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Anyone been hit but a Subnucleous beam lately?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2010 in PvP Gameplay
This is my humble opinion but I will state it with some confidence. I really don't feel like any ability that has no counter and pretty much shuts your down is very well thought out or good for the game. In general I don't complain about the different powers. Viral Matrix for example is rough but there is at least SOME way to get rid of it. With SB this is not the case. I believe it suppose to cycle all abilities for 8 seconds but with modifications on average I am shut down for at least 16 seconds and I have had it as long as 30 seconds.

I'm open to a counter opinion on this but I am skeptical that any reasonable person can say, "Yea I think an uncounterable ability that shuts you down for up to 30 seconds is very reasonable and balanced for gameplay".
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Pretty much everyone hates this ability.

    Cryptic will have to change it eventually.

    In my opinion they should just replace it with something completely different -- how about an ability that makes the target's shields have, say, +10% bleedthrough? It would be a semi-counter to RSP and would be genuinely useful without being terribly overpowered.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    For every skill there should be a counter to it.

    There is talk either here or on Test bed about why Science team does not remove it and it probably should.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Science team cant remove. The skill description clearly says, that the beam STUNS your CREW. Science team is overused as it is, no need to give it yet another benefit.

    I would just lower the duration of the ability and untie it from deflector dish subsystem shared cooldown. I guess the emergency the holographic doctor would appear and heal the crew, which sort of justifices the duration of cooldown. I would just lower it by 2/3.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Dalnar wrote:
    Science team cant remove. The skill description clearly says, that the beam STUNS your CREW. Science team is overused as it is, no need to give it yet another benefit.

    I would just lower the duration of the ability and untie it from deflector dish subsystem shared cooldown. I guess the emergency the holographic doctor would appear and heal the crew, which sort of justifices the duration of cooldown. I would just lower it by 2/3.

    My science mate said that photonic officer lowering its CD together with BO skills. it means 27sec cd on subnuc. He can do 30sec proc, then 27 sec later another one :D.
    I would adjust subnuc to this: Destroy ship in 3 sec. At least you dont need to wait to get destroyed without able to do anything. After 3 sec CD you go boom. Thx Cryptic for these nice ability. Make some more like this.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Maybe have it simply trigger the global cooldown of everything, like you'd just used a power related to it. So all your powers go into their 20 second cycle and your weapons into their respective cooldowns.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    It needs to randomly attack only 1 subsystem (like aux, weapons and such). And increase the cooldown.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Seriously though, how many sci officers you see playing Klingon compared to Fed side? Maybe I'm not looking too closely but the majority ok Klingons I see in pvp are either engineers or tac officers. Any change to SubNuc will benefit Fed side more than Klingon side in my view just from the playerbase numbers. Any thoughts?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I got hit with a couple 16 second cool down, of course, I was dead about half way through the timeout.

    Six seconds is bad enough, any longer is very much "I win" button for the one using the beam.

    The only plus at all, is occasionally my auto-filre beams will keep firing even during the cool down. But, without being able to apply any ET or RSP, I'm just as dead.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Radom101 wrote: »
    Seriously though, how many sci officers you see playing Klingon compared to Fed side? Maybe I'm not looking too closely but the majority ok Klingons I see in pvp are either engineers or tac officers. Any change to SubNuc will benefit Fed side more than Klingon side in my view just from the playerbase numbers. Any thoughts?

    Funny, i see more tac on fed side, and more sci on klingon side...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Radom101 wrote: »
    Seriously though, how many sci officers you see playing Klingon compared to Fed side? Maybe I'm not looking too closely but the majority ok Klingons I see in pvp are either engineers or tac officers. Any change to SubNuc will benefit Fed side more than Klingon side in my view just from the playerbase numbers. Any thoughts?

    Game design is not built around faction population. Well, not good game design anyway.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Well I'm glad at least I'm not the only one that thought this power was a little out of whack. It might be fine if you couldn't reduce the cooldowns and increase the duration with skills and equipment. Still... even VM has some counters.
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