Sorry this is going to be about cloak and where it fails in game.
1. Instant shields up at full power when de-cloaking
2. It gives the klink the time to get full power up to do max burst damage after sitting there a while.
In other words he can zip along cloaked then reach target ..wait then open fire at full power. While the fed player who goes at full impulse is at a serious disadvantage when entering a battle.
If I remember correctly cloak in the show was a serious power drain on the ship. Instant shields up is ridiculous when coming out of cloak.
You want to keep cloak...fine. But that is bull and one of the reasons people are growing tired of PVP.
Solution reduce the shield power and burst damage coming out of cloak. Pure and simple. I know you Klink fans will hate this idea but tough.
I think your idea is a bit overboard, but I do think that popping BOff abilities under Cloak should reveal you. A BoP, for example, shouldn't be able to drop all of his offensive self buffs (Attack Patterns, High Yield, Beam Overload, Rapid Fire, etc) before even uncloaking.
Cloak should impose a medium movement speed penalty and it should fall if you use any BOff power or ability.
I think your idea is a bit overboard, but I do think that popping BOff abilities under Cloak should reveal you. A BoP, for example, shouldn't be able to drop all of his offensive self buffs (Attack Patterns, High Yield, Beam Overload, Rapid Fire, etc) before even uncloaking.
Cloak should impose a medium movement speed penalty and it should fall if you use any BOff power or ability.
Either way something needs to be done. I can and do reveal cloakers at times. But the cool down on Sensor scan makes it almost completely useless and a joke.
A snare to speed while cloaked might be a nice addition. But I do stand by the fact that instant up shields and full power coming out of cloak is just plain stupid on the devs part.
Sorry this is going to be about cloak and where it fails in game.
1. Instant shields up at full power when de-cloaking
2. It gives the klink the time to get full power up to do max burst damage after sitting there a while.
In other words he can zip along cloaked then reach target ..wait then open fire at full power. While the fed player who goes at full impulse is at a serious disadvantage when entering a battle.
If I remember correctly cloak in the show was a serious power drain on the ship. Instant shields up is ridiculous when coming out of cloak.
You want to keep cloak...fine. But that is bull and one of the reasons people are growing tired of PVP.
Solution reduce the shield power and burst damage coming out of cloak. Pure and simple. I know you Klink fans will hate this idea but tough.
-Lady Diva
Why would a fed player be at full impulse? On either my federation or Klingon ships I drop my speed at 12km to 20km out (depending on the ship, my BO abilities, and how quickly my weapons might charge). In both cases I often watch my buddies getting shot up for several seconds while my guns charge up. While it's true that on my Klingon I'm not getting shot in that time, on my Fed I'm outside of firing range so the only real risk is if there is a cloaked ship also waiting for their guns to charge.
Federation players use full impulse WAY too much. You'll see the good ones turn it off before they get to a fight or someplace where they expect an ambush. You'll also see quite a few who flip full impulse on for just a few seconds then let their power recharge before flipping it on again. But most just go full impulse until they get in range and start shooting.
I absolutely hate when some idiot goes full impulse while they're already moving with the rest of their team -- all that does is make them unable to fight while scattering the team. Once you're with your team you ought to just keep moving slow and steady. In arenas in particular full impulse does nothing for you -- the Klingons will start the fight when they feel like starting the fight, and you going where you think is closer to them can't do anything at all to help.
Klingons actually get hurt by the ADD kiddies as much as the Feds do. While it's easy for the Klingons to wait for their guns to charge before starting, what's likely to happen is that the first ship on the scene will wait for *their* guns to charge, and then start firing without waiting for the last ship to arrive to also have time to charge up. So the Klingons either need to start the fight one by one, or they all attack at once while half of them haven't charged their weapons. It's the same effect as when the ADD kids int he Federation go full impulse everywhere, except while the Fed ADD kiddies TRIBBLE themselves, the Klingon ADD kiddies TRIBBLE their team-mates.
Sorry this is going to be about cloak and where it fails in game.
1. Instant shields up at full power when de-cloaking
2. It gives the klink the time to get full power up to do max burst damage after sitting there a while.
In other words he can zip along cloaked then reach target ..wait then open fire at full power. While the fed player who goes at full impulse is at a serious disadvantage when entering a battle.
If I remember correctly cloak in the show was a serious power drain on the ship. Instant shields up is ridiculous when coming out of cloak.
You want to keep cloak...fine. But that is bull and one of the reasons people are growing tired of PVP.
Solution reduce the shield power and burst damage coming out of cloak. Pure and simple. I know you Klink fans will hate this idea but tough.
-Lady Diva
Sounds like a great idea and after they do change it the way you like i'll just pop jam sensor on you and lay waste just like before,And sure you can use sci team to remove it but then you opened yourself up to VM so congrats no matter what you do you're still f'ed.
And thank you for the obligatory weekly cloak cry thread.
Sorry this is going to be about cloak and where it fails in game.
1. Instant shields up at full power when de-cloaking
2. It gives the klink the time to get full power up to do max burst damage after sitting there a while.
In other words he can zip along cloaked then reach target ..wait then open fire at full power. While the fed player who goes at full impulse is at a serious disadvantage when entering a battle.
If I remember correctly cloak in the show was a serious power drain on the ship. Instant shields up is ridiculous when coming out of cloak.
You want to keep cloak...fine. But that is bull and one of the reasons people are growing tired of PVP.
Solution reduce the shield power and burst damage coming out of cloak. Pure and simple. I know you Klink fans will hate this idea but tough.
-Lady Diva
Hey, I am all for it. While your at it why don't you reduce significantly the damage done by the floating shredders (escorts), and decrease the hull and shields of the floating beam boat so solo I can take their shields down past 1/4 with the constant spams they do (cruisers). Also, take away the specific ability to target individual systems and decrease the that insane 125% to shields (science). Also, give me some cheese to go with my whine.
I mean seriously. We can't attack you while cloaked, be happy with that. I am already floating around in a ships whos hull is paper thin and shields that if you blow a hard TRIBBLE disappear. Or you could just always go to FvF pvp. I mean really..is anyone forcing you to click the FvK queue?
Sorry this is going to be about cloak and where it fails in game.
1. Instant shields up at full power when de-cloaking
2. It gives the klink the time to get full power up to do max burst damage after sitting there a while.
In other words he can zip along cloaked then reach target ..wait then open fire at full power. While the fed player who goes at full impulse is at a serious disadvantage when entering a battle.
If I remember correctly cloak in the show was a serious power drain on the ship. Instant shields up is ridiculous when coming out of cloak.
You want to keep cloak...fine. But that is bull and one of the reasons people are growing tired of PVP.
Solution reduce the shield power and burst damage coming out of cloak. Pure and simple. I know you Klink fans will hate this idea but tough.
-Lady Diva
Play a klingon before you make baseless statements.
Decloaking does not give insta shields I would love it to be true but alas it is not the case.
toe to toe an escort can and does chew a bop up quickly due to the higher hull, shields and lets not forget how early the escorts get all those wonderful fore weapons.
ALL starfleet vessles can see a klingon cloaked at 3km or less so with the bops having lower hulls the odds of trying to regroup without being blown to bits is almost zero.
Fed has already nerfed the cloak please don't keep harping on this to balance out poor pvp skills and planning.
Play a klingon before you make baseless statements.
Decloaking does not give insta shields I would love it to be true but alas it is not the case.
toe to toe an escort can and does chew a bop up quickly due to the higher hull, shields and lets not forget how early the escorts get all those wonderful fore weapons.
ALL starfleet vessles can see a klingon cloaked at 3km or less so with the bops having lower hulls the odds of trying to regroup without being blown to bits is almost zero.
Fed has already nerfed the cloak please don't keep harping on this to balance out poor pvp skills and planning.
To be fair, I don't think the escort's hull helps a bit against a BoP. Overall, hull strength is irrelevant in this game. The beefier shields do help some, because they buy the second it takes to pop RSP (which many BoPs don't have because they were stacking Science BOs instead).
But yeah, BoPs get 1-shotted by escorts. Crits on the first volley of cannons will knock the shields down, and then the torpedoes which were launched at the same time obliterate the hull -- one press of the space bar. Escorts and Raptors can also both be 1-shotted, but the slightly higher shields seem to make it happen less often. Playing an escort you'll 1-shot a BoP or two a day, where getting 1-shotted or 1-shotting raptors happens a couple of times a week at most.
It's really not unusual for my escort to blow up 2 or 3 BoPs that are all moving slowly while the pile cannons into a cruiser, taking no more than 5 seconds for each BoP. RSP or even Science team might save them, but they go from 100% to 0% so fast that they just don't react.
Coming out of cloak, we do have instant shields up...its canon.
But what you likly havent seen is our shield's EPS...it starts at the bottom and has to build back up to our pre-set shield setting after uncloaking.
This means we have poor shield regen coming out of cloak. Yes, the power for shields is being used to power the cloak...but there is enough power to the shield system to have it on stand-by for rapid initialization once out of cloak...its just very poor at holding against weapon impacts.
So we have full shields, but no staying power.
That being said, I can accept a reduction in shield HP, that builds with shield EPS.
If/when the upcoming power system changes are rolled out, cloak will be more of a liability. Or, more accurately, the shield power drain will have a greater impact on the ship.
We'll be testing on Tribble soon a change to the functionality of your starship power levels.
Weapons
This stays the same, though we are looking into the values for power cost when using energy weapons.
Shields
Shield level currently determines the shield regeneration rate. We are adding an additional benefit in the form of shield damage resistance! The level of your shield power will determine how much damage is directly absorbed by the shield, so running at max shield level will definitely help your shields stay up against an onslaught. In general, this gives the 'tank' a true option to start a fight with max shield level and absorb some of the damage with their hardened shields.
Note that bleedthrough damage does not change with the power level (i.e. an 100 point hit would send 10 to the hull and the shield would apply its damage resistance to the 90 going to the shield).
Engines
Engine level currently determines the speed of your starship. We are shifting the maneuverability gain from Auxiliary to the Engine power level, so the level of your engine power will determine how much of a turning bonus you receive. This is more intuitive to players than auxiliary and auxiliary has its own benefits for the science abilities.
Auxiliary
Auxiliary will no longer provide a turn rate increase. The role of Auxiliary for science abilities is already well established and that will be its primary function. We are also exploring having some abilities tap into the Auxiliary power level as a drain to improve the performance of another systems.
These changes are a direct result of your feedback to make the power levels more uniformly useful, and create more of a reason to shift power levels during a fight which was the original intent. Keep the feedback coming!
If/when the upcoming power system changes are rolled out, cloak will be more of a liability. Or, more accurately, the shield power drain will have a greater impact on the ship.
Unless I horribly misunderstand the way it works, cloaked ships don't actually "zero" their shield power in the conventional sense. The shield power remains at whatever you have it set to, the shields themselves just turn off using the same same way they would if you procced a phaser on them.
A more significant impact of the proposed power levels change, I think, is simply that ships in the ball can have their shields set to full while waiting, and therefore tank the initial burst better.
Well, until they get dropped by stacked Beam Target Shields.
Unless I horribly misunderstand the way it works, cloaked ships don't actually "zero" their shield power in the conventional sense. The shield power remains at whatever you have it set to, the shields themselves just turn off using the same same way they would if you procced a phaser on them.
A more significant impact of the proposed power levels change, I think, is simply that ships in the ball can have their shields set to full while waiting, and therefore tank the initial burst better.
Well, until they get dropped by stacked Beam Target Shields.
Well, my cloak reduces my shield power to 0, even though the tooltip says -25 current shield power (and I had more than 25 shield power).
Comments
Cloak should impose a medium movement speed penalty and it should fall if you use any BOff power or ability.
Either way something needs to be done. I can and do reveal cloakers at times. But the cool down on Sensor scan makes it almost completely useless and a joke.
A snare to speed while cloaked might be a nice addition. But I do stand by the fact that instant up shields and full power coming out of cloak is just plain stupid on the devs part.
Federation players use full impulse WAY too much. You'll see the good ones turn it off before they get to a fight or someplace where they expect an ambush. You'll also see quite a few who flip full impulse on for just a few seconds then let their power recharge before flipping it on again. But most just go full impulse until they get in range and start shooting.
I absolutely hate when some idiot goes full impulse while they're already moving with the rest of their team -- all that does is make them unable to fight while scattering the team. Once you're with your team you ought to just keep moving slow and steady. In arenas in particular full impulse does nothing for you -- the Klingons will start the fight when they feel like starting the fight, and you going where you think is closer to them can't do anything at all to help.
Klingons actually get hurt by the ADD kiddies as much as the Feds do. While it's easy for the Klingons to wait for their guns to charge before starting, what's likely to happen is that the first ship on the scene will wait for *their* guns to charge, and then start firing without waiting for the last ship to arrive to also have time to charge up. So the Klingons either need to start the fight one by one, or they all attack at once while half of them haven't charged their weapons. It's the same effect as when the ADD kids int he Federation go full impulse everywhere, except while the Fed ADD kiddies TRIBBLE themselves, the Klingon ADD kiddies TRIBBLE their team-mates.
Sounds like a great idea and after they do change it the way you like i'll just pop jam sensor on you and lay waste just like before,And sure you can use sci team to remove it but then you opened yourself up to VM so congrats no matter what you do you're still f'ed.
And thank you for the obligatory weekly cloak cry thread.
Hey, I am all for it. While your at it why don't you reduce significantly the damage done by the floating shredders (escorts), and decrease the hull and shields of the floating beam boat so solo I can take their shields down past 1/4 with the constant spams they do (cruisers). Also, take away the specific ability to target individual systems and decrease the that insane 125% to shields (science). Also, give me some cheese to go with my whine.
I mean seriously. We can't attack you while cloaked, be happy with that. I am already floating around in a ships whos hull is paper thin and shields that if you blow a hard TRIBBLE disappear. Or you could just always go to FvF pvp. I mean really..is anyone forcing you to click the FvK queue?
Play a klingon before you make baseless statements.
Decloaking does not give insta shields I would love it to be true but alas it is not the case.
toe to toe an escort can and does chew a bop up quickly due to the higher hull, shields and lets not forget how early the escorts get all those wonderful fore weapons.
ALL starfleet vessles can see a klingon cloaked at 3km or less so with the bops having lower hulls the odds of trying to regroup without being blown to bits is almost zero.
Fed has already nerfed the cloak please don't keep harping on this to balance out poor pvp skills and planning.
But yeah, BoPs get 1-shotted by escorts. Crits on the first volley of cannons will knock the shields down, and then the torpedoes which were launched at the same time obliterate the hull -- one press of the space bar. Escorts and Raptors can also both be 1-shotted, but the slightly higher shields seem to make it happen less often. Playing an escort you'll 1-shot a BoP or two a day, where getting 1-shotted or 1-shotting raptors happens a couple of times a week at most.
It's really not unusual for my escort to blow up 2 or 3 BoPs that are all moving slowly while the pile cannons into a cruiser, taking no more than 5 seconds for each BoP. RSP or even Science team might save them, but they go from 100% to 0% so fast that they just don't react.
But what you likly havent seen is our shield's EPS...it starts at the bottom and has to build back up to our pre-set shield setting after uncloaking.
This means we have poor shield regen coming out of cloak. Yes, the power for shields is being used to power the cloak...but there is enough power to the shield system to have it on stand-by for rapid initialization once out of cloak...its just very poor at holding against weapon impacts.
So we have full shields, but no staying power.
That being said, I can accept a reduction in shield HP, that builds with shield EPS.
Unless I horribly misunderstand the way it works, cloaked ships don't actually "zero" their shield power in the conventional sense. The shield power remains at whatever you have it set to, the shields themselves just turn off using the same same way they would if you procced a phaser on them.
A more significant impact of the proposed power levels change, I think, is simply that ships in the ball can have their shields set to full while waiting, and therefore tank the initial burst better.
Well, until they get dropped by stacked Beam Target Shields.