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Scramble Sensors - Buggified?

eristhevortaeristhevorta Member Posts: 1,049 Bug Hunter
edited September 2012 in Federation Discussion
Meowies, I'm trying to mass-scramble the sensors of the enemy spawns in nowin scenario, butt they keep targeting the transport. My Aux is at 123 and I can scramble them for 29 seconds with my SS 3, with SS 2 (shared cooldown 30 seconds) I scramble 22 seconds long. It has no effect, also no effect on the probes and sphears in STF's. So, meow, is it buggified?
"Everything about the Jham'Hadar is lethal!" - Eris
Original Join Date: January 30th, 2010
Post edited by eristhevorta on

Comments

  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2012
    Well Borg are highly resistant and all that. And I believe all enemies in No-Win are immune regardless.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • tenkaritenkari Member Posts: 2,906 Arc User
    edited September 2012
    mimey2 wrote: »
    Well Borg are highly resistant and all that. And I believe all enemies in No-Win are immune regardless.

    i believe they are immune since it's a 'simulation' and the odds are in the computers favor, hence they wont fire on their own.
  • trek21trek21 Member Posts: 2,246 Arc User
    edited September 2012
    So, basically... no bugs in the skill, just bad luck by using it in the No-Win scenario :(
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • razellisrazellis Member Posts: 176 Arc User
    edited September 2012
    mimey2 wrote: »
    I believe all enemies in No-Win are immune regardless.

    ....that sounds like poor game design to me.

    Disabling/Situationaly nerfing powers and abilities that a player has sunk skill points into is bad level design practice that breeds resentment towards the "man behind the curtain". Highly resistant is one thing, immune is BS.

    For this game it's even worse when Sci ships/captains have their iconic abilities "disabled", PWE is just taking away one of the few opportunities Sci ships have to shine.

    I wonder if crowd and agg control abilities not working correctly is a major contributor to the declining popularity of "no-win scenario". I don't enjoy it anymore and I know only one person in my fleet that even will bothers with it now.
  • trek21trek21 Member Posts: 2,246 Arc User
    edited September 2012
    razellis wrote: »
    ....that sounds like poor game design to me.

    Disabling/Situationaly nerfing powers and abilities that a player has sunk skill points into is bad level design practice that breeds resentment towards the "man behind the curtain". Highly resistant is one thing, immune is BS.

    For this game it's even worse when Sci ships/captains have their iconic abilities "disabled", PWE is just taking away one of the few opportunities Sci ships have to shine.

    I wonder if crowd and agg control abilities not working correctly is a major contributor to the declining popularity of "no-win scenario". I don't enjoy it anymore and I know only one person in my fleet that even will bothers with it now.
    But it does make sense.

    This is a stimulation where the ships are intentionally throwing impossible odds at you, purely to test your abilities, even if the outcome is decided before you begun. We're lucky we get to fight back fairly, which the show didn't let you get to do. Disabling abilities that might otherwise allow you to unfairly interfere with the ships ('cheat' in other words), is just common sense.

    As for crowd control, I think Gravity Well and Tyken's Rift still work as designed. Not sure on the rest.
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • badname834854badname834854 Member Posts: 1,186 Arc User
    edited September 2012
    razellis wrote: »
    ....that sounds like poor game design to me.

    Disabling/Situationaly nerfing powers and abilities that a player has sunk skill points into is bad level design practice that breeds resentment towards the "man behind the curtain". Highly resistant is one thing, immune is BS.

    For this game it's even worse when Sci ships/captains have their iconic abilities "disabled", PWE is just taking away one of the few opportunities Sci ships have to shine.

    I wonder if crowd and agg control abilities not working correctly is a major contributor to the declining popularity of "no-win scenario". I don't enjoy it anymore and I know only one person in my fleet that even will bothers with it now.

    I totally agree. this is also the case for BORG npcs in the STFs (not assimilated ones) in that they have been made artificially immune to the phaser proc and antimatter spread. Weak.
  • ravenknight816ravenknight816 Member Posts: 0 Arc User
    edited September 2012
    trek21 wrote: »
    But it does make sense.

    This is a stimulation where the ships are intentionally throwing impossible odds at you, purely to test your abilities, even if the outcome is decided before you begun. We're lucky we get to fight back fairly, which the show didn't let you get to do.

    This would be true, if the Kobayashi Maru was actually a test of combat ability. It was a test of character and command ability. The result of the test was decided the moment the captain makes the decision to respond to the distress signal and enter the neutral zone (war results in the aftermath of your destruction) or not (you leave the freighter and all aboard to the tender mercies of the Klingons knowing full well what will happen to them). Remember Kirk said he made it possible to rescue the KM, but he never specified how. For all we know, he programmed the Klingon BCs to shoot marshmellons instead of torpedoes *shrug*

    However seeing as this ISN'T the KM and our "no win scenario" IS about the ability to push buttons...
    Disabling abilities that might otherwise allow you to unfairly interfere with the ships ('cheat' in other words), is just common sense.

    SS is cheating.. but GW is not? In what way does GW not "unfairly interfere" with the AI's unrelenting mission to approach and destroy the freighter as opposed to SS? Or for that matter TB/TBR, VM, etc? I could make an argument that your phasers are unfairly interfering with the ships. :P

    To make the scenario more "challenging" the AI is going to simply declare that you can't do that. Soon all AI ships will simply be immune to GW. And TB/R. And have 100% critical resistance. After all, it's "just a simulation". The AI sounds a lot like that petulant Dungeon Master you might have played with who hated to see his NPC monsters getting slaughtered.
    As for crowd control, I think Gravity Well and Tyken's Rift still work as designed. Not sure on the rest.

    For now.

    Why do we feel the need to gimp players for using abilities in new, fun, and / or creative ways? Why not just make it so that you can only enter the NWS in a light cruiser.

    Make the "simulation" more dynamic and performance based. The base difficulty remains the same across the board. But for those teams doing exceedingly well the AI can then choose to "decrease the chance of success" by doing things like increasing the variety and numbers of certain ship types, e.g. a squadron warps in composed of nothing but battlecruisers, dreadnoughts and carriers. Or suddenly an attack group from a different faction shows up. For example, the players have been fighting klingons and theyre loaded for bear with anti disruptor resistance and other klingon counter tech. It would be rather entertaining to see what might happen if a combined dominion / romulan fleet suddenly warped in. Too easy? Very well. Wave 10: 3 of 10 AND 8 of 10 of Unimatrix 0047 just warped in. Enjoy. Still too easy? Give them fleet support with 5-10 minute CDs. Couple of tac cubes and a compliment of regen / regular spheres should spice things up.
  • trek21trek21 Member Posts: 2,246 Arc User
    edited September 2012
    This would be true, if the Kobayashi Maru was actually a test of combat ability. It was a test of character and command ability. The result of the test was decided the moment the captain makes the decision to respond to the distress signal and enter the neutral zone (war results in the aftermath of your destruction) or not (you leave the freighter and all aboard to the tender mercies of the Klingons knowing full well what will happen to them). Remember Kirk said he made it possible to rescue the KM, but he never specified how. For all we know, he programmed the Klingon BCs to shoot marshmellons instead of torpedoes *shrug*

    However seeing as this ISN'T the KM and our "no win scenario" IS about the ability to push buttons...



    SS is cheating.. but GW is not? In what way does GW not "unfairly interfere" with the AI's unrelenting mission to approach and destroy the freighter as opposed to SS? Or for that matter TB/TBR, VM, etc? I could make an argument that your phasers are unfairly interfering with the ships. :P

    To make the scenario more "challenging" the AI is going to simply declare that you can't do that. Soon all AI ships will simply be immune to GW. And TB/R. And have 100% critical resistance. After all, it's "just a simulation". The AI sounds a lot like that petulant Dungeon Master you might have played with who hated to see his NPC monsters getting slaughtered.



    For now.

    Why do we feel the need to gimp players for using abilities in new, fun, and / or creative ways? Why not just make it so that you can only enter the NWS in a light cruiser.

    Make the "simulation" more dynamic and performance based. The base difficulty remains the same across the board. But for those teams doing exceedingly well the AI can then choose to "decrease the chance of success" by doing things like increasing the variety and numbers of certain ship types, e.g. a squadron warps in composed of nothing but battlecruisers, dreadnoughts and carriers. Or suddenly an attack group from a different faction shows up. For example, the players have been fighting klingons and theyre loaded for bear with anti disruptor resistance and other klingon counter tech. It would be rather entertaining to see what might happen if a combined dominion / romulan fleet suddenly warped in. Too easy? Very well. Wave 10: 3 of 10 AND 8 of 10 of Unimatrix 0047 just warped in. Enjoy. Still too easy? Give them fleet support with 5-10 minute CDs. Couple of tac cubes and a compliment of regen / regular spheres should spice things up.
    Well it's not like translating command tests into gameplay is easy :P We're still lucky we get to fight back at all (Wrath of Khan showed it was literally just powerful potshots at the ship).

    It's clear of your opinion, but you have to remember the devs have decided what's 'cheating' and what's not in this scenario. Is it wrong? Possibly, but only within a person's opinion... we can never know for sure, no matter what he think.

    Not sure about how your suggestions would be implemented (sounds like advanced coding that would take time away from other things, at least to me). And frankly, some of that just sounds like enemy overkill lol
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited September 2012
    So scramble sensors is "working as intended"?

    I've been playing around with SS1 in STFs and spheres shoot each other once then start back again at the human players. For an effect that's supposed to last 10 seconds with full aux it's rather a lame ability if it's working as intended.

    No wonder people are saying sci skills are busted :S
    AFMJGUR.jpg
  • trek21trek21 Member Posts: 2,246 Arc User
    edited September 2012
    So scramble sensors is "working as intended"?

    I've been playing around with SS1 in STFs and spheres shoot each other once then start back again at the human players. For an effect that's supposed to last 10 seconds with full aux it's rather a lame ability if it's working as intended.

    No wonder people are saying sci skills are busted :S
    In the No Win Scenario, I can only assume yes.

    Outside of it, Borg have high resistance to confuse effects, such as Scramble Sensors. As we saw in Best of Both Worlds, using an antimatter spread to confuse didn't work so well (and only for a matter of seconds at that).
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • eurialoeurialo Member Posts: 667 Arc User
    edited September 2012
    Meowies, I'm trying to mass-scramble the sensors of the enemy spawns in nowin scenario, butt they keep targeting the transport. My Aux is at 123 and I can scramble them for 29 seconds with my SS 3, with SS 2 (shared cooldown 30 seconds) I scramble 22 seconds long. It has no effect, also no effect on the probes and sphears in STF's. So, meow, is it buggified?


    I notice it too... also GW do not work against borg probes in KSAE. Many sci abilities do not work well or do not work at all.

    p.s.
    the idea dat SS do not work in no win scenario because it is a simulation, is a nonsense... Just because it is a simulation SS should work... if not, what are you simulating? something not real?
    [SIGPIC][/SIGPIC]

    Playing STO spamming FAW is like playing chess using always the computer's suggested moves
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited September 2012
    Which is why Scramble Sensors (and it's little sister, Jam Sensors) need to do more than just confuse/placate.

    If there was any justice, they would also buff Defense on allies in range and also reduce Threat on self/ally.

    So that even if the primary effect of confuse failed, the victims would still have trouble hitting what they aim at and would be less likely to shoot at a specific given target.

    For that matter, I wouldn't mind if the buff (Def/Threat Reduction) was the primary effect and confuse was a proc.
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
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  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited September 2012
    Nah, scrambling the sensors if it worked would and should be the main point of the skill, a secondary effect would maybe be to apply jam sensors to the caster or maybe an ally it's cast upon, thus giving a faux threat debuff/reduction.
    AFMJGUR.jpg
  • taavit22taavit22 Member Posts: 17 Arc User
    edited September 2012
    Remember Kirk said he made it possible to rescue the KM, but he never specified how. For all we know, he programmed the Klingon BCs to shoot marshmellons instead of torpedoes *shrug*

    If I remember the original, it was intimated he made himself such a renowned and feared Fed captain that the Klingons backed down and retreated.

    In the reboot, he basically made them one-hit kills and gave himself a rapid-fire photon torp launcher.
  • kilemorgankilemorgan Member Posts: 1 Arc User
    edited September 2012
    Jam and Scramble sensors have always been a little odd to me.

    Things like Jam will make a tractor beam loose it's hold but scramble does not.

    It used to be I could get close to if not the full time of scramble to work. Now it seems to only be good for one shot and then they just target a different enemy. Not a good thing if you are one of those protect missions and there is only you and the target.
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