a single fk given to it. That ability needs a big buff.
I wonder, how much the plasma proc embassy consoles have been nerfed with this.
I also fail to understand something:
Why, for God's sake, nearly all of the weapon/console bugfixes turn out to be some sort of nerf?
Why there isn't ever a bugfix which results in a buff?
It took me a moment to finish typing this out because the /facepalm knocked my head over into the next county...cause, like you know (well obviously you don't) - the patch notes at the start of this thread and all...like...yeah.
Generally speaking, PvE builds tend to be one-dimensional, in other words, DPS to the max and to hell with everything else. You may see tanky or sci focused variants, but it's all about DPS in the end. You throw one of those in PvP, and because they're no designed to deal with players' debuffs and drains they fail miserably. On the other hand, PvP builds tend to focus on some sort of survivability mechanism and whatever role they wish to fulfill in PvP. Because of the survivability aspect, they tend to deal better with science debuffs and drains like Tachyon Beam which PvE players are now having to deal with and can't figure out how to keep their shields up against a Borg Sphere.
the damage varies wildly depending on target TTL and number of weapons, consoles, +beam/cannon consoles, etc. It's pretty significant.
Still waiting for them to fix Quantum torpedo exploiter consoles. Maybe if I get enough people to send in bug reports about it...
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.
But that's a thing, that's your general impression not necessarily generally speaking. Considering the number of folks playing the game, mainly playing PvE, and the small number that are getting anywhere in the DPS Leagues or the like...generally speaking, PvE builds tend to be...balanced, a mix of DPS and survivability. Look at average lengths of runs...10-13 minutes for an ISA, but nobody died. That's the generally speaking. That an extremely small minority of players focuses on DPS near above else...doesn't make that the generally speaking for PvE builds. Likewise, just because somebody is doing PvP doesn't mean they've not built for a vape 'n run build which couldn't survive more than a second or two of any sort of fire.
And the TRIBBLE about PvE players not being able to figure stuff out is a load of TRIBBLE, and you know it. It's a bad player thing. C'mon, how many times have you had to drop out the L2P on some PvPer crying about what Science could do to them?
The whole PvE vs. PvP thing is such a crock of runny targ poo...
It's a better/worse thing depending on what one is doing, if one is considering their performance in the least. My premade PvP build is not the same as my PUG PvP build. My patrol grinding build is not the same as my ISA build.
Well, tbh, i don't know what your point is here. The "fixing" of these consoles was the last drop in a loooooong series that made me write my earlier post.
I understand, that this has to be done because it isn't working as intended (perfectly fine with that). My problem is, that nearly everything released after S7 has been nerfed because it "doesn't work as intended".
These guys should really go back to the math books and also write/fix documentation for their own code, because it seems, that they TRIBBLE up everything (either intentional or just "s**t happens"). However, it happens too often.
While this patch will have some very nice QoL improvements, it also contains some nerfs (some of them are not even mentioned).
All these nerfs done in and after DR are the result of earlier mistakes (too many of them). If you don't know what a piece of code does, or what it interacts with, the chance to break something is very high. Especially with something as complex as a MMORPG.
I don't care about Argala and speed-progressing the spec trees. I'm progressing at my own pace, pick specialization passives that look good for use, and get the rest later (for the trait). No one is rushing me.
I don't feel any entitlement, this is just a d***n game. I don't need compensations of any kind. Just deliver a quality product (STO is not one).
What pisses me off is, that if i'm grinding/paying for something (i really think twice about what i'm throwing my time/money at), don't take it away. And i'm not talking just about these consoles (which should have been fixed much earlier, as the issue was known). and in that case i wouldn't have thrown 30k worth of dil to upgrade them. You know, this is what sucks, and i'm not alone with this.
And before anyone would ask: I am a gold member.
/end rant
You complained about Cryptic always nerfing never buffing in a patch notes thread that included a bunch of buffs...as if you completely ignored everything in the notes so you could state your claim.
Well, if you would hav read my post a little more carefully you would have noticed this:
I was talking only about these.
I think, i finished this, no need to fight over it.
"Why there isn't ever a bugfix which results in a buff?"
...was the next line.
And...the change to the Neutronic TS...it buffed TS1 which was woefully underperforming compared to TS1 for other torpedoes.
The Kobali console was buff/fixed.
Aceton Assimilator's drain was buff/fixed.
Voth set items were buff/fixed.
Bio-Molecular weapons were buff/fixed.
That's just weapon/console buff/fixes...not all the rest of the buff/fixes in those notes.
edit: I'm not trying to pick a fight or anything, it was just a lolwut moment there. There have been plenty of patchnotes from Cryptic that are basically nerfgasms...imho, this one had some needed fixes and some good fixes. Pretty awesome notes, all in all.
Now, all the stuff that's going on that they did that didn't appear in the notes on the other hand...is irritating as Hell.
Let's summarize this patch.
General: No direct buffs/nerfs via numbers, but a direct buff to pet usability.
Systems: 22 different doff missions fixed, all in a positive or neutral manner. 2 buffs to crafted weapons. 1 nerf to NPC's (which is effectively a buff to players). One buff to player's mark reserves.
Powers: 5 direct command buffs. Introduction of shared cooldowns to ground/space abilities; technically a nerf. Buff/fix to Samsar console. Various Neutronic changes: net nerf, at the moment. Change to pol tet - relative to current state, net even. Nerf to plasma consoles. Buff and Buff/fix to specific command ability. Aceton buff/fix. Benthan trait fix/nerf. Timely Intervention buff/fix. Iconic Turbulence nerf/fix, arguably a net positive for the playerbase. For a total of 11 buffs and 3 nerfs here.
Content: Hive NPC nerf and time nerf: net neutral. CCA nerf/fix. Operation Gamma and 2 other missions buff/fix. Net total: 3 buffs, 1 nerf.
Character: various net positives.
UI: net positives.
So, directly, 39 buffs, 4 nerfs. One indirect buff, two changes that net out about even. And other good things in Character/UI.
This appears to have been a very player-friendly patch, overall.
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!
I'm STILL waiting for them to acknowledge that Quantum Exploiters do not buff quantum damage, let alone fix it.
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.
That was a pleasant surprise to say the least. I picked up my next Deferi mission and 10k skill points and 500 and some dilithium. Wait what?
Replays were 2k skill points and 192 dilithium, which is a random number to the point of comedy. Still I'm overjoyed that it's actually showing up in game as was said.
I'm hoping the braids in the AlienGen are ALSO for BOFFs, even though it says Captain, fingers crossed that it's just imprecise language.
And the DOFF Assignment changes. Wonderful. Thank you.
I've never seen the reclaim borg drones assignments and I've looked.
I noticed that Reman BOFF assignments are up, but I rarely see Romulan BOFFs. Could that be looked at as well?
Also, you now have a choice of getting a small amount of extra spec points (represented by a placeholder "Token") or Delta marks.
And yeah, they want to remove grinding the same patrol over and over again. They've made that clear in more than one interview. I haven't tested, but presumably doing one patrol doesn't lock you out of the others. There are plenty that pay well.
+1
The recent Tachyon Beam change was good, I'm testing it out on my drain Intrepid. In the previous state it was not even worth considering in the build. You're right, now Borg Spheres are way more of a threat with that ability. I did some ISA after the patch, I saw many people exploding as they couldn't raise shields back up in time.
Who are you to say to me how i must play ?? I have everything, only thing i need to do is grind spec points on 6 characters, (3th almost done), now they nerve it ?? And just before xp weekend, when i was planning to grind them..
Cryptic realy hates players..
I have no problem with a Tachyon beam, but i get 5 from the spheres and thats a pain in the TRIBBLE.
I'm a dps'r that still pug'ed it sometimes but with the last changes thats over, every borg wants me death and only me for the whole stf.
Its a PvE build although I do take it into PvP Capture and Hold which works. For Arena PvP well never flown it in that but I wouldnt expect it to last long.
I should have said before the PvP I do is Capture and Hold and its ok for that. Yes I agree the bridge officers are a mess as I am experimenting with the command powers. Yes it is focused on hull healing as its meant to be more an armour tank over shields. With the boosted healing to Engineering Team 3 which cycles 15s seconds, AuxStru Field 3 cycling on max cool down and extended RSP it tanks for ages normally. Add in 120 Shield power with the resistance boost as well. But I agree that build isnt optimal as I am still experimenting with the command powers mix.
Once you take out the useless artillery powers its never had a problem with DoTs, its got more than enough clearing of disable powers. I don't recall subnukes being a problem.
darkknightucf will look you up. Might not fly much this week as I want to spend my time getting the last of the Omega parts. I do tend to go more towards Engineering captains and Cruisers .
My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
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Hey riccardo, we should take out or drain boats with Aceton consoles out for a spin sometimes.