I am unaware of other Security Officer DOFFS that Enhance the skill Security Escort. 3 Very Rare Security Officer. I should have 300% chance to beam down 6x more Level 4 Security Escort III
According to the DOFF description and highlighted text above the skill.
"100% chance: Beam down an additional level 4 Security Escort III crew" Written 3 times total.
I think it triggers about 10% of the time, and always all 8. So clearly something is messed up.
http://i1255.photobucket.com/albums/hh639/MewiST/Bugs/SecurityEscortDOFF.jpg
[SIGPIC][/SIGPIC]
| Join Date: January 2009 |
Computer | Fleet:
Broken Wings |
Comments
I found this but it's not the thread that I;m thinking of:
http://sto-forum.perfectworld.com/showthread.php?t=250275
of course it doesn;t help with all of the dupe threads in here and players who find that acceptable. *sigh*
Nothing came up in my search so I just posted this. Besides the "100%" number showing up is a new thing.
and people who constantly complain about dupe threads even ones that were posted months ago and never bumped... generally degrade the value of someone elses thread and really bring no content to the discussion.
Some people don't want to spend 30-40 minutes trying to find a thread that might or might not exist
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
After updated, Purple Security Doffs will have a 20% chance of summoning in ONE additional Rank 3 security team member and only a 10% chance of summoning TWO.
The OP has 3 Security Doffs equipped, this is why multiple tooltips are showing and is not something that is likely to change as each individual doff is applying its bonus separately. In other words, having three 20% chances is not the same as having one 60% chance. The tooltips are set up in this manner to illustrate this difference.
And one last note: Security Escorts beamed in by this Doff are currently not suitable for hazardous environments (such as Nukara) and will combust upon entry. The responsible duty officers are now receiving additional training regarding environmental precautions, and should be capable of avoiding this situation in the future.
Cryptic - Lead Systems Designer
"Play smart!"
For the record, Bort, I had the issue with security escorts bursting into flames.
But when I played on Tribble yesterday, they DIDN'T burst into flames.
The weirder thing was that my "Shard of Possibilities" doubles didn't burst into flames either and were not wearing EV suits. The tooltip says they come from other universes. I guess they must come from universes where Cardassians live in a very hot climate... or they have the Prophets protecting them.
My character Tsin'xing
A red shirt is not an environment suit. In hindsight, it should have been obvious. If you need me, I'll be in my ready room, writing letters to families.
We're working on a way to expand that tech, but for now we're planning to stick your Shadows into EV suits when summoned in hostile environments. They are unlikely to match your own, but I'm afraid it's the best we can do for the time being.
Cryptic - Lead Systems Designer
"Play smart!"
As long as they don't get the First Contact ones my security guys are wearing. Cause that's just rubbing salt into the wound...
Unless we can get the First Contact ones without a grind that is.
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
Is this training also going to apply to the nurse that beams down to help me and instead bursts into flames?
Please enable us to buy a token with Zen to faction change a 25th Century FED to a TOS FED.
It took 10-15 seconds to find that thread. You could have at least tried.
And you'll note that even though I pointed out that your thread was a dupe, I did provide you with a response and a link.
Thanks for telling me that I wasted my time trying to help you.
You know... I'd actually kinda plead with you to leave it in.
We don't have enough absurd red shirt deaths in this game.
I'd rather see a gimmick where the extra red shirts dying buffs the team or something. <:-)
Really, I just LOVE that "burns to death" animation.
I wish there was a way I could use that. Even if you put it in the Foundry, I can't auto-kill NPCs or make them disappear.
Although... I would like to suggest an idea for that. I get the issue with making contacts disappear. It could break missions. It would force missions to have too many validations.
So... Instead...
What if a new class of contact was introduced. One that couldn't be used for EITHER mission dialogue or kill objectives. And these contacts, we could have "exit" a map with a choice of exit animations? If neither talking to them nor killing them is essential to the mission objective, authors could do whatever they want.
Effectively, a third NPC class. Neither Contact nor Enemy. Just a "Redshirt" so to speak. An NPC class whose life, death, or exit can have no direct consequences on the mission since they can't be associated with objectives. That would be useful for flare and people could always simulate talking to them via pop-ups and martini glasses or the standard optional, non-required contact dialogue.
I'm probably going to regret pointing this out, but...
Each of the engineering pet-enhancing DOffs (Armory Officer (turrets), Explosives Expert (mortars) and Fabrication Engineer (support drones)) also behave this way; with a purple DOff slotted, when the effect procs, you always get two extra turrets, drones, or mortars instead of one. I think the "100%" in the tooltip refers to the fact that when the 20% effect procs, there's a 100% chance for the extra item to proc.
I should also note, though, that unlike the Security DOff, the engineering DOffs are not permitted to stack; you are only allowed one of each. I don't feel this is necessarily unfair; after all, they are devoting three DOffs to the enhancement, and thus giving up other possible enhancements.
I was going to humbly request that something be done that overall increases the chance that we get at least one extra item, though. I feel great when I get three turrets...but feeling disappointed 80% of the time is, well, disappointing. The solution you've proposed (20% chance of 1 extra, 10% chance of two extra) is good if it means that you get at least one extra item 30% of the time, but could also be taken as "20% of the time you'll get an extra security escort; half the time that procs, you'll get a second extra member" (which works out to a 10% chance overall of two extra redshirts). I'd far rather have an increase in the reliabilty of extra performance than a small chance for a massive boost to performance that never comes when you actually need it.
Yes, judging by how the purple doffs work with Support Drones, Phaser Turrets, and Quantum Mortars, I think the 20% chance for two security officers was intentional on Heretic's part, to represent a clear step up from the blue versions, and he allowed slotting multiple Security doffs because unlike the Engineer turrets and drones, they last for a lot less time, and die much easier.
This.
Not to mention that for ground active duty for a Tac captain there is very little of use to slot for something like STFs.
A "chance" to reduce Grenade cooldowns by a few seconds is basically pointless.
Then there are the melee DOFFs...yeah.
And finally Rally cry, which is OK I suppose but talk about super conditional powers.
For the more powerful part of this ability your friends have to first be dead, and then it's only a chance to rez them.
Borticus, please rethink nerfing the Security DOFFs, or please add some more DOFFs for tacs to use on the ground that are actually useful on STFs.
How dare you bring logic into this conversation. J Man has a shiny nerf bat and he intends to swing it fast and hard. Who gives a TRIBBLE about tactical captains? Certainly not the developer who hasn't ever played one. No, lets nerf into oblivion as a knee jerk reaction, that always works best.
Anyone remember how worthless orbital strike used to be?
Seeker drones don't get buffed by the fabrication engineer, and there's no alternate DOff that gives an extra chance of Seeker Drones (or I'd use the hell out of that).
Doffs remain a largely unbalanced feature though, by admission of Heretic. The scenarios that they can alter are almost impossible to effectively test internally and we rely heavily on the feedback of players to give us more insight on their actual utility. As such, continued changes are bound to happen on an regular basis.
For future discussion of balancing doff powers, it's probably best to focus those into the Duty Officer subforum. I'm keeping an eye on it, I assure you, even though I'm not as prolific of a poster as Heretic was.
Cryptic - Lead Systems Designer
"Play smart!"
One big issue is that the space ones are by far way more beneficial than ground ones when looking at it from the aspect of looking at engineers only have one kit they can't boost with doff powers but pretty much with a tactical most ppl only will get grenades cd reducer and security team do the fact that you have all those melee ones and other but the melee system is so messed up and not even really usable in stfs that you won't find anyone who holds any value much in melee weapons or melee boosting doffs. As far as science you pretty much only have healing kits that boost your abilities there is the new geologist but other than that you have a ton of science abilities that get no love with doffs.
The space however the majority you'll see are tactical officers and flight deck officers for the most part they might be unbalanced but that is practically because of the fact that you have a small amount that are extremely useful and then others that are nothing more than a collectors item... Just an example ones that give you a bonus to abandon ship imo I do not find the skill or that doff to any use.
Sacrifices to Ten'Char, Cruel Goddess of Message Boards
IIRC Security Escort is on a 2 minute timer, I could be wrong, I use Tact Initiative to drop to 45 seconds often. <--- which Engineers can't do for support drone
You can also have 3 Security Officers doffs active
Engineering summon doffs are gated to only being able to slot one.
Security Escort is a class power, not a kit power, which is why the cooldowns are different. Security Escorts are also mobile while Turrets and Mortars are not....
If Turrets/Mortars were put on a 3 minute cool down.. nobody would use the kit..
I'll add one more thing to the debate, its so much easier to get 3 purple Security Doffs. Rather than earn one purple Fabrication Specialist, one purple Armory Officer (DS9 Bundle excluding since it cost C-Points) and one Explosive Expert. The Explosive Expert which is not sold in either Academy Stores.