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Opinion Request: Chronitons

borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
edited July 2012 in PvP Gameplay
What is the real reason for the complaints of imbalance against these:

1) Reliability of debuff

2) Power/magnitude of debuff

3) Lack of defense against said debuff

4) Stackability of debuff

5) Something else, or a combo of the above


The numerous complaints against chroniton procs in general have placed the issue on my radar, but the majority of the posts I read are just complaints without thorough analysis attached. Can some of you regulars shed some light on the core mechanic that is causing this beef?

Thanks!
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Post edited by borticuscryptic on
«134

Comments

  • fakehilbertfakehilbert Member Posts: 252 Arc User
    edited June 2012
    3) Lack of defense against said debuff

    4) Stackability of debuff
    These two are the main problem in my opinion. Especially 3).

    One second thought: also 2). The duration per proc is a bit long. But this duration thing is even worse for warp plasma / theta which last way too long per application.
  • aytanhiaytanhi Member Posts: 107 Arc User
    edited June 2012
    Simply put, there has never been a counter or clear for chronitons since season 1.

    If the proc time was reduced by a second, and polarize + hazard + omega either negated or cleared it, the chroniton would be much more balanced.
    [SIGPIC][/SIGPIC]
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  • alanburchalanburch Member Posts: 0 Arc User
    edited June 2012
    When I compare Chroni's with Tricobalts, Quantum, Photon, Plasma...everything looks balanced.

    Transphasics are underpowered because they generally only help for a few seconds at the beginning of a battle and are simply not worth equipping unless you're in a shuttle.
  • ocp001ocp001 Member Posts: 0 Arc User
    edited June 2012
    aytanhi wrote: »
    Simply put, there has never been a counter or clear for chronitons since season 1.

    If the proc time was reduced by a second, and polarize + hazard + omega either negated or cleared it, the chroniton would be much more balanced.

    Bingo.

    I would further mention that when teams of 5 using chroniton torpedoes combine them with Torpedo Spread, and Torpedo High Yield, the entire other team can be ground to a stop, and never be free of the debuff.

    -Joseph.b
  • lostusthornlostusthorn Member Posts: 844
    edited June 2012
    1) Reliability of debuff

    2) Power/magnitude of debuff

    3) Lack of defense against said debuff

    4) Stackability of debuff


    In my experiance, those.
    Highest proc change of all weapns to apply the buff. Seems to be out of line with the rest of the procs in game.
    Reduces defense, and offense of a effected ship because it can move significantly less when effected.
    No counter at all against it.
    Its prtty nasty when you are in an escort, in a cruiser or carrier, you could step out of the airlock and push, you are moving like a snail.
  • swimminglyswimmingly Member Posts: 0 Arc User
    edited June 2012
    The biggest problem with it is that nothing clears it.

    The proc rate of 33%, combined with its ability to stack, basically results in a complete standstill with nothing the victim can do to remedy the situation. The stackability, in turn, is compounded by the ability to use spread to fire a bunch of chronitons - which given the 33% proc rate virtually guarantees that the victim will be sitting there.

    A fix for maybe two of these offenders would help balance chronitons greatly:
    - proc rate too high;
    - nothing clears it;
    - procs stack.
  • aytanhiaytanhi Member Posts: 107 Arc User
    edited June 2012
    alanburch wrote: »
    When I compare Chroni's with Tricobalts, Quantum, Photon, Plasma...everything looks balanced.

    Transphasics are underpowered because they generally only help for a few seconds at the beginning of a battle and are simply not worth equipping unless you're in a shuttle.


    The underpowered weapons in PVP are currently in a list of ascending from weakest to strongest as folows are Plasma (Energy and projectile due to the item set resistances against plasma weapons) , Transphasics, and tricobalts.
    [SIGPIC][/SIGPIC]
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  • mavairomavairo Member Posts: 579
    edited June 2012
    1 is a problem. It's pretty much guaranteed to hit you. Not so much a proc as a universal constant.

    2. magnitude of the buff really is not the problem

    3: This one right here Lack of Defense. that APO doesn't actually work on it, (there's alot of things APO doesn't actually work correctly on, but that's another tangent suffice to say APOs descriptor literally says Movement Debuff Immunity 15 seconds and it provides nothing of the sort) Aux Id? No dice either. Evasive? Engine batteries? No dice once you get enough of them stacked on you.

    4: This is the second biggest issue. That you can be procced from start to finish of the fight is a little more than much. Most of us call that into the Bull ***** category. There's no immunity grace period afterwards, even merely 10 seconds (15 is asking abit much) would be joyous.

    5: Already covered this in the above.

    The problem is the debuff, can be stacked, and not only this, but each debuff is rather significant it is entirely possible right now to stop a full engine powered escort for example (even if he is using APO), through sheer chroniton procs. There's no immunity period after it's gone so it can immediately be reapplied. No one is actually using chroniton torps to do damage it's all for the debuff, this is something that direly needs to be looked at. Ironically enough, their output is so low that if it weren't for the proc you would never see anyone using them (and only sci ships really use them. Most procs come from Mines, and the stupid Danubes).

    If you like, when I get back in game this weekend, I can post again in this thread with an exact break down of how much each chroniton proc debuffs you. I did the test once before, but I failed miserably to save the results. However each debuff was rather -huge- from what I do remember.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited June 2012
    The lack of defense seems to be the biggest issue to me. Combined with its stackability and its proc rate, it is inevitable and can be maintained constantly.

    Attack Pattern Omega, Aux2Dampeners, Hazard Emitters and Polarize all fail to work against it. At least 2 of these powers (probably APO and Polarize Hull) should provide a defense against it.

    The other 3 factors must also be looked into. The defenses cannot be up all the time, so reducing duration and stackability may also be required.

    If you reduce the proc rate significantly (say, down to 10 % or so), consider boosting the damage to compensate (that would also make Chronitons more useful in PvE). Maybe instead of changing the proc rate, one could increase the cooldown some more but retain the current DPS - that gives it a stronger burst potential.

    It may not require all that much work, before it becomes useless, but:

    1) At least two, if not 3-4 counters from the existing movement buffs/hold/repel counters should work against it. If you choose a low number of counters or only rare counters, you should probably remove stackability.
    2) The overall reliability on its own may need some downward adjustment - the reliability being a factor of proc change, firing rate and duration.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • dant158#3249 dant158 Member Posts: 11 Arc User
    edited June 2012
    Opinion disclaimer: All of what you said is a problem with chronitons. Literally, every point.

    Reliability is probably the least of the problems. It's a tortpedo, not an energy weapon, so you don't get hit as much.

    The fact that it is a proc that can be increased in effectiveness by the user but can't be decreased in effectiveness by the target via the skill tree (higher tier for the resistance too)
    Due to it's duration, and likelihood, the magnitude is too strong. But I would only reduce one or the other, not both.

    The biggest thing causing problems though, is that there are carrier pets using them, and that there is no counter. 1 ship firing off chronoitons? Annoying, but not a dealbreaker, they have to sacrifice alot of dps potential for that luxury. 8 little blighters spewing them out and you have a problem.
    I don't think the proc system was designed with todays levels of spam in mind. I think that pets need to have their ability to proc removed completley.

    It's the same issue with phasers too. Every fed pet is using them, with the exception of stalkers. So the sheer volume of phaser/chroniton procs is problematic.

    In a nutshell, chronitons are fine when player ships are using them, due to both the opportunity cost, and the frequency of hits (maybe duration or magnitude could be reduced). But with free chroniton torpedo platforms (NPC pets) it's an issue. At a guess, the weapon proc system wasn't designed with these volumes in mind.

    On an unrelated note, I would just like to say that I'm glad to see you posting here on this issue. It shows that balance isn't totally out the window at HQ.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited June 2012
    dantrainor wrote: »
    It's the same issue with phasers too. Every fed pet is using them, with the exception of stalkers. So the sheer volume of phaser/chroniton procs is problematic.

    Let's save the Phaser discussion for another thread. One thing at a time. =)
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • dant158#3249 dant158 Member Posts: 11 Arc User
    edited June 2012
    Let's save the Phaser discussion for another thread. One thing at a time. =)

    Just thought I'd throw that in there is all :biggrin:
  • stevehalestevehale Member Posts: 437
    edited June 2012
    For me, it's a cross between the inability to clear the debuff. The prevalence as a result of it being unclearable as well as their inclusion in recent spam/npc additions means the proc is almost always active in many situations.

    I've never tested specifically the effects of multiple chroniton procs but I've seen the little number on the icon. I'm not sure that the magnitude of the debuff is the problem, it makes sense. The torpedo itself does less damage but offers an incredible debuff which is a really nice, simple example of what I would consider to be good balance until you consider that there is no counter.

    What should counter it? Omega and Polarize Hull make sense but those tend to be very common in the age of tractor beam and other movement debuffs. Hazard Emitters were a counter at one point but those already clear so much which may or may not be a good thing.

    It's a similar issue to the Phaser proc which stacks and is irresistible. Any means of compensating for the down systems ends up on cool down and you are hit with a second phaser proc seconds later. As with Chronitons, all of these pets which use Phasers have made the problem that much worse. A small proc chance becomes incredibly high.

    Is it possible to make it so that Phaser proc debuffs don't stack like Disruptors? Could a system similar to the KHG Shield be put in place where one one system goes down, another can't (as a result of Phaser procs) for 10 seconds or so?

    At any rate, thank you for your interest in this matter. I won't lie. I was a bit surprised to see balance concerns being addressed. So seriously, thank you.
    __________________________________________
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  • tankalot42otankalot42o Member Posts: 0 Arc User
    edited June 2012
    i think its lack of clearing ability and the fact that we only have so many clearing buffs and with the addition of danubes and the use of ewp and phaser procs we spend most of our time stuck with our clearing abilities on cd
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  • playhard88playhard88 Member Posts: 733 Arc User
    edited June 2012
    What is the real reason for the complaints of imbalance against these:

    1) Reliability of debuff

    2) Power/magnitude of debuff

    3) Lack of defense against said debuff

    4) Stackability of debuff

    5) Something else, or a combo of the above


    2, 3 and 4.

    - Is a very long debuff (that can be stacked, for example: 3 normal chroniton debuff, 1 chronitn torpedo spread debuff)

    - Nothing cleans the effect, evasives/APO helps a little (and only if u have only 1 debuff)

    My suggestion:

    1 - Chroniton Debuff should not stack
    2 - Attack Patern Omega should clear Chroniton debuff like Hazzard emiters clean the hazzard debuffs, a constant clean effect while the skill is active, so we can deal with the carriers pets with chroniton
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  • captkirrahecaptkirrahe Member Posts: 117 Arc User
    edited June 2012
    3) Lack of defense against said debuff

    If its true that there is no counter for it then thats really got to be changed, buffs and counters make mmos fun.

    Also
    4) Stackability of debuff
    I dont see the need for it to be stackable, if you have a torp build then chances are you're going to renew it pretty quickly it if ends I guess.
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  • stevehalestevehale Member Posts: 437
    edited June 2012
    [6:33] [OrganizedPVP] Sovek@Jesse_Heinig: "Don't phase me bro!"

    I know it's not the focus but it's too good to go unshared!
    __________________________________________
    Foundry: Yet Another Borg Mission
    It's terrible but easy, and these Borg are way cooler than the mess STO and Voyager left us.
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2012
    dantrainor wrote: »
    Opinion disclaimer: All of what you said is a problem with chronitons. Literally, every point.

    Reliability is probably the least of the problems. It's a tortpedo, not an energy weapon, so you don't get hit as much.

    The fact that it is a proc that can be increased in effectiveness by the user but can't be decreased in effectiveness by the target via the skill tree (higher tier for the resistance too)
    Due to it's duration, and likelihood, the magnitude is too strong. But I would only reduce one or the other, not both.

    The biggest thing causing problems though, is that there are carrier pets using them, and that there is no counter. 1 ship firing off chronoitons? Annoying, but not a dealbreaker, they have to sacrifice alot of dps potential for that luxury. 8 little blighters spewing them out and you have a problem.
    I don't think the proc system was designed with todays levels of spam in mind. I think that pets need to have their ability to proc removed completley.

    It's the same issue with phasers too. Every fed pet is using them, with the exception of stalkers. So the sheer volume of phaser/chroniton procs is problematic.

    In a nutshell, chronitons are fine when player ships are using them, due to both the opportunity cost, and the frequency of hits (maybe duration or magnitude could be reduced). But with free chroniton torpedo platforms (NPC pets) it's an issue. At a guess, the weapon proc system wasn't designed with these volumes in mind.

    On an unrelated note, I would just like to say that I'm glad to see you posting here on this issue. It shows that balance isn't totally out the window at HQ.

    this is pretty much right on. a premade with each ship having a cron torp and spread 1 can be incredibly debilitating and annoying, but its not impossible to deal with. runabouts and advanced orian interceptors stacking 3 or 4 procs on you, and getting relaunched with fresh cooldowns to do it again is game breaking. to say nothing of the chain tractoring thats just as bad.

    the main problem is that pets have CC abilities that were originally balanced when there couldn't be more then 1 copy of them per ship in the match. now theres 20+ copies of that skill in the match were there used to be only 5, when its that bad the games nearly unplayable. partly from lag and partly because the counters to these powers are also balanced against the enemy team having no more then 5 copies of this at an extreme, but of course now they have 20+.

    the right hanger, without the help of its carrier, can leave you in worse shape then a dedicated science ship piloted by an actual player trying to serve you up on a plater for an escort to blast to pieces. a ship being an escort and a carrier at the same time, literally combining what used to require 2 people into 1 is BAAAAAAAAAD, that was an extreamly misguided thing to do. pets should be limited to dealing damage, thats it. give runabouts a duel beam bank, a photon/quantum, an aft beam array and BO1 and HY1.

    for chronos specifically, i know a skill extends the duration of the proc, extends it way to long. the fact that they stack is also bad, a single debuff nearly grinds you to a halt, this makes getting away with evasive impossible, and lowers your defense score immensely. shooting someone with a crono proc on them is like having weapons with 3 acc mods and 3 crit mods. so you see, just having your movement debuffed is not even the biggest negative for the victim of the chrono proc.


    i think this would be a great time to change the chron proc to something more canon. they should have a 10% chance to bypass shields completely. as apposed to transphasics that always bleed some. if chronoton torpedoes are in use in the alpha quadrent in 2409, its likely that a temporal shielding aspect is now a part of all shield systems, the proc just shows its not fool proof. introduce a dominion poloron torpedo in place of the current chrono torp that has the current crono proc, so the mechanic still exists. im here for the star trek, i want established things working the way they did in startrek. chronos literally had a proc in the canon, and its not the one they have in game.

    *edit- also id just like to say how happy i am that stuff like this is on the radar again, thanks so much for the dialog borticus!
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited June 2012
    I'd add the following 2 issues:

    1. Doffs increasing rate of cront usage (from either boff ability or decreas in cooldowns of deployments of pets)

    2. Pets increasing rate of cront usage

    In general these apply to many things, but sticking to cronts cooldowns are pretty much meaningless anymore if you combine the above.

    For example, in ~7 sec I can deploy 2 wings of 3 ships (Ad Orion scouts) from 1 hangar and in ~7 or ~15 seconds (depending on cycle) I can deploy 2 wings of 1 Ad Frig using 1 blue and 1 purp flight deck doff @ full aux. Each ship uses cronts. Just by cycling deployments I seem (though I admittedly haven't thoughly tested for each debuff) to be able to completely ignore the cooldowns which had been the norm prior to the introduction of cronts from pets, and torp cooldown debuffs from doffs.

    Therefore, anything balanced by Boff cooldown prior to Doff introduction/dilithium pet introduction is now way off. This could be a thread of it's own and to avoid further derail I'll not elaborate further.

    I'd say the 1st thing to fix specifically to cronts is to add an immunity of 10-15 secs at least for whichever counter abilities feel appropriate.

    Formally,

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  • shelevshelev Member Posts: 51 Arc User
    edited June 2012
    The sheer volume of chron flying around coupled with the lack of a counter.

    Seriously you could probably just swap the chrons on pets for "anything" have it do wonders.

    The chron effect itself is just fine, the lack of a counter wasn't an issue until the chron volume of fire was dramatically increased.

    With that in mind the fix should be two fold. Allow something to counter it, and take chrons off pets. This reduces the volume of fire drastically and allows a counter should it ever be a large problem again/later.

    Consider this is from someone actively using pets with chrons.
  • nyniknynik Member Posts: 1,628 Arc User
    edited June 2012
    I'd rather see a ship automatically gain immunity over time to being affected by the debuff than add the clearing of it to the already polluted list of clearing powers.

    Perhaps a new feature could be added in battle, much like a minigame with a far smaller UI window, that one could manually re-modulate their ship's shield frequency to the "temporal variance of chroniton torpedoes" and invert the deflector array.
    You could remodulate every 60 seconds - trying to find the right frequency (say the ui element functioned a little like Skyrim/Fallout's lockpick UI - although more forgiving).
    In another version of this timeline, Lieutenant Commander Tuvok and Seven of Nine were able to develop temporal shielding which effectively protected Voyager from the Krenim's chroniton torpedoes.This was accomplished by matching Voyager's shields to the temporal variance of the torpedoes, and matching the deflector array to the inverse of that variance. This timeline later negated when the Krenim weapon ship was erased from history, reversing all of the damage it had caused to the timeline from history. (VOY: "Year of Hell", "Year of Hell, Part II")
    http://en.memory-alpha.org/wiki/Chroniton_torpedo
  • thishorizonthishorizon Member Posts: 1,158
    edited June 2012
    yeah borticus, just get us a counter for em, or at least stop the stacking.

    both would be too much maybe. idunno.

    gl with your tests and info gathering.

    have fun kill bad guys

    horizon
  • defalusdefalus Member Posts: 4 Arc User
    edited June 2012
    nynik wrote: »

    Perhaps a new feature could be added in battle, much like a minigame with a far smaller UI window, that one could manually re-modulate their ship's shield frequency to the "temporal variance of chroniton torpedoes" and invert the deflector array.
    You could remodulate every 60 seconds - trying to find the right frequency (say the ui element functioned a little like Skyrim/Fallout's lockpick UI - although more forgiving).

    It's a nifty idea but what your saying is that you want people to do minigames while they're under attack?
    __________________________________________________
  • dassemstodassemsto Member Posts: 792 Arc User
    edited June 2012
    Thaks for showing some love Borticus! If you balance one ability every week, you will make STO PvP a lot better in a short time! (relatively speaking) :) I'm just overjoyed that someone is doing something for pvp!


    defalus wrote: »
    It's a nifty idea but what your saying is that you want people to do minigames while they're under attack?


    This sounds like a nightmare! I'm having serious trouple even getting one ability to activate when I'm focused (like evasive or eng batt)... I click, it greys out, it greys off, I click, it greyes out, it greys off...etc. etc.
  • buccaneerdtbbuccaneerdtb Member Posts: 575 Arc User
    edited June 2012
    Nothing left to say but thank you. Two carriers with runabout pets can keep a ship in perma-chroniton proc the whole gae....and people are doing just that constantly.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited June 2012
    They lack a reliable, or existant, counter that a player can choose to use in a build.

    Several ingame abilites exist that could be expanded to be this counter. The the only issue with Chroni's is on the heads of those whom do not use the counter.
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  • shelevshelev Member Posts: 51 Arc User
    edited June 2012
    Nothing left to say but thank you. Two carriers with runabout pets can keep a ship in perma-chroniton proc the whole gae....and people are doing just that constantly.

    Orion Interceptors, strictly better at, blah blah blah, I feel like a broken record when it comes to this :(
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2012
    huh maybe hav TSS counter it? that skill is energy from the deflector being transferred to shields, so it could kind of be doing what they did in that voyager episode
  • synthscanner#2101 synthscanner Member Posts: 470 Arc User
    edited June 2012
    Hi,

    In my opinion canon is the core mechanic that has caused this; please just take the current Chroniton torpedo and rename every version of it in game or change it completely. Then create a new canon Chroniton torpedo, and have it do what it did in Voyager.

    Please read this thread which Heretic responded to, it was posted earlier this year and some great ideas were presented, then it was buried and the subject once again forgotten...

    http://sto-forum.perfectworld.com/showthread.php?t=257517

    Here's a quote from the thread; which contains relevant info regarding Chroniton torps...

    Alecto wrote: »
    I find it very difficult to imagine how every major race in the Alpha and Beta Quadrant (even the Borg) could almost completely adapt to multiple phased states of BOOM by being able to come up with a defensive measure allowing them to protect their ships from explosions de-phasing within their ships hull. There's no way they could adapt their shields to protect against multiple phased states... Not even within 30 years. The Feds still know very little about phased tech, even though they have been more successful than the Romulans... Creating a weapon is much easier than creating a defence, as they say destroying life is much easier than creating life.

    I can however imagine that they adapted by being able to come up with a defensive measure allowing them to protect their ships from the initial subspace compression pulse occurring at the moment of impact by possibly disabling the instrumentation aboard the torpedo mid flight, but that's going into an awful lot of complexity which STO does not.

    Perhaps if you could phase your ship (TNG episode "The Pegasus") or use the Subspace Field Modulator your ship would become immune to the effects of the Transphasic tech.

    Anyway... :)

    Even if these torps were canon in game, they wouldn't appear to be as destructive as they did in the TV show because as you've stated; it's not just the Borg who adapt, but the torps would still be more powerful than a 70's quantum torpedo by approximately 33.3% at least, not weaker; and they do more damage because of the tech behind how they go boom... Why more damage? Because they were made after Quantums and 2 of these torps vs a 2378 Borg Cube bypassing shields via the tech make cube go boom, simple.

    As we know in game this is balanced like this:

    Low DMG vs fast CD = Phtons for example

    High DMG vs slow CD = Quantums for example

    Not to mention that these torps were developed sometime between 2378 and 2404, more likely towards 2404. In other words they should be better than Quantums because Quantums are outdated (Feds started using them around 2371), just like Photons (Feds started using them around 2233) were outdated by Quantums. If people can't accept this well, refer to this video. :p

    What we know:
    • Hard canon

      These torps are transphasic and have a big boom vs most known ships as of 2378.

    • Soft canon

      According to the Pocket Books novel "Greater than the Sum"...



      What this means...

      1. The torp like most others (except Chroniton torpedoes) detonates upon shield impact.

      2. When it detonates it generates a subspace compression pusle; which expands faster than the explosion.

      3. The pulse creates multiple phased states around the torpedo as it is exploding.

      4. This makes it possible for the explosion in all but a single phased state to bypass the shields completely.

      The evidence of this is shown in the episode "Endgame" if you slow it down and watch as the torps explode upon shield impact and then the phased explosion de-phases, causing the cube to explode. You don't actually see the torpedo pass through the shields; the tech doesn't allow them to do that.

    Torpedo stats... All have a 90* firing arc and a 10km range
    • Photon Torpedo Launcher Mk X has 2704 DMG / 416 DPS / 0.5s activate / 6s recharge

    • Quantum Torpedo Launcher Mk X has 3006 DMG / 354 DPS / 0.5s activate / 8s recharge

    • Plasma Torpedo Launcher Mk X has 2122 DMG / 250 DPS / 0.5s activate / 8s recharge

      • 33% chance of 583 Plasma DMG over 10 sec - 583 x 10 = 5830 DMG (no where in game does it say 33% chance on the Mk X Plasma torps... I got that from STOwiki)

    • Chroniton Torpedo Launcher Mk X has 2315 DMG / 220 DPS / 0.5s activate / 10s recharge

      • 33% chance: Significantly reduces Flight Speed and Turn Rate for 10 sec (It does say in game on the item info 33% chance)

    • Transphasic Torpedo Launcher Mk X has 1956 DMG / 186 DPS / 0.5s activate / 10s recharge

      • Additional 20% shield penetration (which is like having a Shield Array Mk X with a 30% bleedthrough instead of a 10% bleedthrough)

    • Tricobalt Torpedo Launcher Mk X has 8304 1k radius DMG / ### DPS / #.#s activate / 60s recharge

      • Disable for 2s + 50 Repel (can be shot down during flight to foe)

    Looking on the exchange right now for common MK XI...
    • Photon: Available 162 / Cheapest price: 20,000

    • Quantum: Available 179 / Cheapest price: 85,000

    • Plasma: Available 162 / Cheapest price: 5,000

    • Chroniton: Available 236 / Cheapest price: 5,000

    • Transphasic: Available 200 / Cheapest price: 8,000

    • Tricobalt: Available 196 / Cheapest price: 10,000

    Now Cryptic obviously have better and a lot more accurate methods to see which are the most popular and which are the least, but I think it fairly obvious that Quantums are the most popular.

    Here's what I propose (highlighted RED is changed):
    • Photon Torpedo Launcher Mk X has 2704 DMG / 416 DPS / 0.5s activate / 6s recharge

    • Quantum Torpedo Launcher Mk X has 3006 DMG / 354 DPS / 0.5s activate / 8s recharge

    • Plasma Torpedo Launcher Mk X has 2122 DMG / 250 DPS / 0.5s activate / 8s recharge

      • 33% chance: 583 Plasma DMG over 10 sec - 583 x 10 = 5830 DMG (no where in game does it say 33% chance on the Mk X Plasma torps... I got that from STOwiki)

      • 33% chance: Significantly reduces Flight Speed and Turn Rate for 10 sec (It does say in game on the item info 33% chance) <<< Move up from Chroniton to Plasma

    • Chroniton Torpedo Launcher Mk X has 777 DMG / 74 DPS / 0.5s activate / 10s recharge

      • Additional 80% shield penetration


      • 33% chance: 200 Chroniton Radiation DMG over 10 sec - 200 x 10 = 2000 DMG

    • Transphasic Torpedo Launcher Mk X has 3998 DMG / 195 DPS / 0.5s activate / 20s recharge

      • Additional 20% shield penetration

    • Tricobalt Torpedo Launcher Mk X has 8304 1k radius DMG / ### DPS / #.#s activate / 60s recharge

      • Disable for 2s + 50 Repel (can be shot down during flight to foe)

    AND LASTLY... THIS is what a Chroniton torpedo looks like in canon as it flys towards the USS Voyager and goes straight through the shields.

    http://www.youtube.com/watch?v=L-wSELBzk2k&#t=0m43s

    Do this and if Cryptic wishes to add a counter to the Chroniton torps they can add an optional [Tmp] modifier to shields or something... By that I mean a temporal frequency thingy modifier, like in the episode.

    P.S. fuzun thanks for the reply, not all of this is directly aimed at you... Your post just triggered my brain to go into creative mode and I'm just throwing some ideas around here (but it's an idea I really like). :)
  • thepleasuredomethepleasuredome Member Posts: 308
    edited June 2012
    What is the real reason for the complaints of imbalance against these:

    1) Reliability of debuff

    2) Power/magnitude of debuff

    3) Lack of defense against said debuff

    4) Stackability of debuff

    5) Something else, or a combo of the above


    The numerous complaints against chroniton procs in general have placed the issue on my radar, but the majority of the posts I read are just complaints without thorough analysis attached. Can some of you regulars shed some light on the core mechanic that is causing this beef?

    Thanks!

    Thanks for thinking of us jeremy, and welcome back!

    I'm my eyes it's the lack of a counter to it. Not clearable with engi team, not clearable with sci team or poloarize hull, not clearable with evasives or switching engine power, not clearable at all. That's what makes them OP. There is also no chance to have a passive resist against them built in anyhow.

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