just as some qqers were spamming in opvp "should psw3 really be able to do 15k damage!?" as if that was alot, or the max possible attainable.
now reduced to peak~11k, it is still far from useless. this will seperate the users of psw3 into 2 sub types. those who benefited from the "double bonus" or excessive damage from psw3 alone without any combo, tactics, or buffs to supplement it.
that errant 1 shot psw3 on bops form sci ships gone perhaps
but never miss instant hull damage aoe is here to stay, if gimped.
Just sayin that when someone points out a bug he is not qqing. PSW3 was not nerfed "again", it's bugged gain from +particle was fixed. If anything, it was already nerfed before, and only the bug kept it on high dmg levels.
It's good to fix bugs, it's just one would expect that the base dmg of the power would increase as well, because even PSW3 high numbers were acceptable by the community.
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Just sayin that when someone points out a bug he is not qqing. PSW3 was not nerfed "again", it's bugged gain from +particle was fixed. If anything, it was already nerfed before, and only the bug kept it on high dmg levels.
It's good to fix bugs, it's just one would expect that the base dmg of the power would increase as well, because even PSW3 high numbers were acceptable by the community.
Agreed. It was doing more damage then it was designed to do... which is a bug. Fixing that bug isn't a nerf.
Agreed. It was doing more damage then it was designed to do... which is a bug. Fixing that bug isn't a nerf.
Still, I wouldn'a liked to keep it at the high damage... After all, it was a extremely heavy investment to get it to those high numbers. A Cmdr Sci slot, All sci consoles to particles, fully specced particle gens... And it certainly made sciships a more viable option...
What I didn't like, was how tac buffs boosted it. I think that fully specced and built for on a sciship, it should give 20k+ damage. But: Not be able to crit, not be buffed by tac buffs, and it should be aux dependant, giving the full smack only at 125 aux. That would make for a fun and fairly balanced sci ability.
my biggest beef with science, is that a sci captain can't do it better than the other classes... if anything, Tacs do science best
Hey babe, once you go Tac you never go back
[SIGPIC][/SIGPIC] @Aquitaine985 Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre. 2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
Sci still has that tasty sub nuc. Also sensor scan is a nice debuff that is not removed by TT.
The problem is the uptime... You SNB and SS someone, he pops in 4 seconds OR runs away, and then you're toothless for minutes before you get another chance.
Well you can still combine sub nuc with a little cc so he will have trouble to run but of course it is by no means a sure kill. Anyway there are so many tacs around that if you bring that sub nuc there is a good chance your team can get a kill.
Also you can remove the nice tac buffs of an enemy escort. And then there is scattering field and sci fleet which give some nice resists and help your team.
A sci might lack the raw dmg of a tac but he offers a lot for a team.
just as some qqers were spamming in opvp "should psw3 really be able to do 15k damage!?" as if that was alot, or the max possible attainable.
now reduced to peak~11k, it is still far from useless. this will seperate the users of psw3 into 2 sub types. those who benefited from the "double bonus" or excessive damage from psw3 alone without any combo, tactics, or buffs to supplement it.
that errant 1 shot psw3 on bops form sci ships gone perhaps
but never miss instant hull damage aoe is here to stay, if gimped.
It doesnt really matter for you though mini, your build was all about stuns and timings, you didnt rely on the shockwave dmg anyway. Alhtouhg its stupid they nerfed it becuz i never died from it. I guess it does work nicely on noobs with 0% resistance at all times. hence the nerf :P
It doesnt really matter for you though mini, your build was all about stuns and timings, you didnt rely on the shockwave dmg anyway. Alhtouhg its stupid they nerfed it becuz i never died from it. I guess it does work nicely on noobs with 0% resistance at all times. hence the nerf :P
Whats this i hear about a nerf? I haven't felt any nerf...
My shockwave still does 17.8k unbuffed and 35k with full tac buffs.. just as it has for the last months...
Thinking about taking this for my Fleet Corsair...
Granted it will only be Shockwave I
So a few questions...
Shockwave I vs Gravity Well I??
What exactly buffs Shockwave??
Starship Graviton Generators, I assume buffs the "push"
Starship Particle Generators, tooltip says damage, some post in this thread state it was removed
Starship Subspace Decompiler< required to train Shockwave III, how does it improve the skill?
I normally use TBR, but think that a shockwave would be more helpful during Fleet Events.
Graviton Gen may improve the push, but the push is minimal in any case.
Particle Gen modifies the damage
Sub-decomp modifies the stun duration
In addition, Tac captain skills affect the damage.
If you want to cut extend shields and kill mines and heavy torps (remember, 3km range only), go with Shockwave1, if you want damage, only Shockwave3 will help you. PSW3 gives about 4 times the damage of PSW1 (PSW2 is about the same strenght as PSW1). Meaning that if you buff your PSW1 to 9k, PSW3 would have been 36k!
Comments
It's good to fix bugs, it's just one would expect that the base dmg of the power would increase as well, because even PSW3 high numbers were acceptable by the community.
Agreed. It was doing more damage then it was designed to do... which is a bug. Fixing that bug isn't a nerf.
Real Join Date: Oct. 2009
[SIGPIC][/SIGPIC]
Still, I wouldn'a liked to keep it at the high damage... After all, it was a extremely heavy investment to get it to those high numbers. A Cmdr Sci slot, All sci consoles to particles, fully specced particle gens... And it certainly made sciships a more viable option...
What I didn't like, was how tac buffs boosted it. I think that fully specced and built for on a sciship, it should give 20k+ damage. But: Not be able to crit, not be buffed by tac buffs, and it should be aux dependant, giving the full smack only at 125 aux. That would make for a fun and fairly balanced sci ability.
whatnow? I didn't check this last night, but just did it now...
My RSV still knocks for 17905 unbuffed and 35468 with APA,TF and GDF (at 100% health) buffs.
just like the day before yesterday...
EDIT: ^^ according to tooltip
my biggest beef with science, is that a sci captain can't do it better than the other classes... if anything, Tacs do science best
Hey babe, once you go Tac you never go back
@Aquitaine985
Lag Industries STO PvP Fleet - Executive
A Sad Panda of Industrial calibre.
2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
i use tac in everything now. turns out, they bring out the best in everything!
I know... I got a tac in a:
- Excelsior
- RSV
- MVAM
- Quin
- 2 BoPs
- Bortasq
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
My stomach is clear and my mind is full of bacon!
The problem is the uptime... You SNB and SS someone, he pops in 4 seconds OR runs away, and then you're toothless for minutes before you get another chance.
Also you can remove the nice tac buffs of an enemy escort. And then there is scattering field and sci fleet which give some nice resists and help your team.
A sci might lack the raw dmg of a tac but he offers a lot for a team.
So my conclusion would be:
Science
It works, TRIBBLE.
My stomach is clear and my mind is full of bacon!
You put your tac in there....
http://www.youtube.com/watch?v=muA5EBmpDhA
It doesnt really matter for you though mini, your build was all about stuns and timings, you didnt rely on the shockwave dmg anyway. Alhtouhg its stupid they nerfed it becuz i never died from it. I guess it does work nicely on noobs with 0% resistance at all times. hence the nerf :P
Whats this i hear about a nerf? I haven't felt any nerf...
My shockwave still does 17.8k unbuffed and 35k with full tac buffs.. just as it has for the last months...
Granted it will only be Shockwave I
So a few questions...
Shockwave I vs Gravity Well I??
What exactly buffs Shockwave??
Starship Graviton Generators, I assume buffs the "push"
Starship Particle Generators, tooltip says damage, some post in this thread state it was removed
Starship Subspace Decompiler< required to train Shockwave III, how does it improve the skill?
I normally use TBR, but think that a shockwave would be more helpful during Fleet Events.
Graviton Gen may improve the push, but the push is minimal in any case.
Particle Gen modifies the damage
Sub-decomp modifies the stun duration
In addition, Tac captain skills affect the damage.
If you want to cut extend shields and kill mines and heavy torps (remember, 3km range only), go with Shockwave1, if you want damage, only Shockwave3 will help you. PSW3 gives about 4 times the damage of PSW1 (PSW2 is about the same strenght as PSW1). Meaning that if you buff your PSW1 to 9k, PSW3 would have been 36k!