Universal Kit Module - Agony field generator.
It can be placed during Ambush, it scales with all of those damage buffs and it also has a gradual resistance decrease to targets.
It can reach up to 10k per hit.
Once you get a handle of that thing, the ground combat becomes o-b-s-o-l-e-t-e.
As I'm sure at least someone else talked about this on Reddit or here, somewhere, this is a red flag towards the designers/developers.
It's simply invalidating any other ground playstyles and it's too much, even for a fully buffed, large kperf captain.
For 10m from the exchange, you can simply solo any cluster of ground enemies in the game, as along as you drag them inside your field generator.
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Hello rubber banding my old friend, time to bounce around the battlezone again, where are all my bug reports going?, out of love with this game I am falling, As Cryptic fail to acknowledge a problem exists, Shakes an angry fist, And from Support all I'm hearing are the sounds of silence.
I know all of those. They can't hold a candle to that Agony field on a Tac with Ambush.
Wonder how this will play into the upcoming Sompek...
Hahaha!
[Looks at pile of Plasma Exploders in Bank]
*Sobs*
I suggest messing with some of those again I have literally melted large groups of NPC's with either cold flash fusion and/or Exothermic on my Caitian Sci. Also to add to that I have seen NPCs dodge Agony Field Generator also so it being unavoidable is BS.
I think what may be the case with the Agony Field is that its a MASSIVE AoE that shrinks over the duration. Also its basically a generator, so a static emplacement that, in a PvP setting, is vulnerable to Sabotage.
I've been in Sompek instances where just activating that thing would be enough to kill everything, even in relatively high rounds.
You'd think they'd have rebalanced things by now, but it seems no one cares anymore that some of the more recent stuff is ridiculously overpowered compared to earlier gear.
Those Pahvo crystals that can kill off anything that comes close, the one ability that allows players to drain an enemy's life energy (restoring their own HP while basically instantly killing any opponent) and the ability to create entire armies of drones (as if the crawling Hur'q, the holo-decoys and dinosaurs and tardigrades weren't enough) are a few other examples.
Not to mention the almost permanent ability to hit multiple targets with electricity. Or the Ambush turrets. Ok, those need to be replaced after 15 seconds but they're capable of almost instantly killing entire groups in battlezones for example.
Simply put, it's not just the Agony generator. Most of the more recent stuff has ridiculously low cooldowns or deals too much damage (or, worse, it has and does both). We have kit modules that basically serve as a third weapon that can almost constantly be active, turrets that only require one activation to defeat enemies all around the player and so on.
But to be fair, I stopped caring as well. There's no point in being frustrated at something they will not change, or only change after they've milked the playerbase of their money by selling it in some OP form first, before they nerf things.
Things either remain the same, or they're only changed in such a way that people are rightly appalled by it.
When an aoe turret hits for 10k per hit on an unlimited number of targets, it is absolutely nothing that can top that. Absolutely nothing. As much as I agree you guys may have some vaping-nuking-devastating builds, please, take time and if you can afford (10m per piece last time I checked), please experiment this module with your tac with : Ambush, Battle Strategies, Motivation and Paradox Bomb. And tell me there is absolutely anything on this game that can beat that turret. I'm open to learn and I'm willing to check your results out. Just make sure to place the Agony Field Turret with all the buffs (including ambush) on you.
It also has a pulse-based resistance decrease against phaser (it is phaser damage) and it simply crumbles any targets.
You do make plenty of sense.
I think the real issue here is that they're universal modules.
Turrets are strong to compensate for the Engineer's lack of buffs.
When you put them on the Tactical, it's simply turns into a messy jet of high digits.
Mass aoe/dot debuffs and damage sources suit well with the Science captains, at the cost of a lower weapon damage generally.
Kinetic explosive, weapon buffs and dynamic modules suit the Tactical at their best. Without being too much in terms of sustained damage.
Maybe it's time to speak about it.
The borg beam loses a lot of mileage on console due to how badly executed the aiming system is. Aim just locks you onto anything nearby be it friend or foe and if there's nothing ahead it'll scoot off and grab a target thats on the other side of an impassable cliff who will then actually take the time to run around the map just to fight you.
Making it a engineering-only kit module might be the fix. It would genuinely help the engineering on the ground, without being a space weapon on the ground.
The OP's concern was valid. He stated his concerns in a valid and adult manner.
As i said you have to nerf half the game to make it interesting for some but you would utterly destroy those casual vast majority players cause they are barely hanging in there as it is. What we need is a higher or 2 higher queues to play randoms on in order to make up for that gear without random John Doe being able to sign up for that queue with his white mk ii gear. But that is not going to happen and i don't think a nerf is going to happen cause they would hurt 90% + of the player base and not the guys you can make 10k hits. I make more damage on ground then some people in space and that the fact and i m sure there is far better players out there then me.
So instead of I need a nerf for stuff which has no more difficulty these days how about you ask for content which actually has some sort of difficutly level so that the "veterans" can enjoy it too?
That's one way to look at it.
Another way is that the OP just wants to remove anything he personally doesn't like.
You can judge for yourself, but there are tons of powerful ground abilities. This device hardly 'nullifies ground gameplay.'
And you've never done the one man campaign against something here in the forums?
Hey, Pot? I'd like you to meet Kettle.
Well as valid and adult as it gets considering the item in question is around for one and a half year and in such a good company.
I both like and respect the OP. Thats why I hold back in this thread but we already concluded a hundred times that nerfs are not the answer, those items are around to bankroll the game and after the last most powul item is just right before the next most powerful item. All my starships and ground builds consist of a few dozen most powerful items. The agony field is just one of em and, after a nerf to uselessness, would just be replaced by something that would trigger the next thread where we meet and discuss this nonsens.
The whole topic is just futile in light of the group of people who run this title. Casuals motives are just but the outcome is like asking cryptic to be allowed to spend more money for not getting anywhere in STO. I'm sick of it and would certainly not ask for it.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
I have posted my opinions and will continue to do so. I don't need to rely on silly hyperbole to do it either.
if you don't like it, you can feel free to cram it.. sideways.
That was my first Character and my Main for close to two years. Since then, I'd only played that Character sporadically. I only had Intelligence, part of Pilot, and part of Commando done. Now, I'm finishing up Strategist and have Command left to do.
It was funny seeing a number of T5U Lockbox Ships with just Mk XII VR or Rare Reputation gear slotted. Multiple copies of the same Assimilated Module or MACO Engines were slotted on different Ships throughout my Fleet. (Back before Loadouts and Upgrades were a thing).
Those were different days.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Its real issue is the possibility to interact with Ambush and other cat2 stacks from the Tac skills.
So the shortest way to do right by the engineers and not break the tactical Ambush skill ... Is stated above. This comes as a suggestion and a solution to the problem being discussed here. Most people call this a cry for nerf. It is absolutely not. It's just a limitation for a certain unwanted mix of bonuses which simply turns the based feature there into a one-way thing.
It is important to read it first, then have an opinion on it. This way we can have proper arguments on different opinions.