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Assimlated Tractor beam

dalnar83dalnar83 Member Posts: 2,420 Arc User
The assimilated tractor beam is on 4 min cooldown. That's IMHO too much, you reduced cooldowns on 3set powers on other top end sets so this one should be reduced as well. You pay kinda heavy price for low cap shield already, and it doesn't have the goodies of other STF shields on it, so no need to penalize the player even further.

Ideally, the assimilated tractor beam would free you of regular tractor beam, thus saving you ensing science spot. Hence I would not be afraid to reduce the cooldown to 1 min.

If I compare it to the iresistable gravitic anchor, a counterable tractor beam is still weak sauce control skill.

It's nice it will have synergy with the cutting beam tho.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Post edited by dalnar83 on

Comments

  • heghqibheghqib Member Posts: 5 Arc User
    edited November 2012
    I would agree. It's kind of silly the long cool downs. I mean, look at the consoles on the oddy line. The consoles aren't that great and you've got to use all 3 (taking up 3 slots in the process) to lower the cool down to like 3 minutes from 5 isn't it? Lower the cool downs!
  • raptor63549raptor63549 Member Posts: 642 Arc User
    edited November 2012
    I think all of the console and set power cooldowns could use a lowering.
    4-5 minutes is a long time.
  • icegavelicegavel Member Posts: 991 Arc User
    edited November 2012
    dalnar83 wrote: »
    The assimilated tractor beam is on 4 min cooldown. That's IMHO too much, you reduced cooldowns on 3set powers on other top end sets so this one should be reduced as well. You pay kinda heavy price for low cap shield already, and it doesn't have the goodies of other STF shields on it, so no need to penalize the player even further.

    Ideally, the assimilated tractor beam would free you of regular tractor beam, thus saving you ensing science spot. Hence I would not be afraid to reduce the cooldown to 1 min.

    If I compare it to the iresistable gravitic anchor, a counterable tractor beam is still weak sauce control skill.

    It's nice it will have synergy with the cutting beam tho.

    This is how the tractor beam has been since the set launched years ago (it and the Aegis set were the first sets ever introduced - Aegis could do with a buff, too, since it costs 54,450 DILITHIUM to craft the set now). I never liked it, hence why I never bothered to get the 4-piece set (ESPECIALLY since when it ORIGINALLY came out, you had to do EVERY STF to get it, before the PvE queues were a gleam in Cryptic's eyes, making the weak power a kind of spit-in-the-face). I, personally, would prefer to replace it entirely with something more useful, or buff it to all hell (since they're making it a package deal with the passive shield regen from the 3-piece - I still hate that they did that, considerably more because it wasn't in any patch notes, it just HAPPENED). The power drain is nothing compared to the Breen Energy Dissipator from the Absolute Zero set (which, by the way, only has a 100 second cooldown), and a BOff Tractor will hold for longer with a MUCH shorter cooldown, so it's also a power that can be surpassed if you have the slots for it.

    So, MY proposed changes are as such:
    1. Roughly TRIPLE the power drain, to make it noticeable - right now, it isn't.
    2. Reduce the cooldown to maybe 1 minute.
    3. Double the duration to make it stand out among tractor beams.

    OR, ore PREFERABLY (at least, to me), REPLACE it with a Shield Neutralizer:
    1. Heavy shield DoT - Enough to drop standard shield after 5 or 6 seconds with a debuff to incoming shield heals (targets afflicted by this would receive, say, -20% affect from all shield heals for duration).
    2. 90 second cooldown. Maybe 100. I more like the idea of 45s, but that's a bit too short for something of this magnitude.
    3. Initial duration of 15 seconds.
    4. Like the NPC variant, can be cleansed by Hazard Emitters.
    5. Affected by Flow Capacitors, countered by Power Insulators
    With the Shield Neutralizer, the retro set would be almost viable again, in an environment where the MACO/Omega/KHG sets reign supreme, which is an intentional thing on Cryptic's part that, in my honest opinion, is a huge mistake. Narrowing the effective end-game choices limits build variety, and that's not a good thing. Give players a DECENT choice with their sets. IDEALLY, the stats on the set would also get a massive buff (again, to bring them up to par). It's bad enough that it's a Regenerative Shield (aka the Paiper-Mache Shield Array), but its stats are relatively poor. Considering you'll get the Retro Set the same way you get the "end-game sets", it should be buffed to the LEVEL of an end-game set, or it will be totally forgotten.
  • kalvorax#3775 kalvorax Member Posts: 1,663 Arc User
    edited November 2012
    I like your 1st proposal better....but thats just me, considering that the shield neutralizer could be made obsolete with the t4 omega rep choice of weapons having a small chance of doing 100% kinetic damage bypassing shields.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited November 2012
    dalnar83 wrote: »
    If I compare it to the iresistable gravitic anchor, a counterable tractor beam is still weak sauce control skill.

    Last time I tested, APO cleared Grav Anchor.
  • superherofansuperherofan Member Posts: 342 Arc User
    edited November 2012
    I agree. Any of the bonuses should max be three minutes.
  • starkaosstarkaos Member Posts: 11,556 Arc User
    edited November 2012
    They added a significant damage attack (around 1000 or 2000 damage) to assimilated tractor beam if used immediately after cutting beam hits.
  • carl103carl103 Member Posts: 1 Arc User
    edited November 2012
    That might be significant in PVP, but it's a drop in the bucket for PVE. TBH just really lowering the CD and bringing it up to TB3 duration would make it a LOT better IMHO.
  • lianthelialianthelia Member Posts: 7,902 Arc User
    edited November 2012
    I don't know if the Assimilated TB should be a replacement for a regular TB...that being said I do agree it should be reduced a bit...maybe down to something like 2 minutes.
    Can't have a honest conversation because of a white knight with power
  • squishkinsquishkin Member Posts: 0 Arc User
    edited November 2012
    I think they need to decide what the assimilated tractor beam is for.

    If it's just a free tractor beam skill- which I don't think is necessarily bad- then fine, reduce its cooldown to make it comparable to the equivalent-strength tractor beam and call it a day, because the current cooldown is way too high for that.

    If it's supposed to be a major set bonus skill that superficially resembles tractor beam but otherwise is a major set skill with a 4-5 minute cooldown, then it needs to have its stats changed to make that the case. There is the obvious issue that current set skills tend to be fairly impotent, in general, but still.

    Quite honestly, I think they could get away with it matching other set skills by just multiplying all its current attributes by ten. Base of 350 damage, drain 10 power from target, add 10 power to self.
  • carl103carl103 Member Posts: 1 Arc User
    edited November 2012
    You do realise that the power drain stacks up at 1 per pulse, so by the end of the firing sequance it's allready -25 all power settings. hats why i preffer lengthning the duration, it dosen't make the power drain so OTT, and if it's a really long length it's actually a usable CC skill. Currentlly it's so short duration the best use is pinning somone down to get free torp crits with HY plasma's. Scary stuff if you've yanked his mates in via GW.
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited November 2012
    The tractor beam really has little use in an STF.

    In cure there are always multiple enemies going to the Kang
    In infected there are a lot of spheres or probes
    In khitomer you have at least 2 probes, up to 4.

    As a control tool its useless. It needs to be multi-target tractor (which would make it worth the long cool down) or a short cool down standard tractor, or something completely different. As it is now, fireworks are a better spot to put on your bar.
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  • carl103carl103 Member Posts: 1 Arc User
    edited November 2012
    Yeha but being able to pin one opponnent down so you can kill the other/s without worrying about that one is nice. I've seen standard TB's used to decemnt effect. It's not as good as other options, but as an emergancy skill it cna be ok, it just isn;t long enough to reliably do that.

    TBH it suffers from the same issues as all TB's do. TB's aren't a great CC skill in multi-target enviroments, they're "ok" at best. And they do nothing about enemies that have allreayd got somwhere you don;t want them to get, (and evenm with TB's they'll do that eventually).
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited November 2012
    carl103 wrote: »
    You do realise that the power drain stacks up at 1 per pulse, so by the end of the firing sequance it's allready -25 all power settings. hats why i preffer lengthning the duration, it dosen't make the power drain so OTT, and if it's a really long length it's actually a usable CC skill. Currentlly it's so short duration the best use is pinning somone down to get free torp crits with HY plasma's. Scary stuff if you've yanked his mates in via GW.

    You realize the drain is cleared by HE if I'm not mistaken, hence it never stacks so high ? Considering other top set powers got their cooldown reduction I see no reason why this set should remain gimped.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • carl103carl103 Member Posts: 1 Arc User
    edited November 2012
    I'm not really sure how thats relevant tbh. OTT power drain is still OTT power drain, it's likliy to kill the targets Aux abilities before they cna hit them unless they're really realy really fast.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited November 2012
    carl103 wrote: »
    I'm not really sure how thats relevant tbh. OTT power drain is still OTT power drain, it's likliy to kill the targets Aux abilities before they cna hit them unless they're really realy really fast.

    How is that relevant? The tractor beam itself can be countered by APO/PH or PSW. The leech itselfs can be negated by HE.

    The ability it self is useless in both STF and PvP, especially with its current cooldown.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • carl103carl103 Member Posts: 1 Arc User
    edited November 2012
    At -10 power per tick and a tick rate of 2.5 ticks a second u8nlss yourreflexes are super fast you'll have no engine power to run anywhere with, and no aux power so your HE is unusable. In case you didn't now any ability that scales with Aux power is disabled when your aux hits 0. With a 10 per tick drain onyl a handfl of people with high Aux or people with REALLY fast reflexs will get to HE before their power his 0. And thats if it's not on CD. if it is with that kind of drain your sheilds and engines will be shut down long before APO/PH gets you out of there.
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