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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited November 2012
    (I coulda sworn that Science Team used to do this, but that functionality doesn't seem to be present. It makes more sense for Eng Team to counter a Subsystem Disable, though.)

    Does that mean a change to Tac Team?

    edit: And what about abilities/consoles that repair subsystems?
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited November 2012
    Side Note: I just noticed, when looking over this new VM doff, that although Eng Team cured individual systems being offline, it did not dispel the ongoing Viral Matrix process. We've decided to allow Eng Team to remove the debuff altogether.

    So, using Eng Team on yourself while under the effects of VM will not only turn any offline systems back on, it will also prevent further systems from being turned off for the duration of that application of VM.

    (I coulda sworn that Science Team used to do this, but that functionality doesn't seem to be present. It makes more sense for Eng Team to counter a Subsystem Disable, though.)

    My understanding was that ST removed the VM debuff while ET repaired individual subsystems. However I was hit by VM a while ago and while I believe ET cleared it, ST had no effect. Some people have told me that ET is now the only skill that does anything for VM, I'm not sure when this changed or if it's intentional.
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • fakehilbertfakehilbert Member Posts: 252 Arc User
    edited November 2012
    So, using Eng Team on yourself while under the effects of VM will not only turn any offline systems back on, it will also prevent further systems from being turned off for the duration of that application of VM.
    I like this change. :)
    I coulda sworn that Science Team used to do this.
    I think when used preemptively, ST could prevent one of the original incarnations of VM back in Season 1. Maybe the functionality was also there at a later point, but I don't think I ever used ST after S1.2 to cure VM.
  • skurfskurf Member Posts: 1,071 Arc User
    edited November 2012
    Side Note: I just noticed, when looking over this new VM doff, that although Eng Team cured individual systems being offline, it did not dispel the ongoing Viral Matrix process. We've decided to allow Eng Team to remove the debuff altogether.

    So, using Eng Team on yourself while under the effects of VM will not only turn any offline systems back on, it will also prevent further systems from being turned off for the duration of that application of VM.

    (I coulda sworn that Science Team used to do this, but that functionality doesn't seem to be present. It makes more sense for Eng Team to counter a Subsystem Disable, though.)

    This is good imo. As it currently stands I believe you have to use both Eng Team to reinitialize the disabled systems and then Sci Team to clear the viral matrix from your ship so you don't get any more systems disabled. Having to use 2 boff abilities to clear 1 ability never made sense to me so I thank you for this change.

    ...oh, and about those subnuc doffs...you're fixing those too right?
  • rooster75rooster75 Member Posts: 0 Arc User
    edited November 2012
    (I coulda sworn that Science Team used to do this, but that functionality doesn't seem to be present. It makes more sense for Eng Team to counter a Subsystem Disable, though.)

    You are correct. It used to be Science Team which countered it. Prior to S5 maybe?
  • xtremenoob1xtremenoob1 Member Posts: 489 Arc User
    edited November 2012
    Side Note: I just noticed, when looking over this new VM doff, that although Eng Team cured individual systems being offline, it did not dispel the ongoing Viral Matrix process. We've decided to allow Eng Team to remove the debuff altogether.

    So, using Eng Team on yourself while under the effects of VM will not only turn any offline systems back on, it will also prevent further systems from being turned off for the duration of that application of VM.

    (I coulda sworn that Science Team used to do this, but that functionality doesn't seem to be present. It makes more sense for Eng Team to counter a Subsystem Disable, though.)

    So basically ET will clear VM, stop all after procs, and stop this new VM doff from jumping -- if it stops it from jumping does it clear on the targets it jumped to or just stop jumping from the last target it effected? I may have missed something, but how many systems can the jumped VM affect?

    With that said, some reworking of the currently available science powers would be really nice.

    That said, GW with a slightly better hold would be great. Within reason of course.
    CPB with slightly more shield cutting. It's worthless ATM with 1.45 shield modifiers and 18-25k shields ;o
    PSW with slightly more kinetic damage wouldn't hurt. It used to rock danoobs now they laugh and tractor me, WTF!
    -X-/Pandas - Pheo
    [SIGPIC][/SIGPIC]
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited November 2012
    So basically ET will clear VM, stop all after procs, and stop this new VM doff from jumping

    Incorrect. It jumps at the moment it is deployed, so cannot be countered in time to prevent the jump (if one occurs).
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • tick0tick0 Member Posts: 243 Arc User
    edited November 2012
    Nope. This is a Subsystem Disabled mode, not an actual "Disable" modifier.

    Subsystem Repair reduces the duration on Subsystem Disabled modes.

    So what exactly does Inertial Dampers do? The tooltip says "you will be disabled for much less time from abilities like Viral Matrix" - is this working or not?
    star_trek_razzle_dazzle_by_schematization-d37701m.gif
    @f4tamy | Sad Pandas
  • floodedgusset69#9662 floodedgusset69 Member Posts: 1 Arc User
    edited November 2012
    All equipment in this game is OP then, because it aids you in defeating your enemies, be they AI bags of hitpoints, or skilled fellow players. Would you all rather have cookie-cutter ships with pre-assigned abilities and equipment that leave you with no customization or choice?

    This community throws around the term "Overpowered" like confetti. Back it up with tests and metrics, and we'll be happy to review for tuning, rather than tossing around hyperbole as if there's no tomorrow.

    (Yes, I recognize the irony in the way that statement is phrased.)

    It's very possible that you're correct in some of these cases, and we've come out and admitted as much in the past, and tuned the abilities accordingly. But jumping to conclusions and labeling something as "OP" before you even have the facts on its function will do nothing but hurt the credibility of the communal voice of this subforum.
    heh heh He said 'prove it' ... We could if he'd ever show up with his phasers ready....
    [SIGPIC][/SIGPIC]
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited November 2012
    tick0 wrote: »
    So what exactly does Inertial Dampers do? The tooltip says "you will be disabled for much less time from abilities like Viral Matrix" - is this working or not?

    Bah. That's a description error, and thanks for pointing it out! We'll fix it asap.

    The type of Disable that Inertial Dampers protects from is used by powers like Photonic Shockwave, Tricobalt Torpedoes and Magnetometric Overload.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • floodedgusset69#9662 floodedgusset69 Member Posts: 1 Arc User
    edited November 2012
    Bah. That's a description error, and thanks for pointing it out! We'll fix it asap.

    The type of Disable that Inertial Dampers protects from is used by powers like Photonic Shockwave, Tricobalt Torpedoes and Magnetometric Overload.
    OH MY GOD LARRY GET THE CAR! It's like he doesn't even PLAY THE GAME ?!?

    Try to sell respecs much? Jeezus...
    [SIGPIC][/SIGPIC]
  • tick0tick0 Member Posts: 243 Arc User
    edited November 2012
    Bah. That's a description error, and thanks for pointing it out! We'll fix it asap.

    The type of Disable that Inertial Dampers protects from is used by powers like Photonic Shockwave, Tricobalt Torpedoes and Magnetometric Overload.

    Does this mean I get an account-wide respec token? :)
    star_trek_razzle_dazzle_by_schematization-d37701m.gif
    @f4tamy | Sad Pandas
  • paxottomanpaxottoman Member Posts: 0 Arc User
    edited November 2012
    tick0 wrote: »
    So what exactly does Inertial Dampers do? The tooltip says "you will be disabled for much less time from abilities like Viral Matrix" - is this working or not?

    lol.. My thoughts exactly.

    The clearing of this proc will be difficult on escorts with no crew left. Which happens often, since subsystem repair is directly linked to number of crew members alive. So 100% crew, will effectively work at 100 skill points (if that's how much is invested into them). If you have 50% crew left, then your subsystem repair will work at 50 points into it.

    Running a premade with limited escorts is probably going to be a good precaution. This really does make PvP one dimensional in terms of ship composites.
    Turkish RP Heroes
    [SIGPIC][/SIGPIC]
  • paxottomanpaxottoman Member Posts: 0 Arc User
    edited November 2012
    Bah. That's a description error, and thanks for pointing it out! We'll fix it asap.

    The type of Disable that Inertial Dampers protects from is used by powers like Photonic Shockwave, Tricobalt Torpedoes and Magnetometric Overload.

    Translates to:

    "Bah, we'll make good money off your respecs."

    Anything else you wanna let us know about?

    Borticus, you're a keeper.
    Turkish RP Heroes
    [SIGPIC][/SIGPIC]
  • evilghost1026evilghost1026 Member Posts: 0 Arc User
    edited November 2012
    Bah. That's a description error, and thanks for pointing it out! We'll fix it asap.

    The type of Disable that Inertial Dampers protects from is used by powers like Photonic Shockwave, Tricobalt Torpedoes and Magnetometric Overload.

    respect token for all players then?? Spending money on respec's to put resist into dampeners because the tooltip says it reduces cooldown times on disables(i.e. viral matrix) to find out that it doesnt even do that, I do think the players do deserve at least 1 chance to fix/readjust their skill tree to compensate the wasted points.

    @Minitrckin08

    Jedi Master Yoda of Turkish RP Heros
    [SIGPIC][/SIGPIC]
  • pantsmaster916pantsmaster916 Member Posts: 97 Arc User
    edited November 2012
    paxottoman wrote: »
    Translates to:

    "Bah, we'll make good money off your respecs."

    Anything else you wanna let us know about?

    Borticus, you're a keeper.

    Weren't you just lecturing this subforum about behaving themselves to ensure better Dev communication?

    AND berated Borticus in this very thread for being "passive-aggressive"?

    Maybe you should take a dose of your own medicine, Ottoman.
  • floodedgusset69#9662 floodedgusset69 Member Posts: 1 Arc User
    edited November 2012
    Bah. That's a description error, and thanks for pointing it out! We'll fix it asap.

    The type of Disable that Inertial Dampers protects from is used by powers like Photonic Shockwave, Tricobalt Torpedoes and Magnetometric Overload.
    I'm laughing so hard at these clowns right now... I've never been so entertained. My god.
    [SIGPIC][/SIGPIC]
  • paxottomanpaxottoman Member Posts: 0 Arc User
    edited November 2012
    Weren't you just lecturing this subforum about behaving themselves to ensure better Dev communication?

    AND berated Borticus in this very thread for being "passive-aggressive"?

    Maybe you should take a dose of your own medicine, Ottoman.

    Yes I did.

    But, do you think I should bend for someone that calls my feedback confetti? I think I'll respond candidly to someone that takes my money, and then has the audacity to belittle my feedback. Sorry to offend you, but you gotta stick up for yourself before you stick up for others.
    Turkish RP Heroes
    [SIGPIC][/SIGPIC]
  • skurfskurf Member Posts: 1,071 Arc User
    edited November 2012
    Bah. That's a description error, and thanks for pointing it out! We'll fix it asap.

    The type of Disable that Inertial Dampers protects from is used by powers like Photonic Shockwave, Tricobalt Torpedoes and Magnetometric Overload.

    It's understandable that mistakes can happen, but when those mistakes directly impact players' wallets Cryptic should compensate us for such a mistake in the form of a respec token. We do not enjoy wasting money because of mistakes in descriptions of skills. There are already so little descriptions in the game for abilities/skills it is very important that the ones that are in the game be correct.
  • floodedgusset69#9662 floodedgusset69 Member Posts: 1 Arc User
    edited November 2012
    bah. That's A Description Error, And Thanks For Pointing It Out! We'll Fix It Asap.

    The Type Of Disable That Inertial Dampers Protects From Is Used By Powers Like Photonic Shockwave, Tricobalt Torpedoes And Magnetometric Overload.

    Me Want Token! Mongo Want Respec! Mongo Blow Up Spacedock! Raaaawwwwrrr!
    [SIGPIC][/SIGPIC]
  • mrkollinsmrkollins Member Posts: 0 Arc User
    edited November 2012
    tick0 wrote: »
    Does this mean I get an account-wide respec token? :)

    Tick0 for President!
    Division Hispana
    www.divisionhispana.com
  • paxottomanpaxottoman Member Posts: 0 Arc User
    edited November 2012
    Woot Turkish RP Hero forum premade!

    Now if we can get the TSI forum premade + the Sad Panda forum premade, we'll form forum Voltron. He'll get us our respec tokens! lol
    Turkish RP Heroes
    [SIGPIC][/SIGPIC]
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited November 2012
    wile we are on the subject of Inertial Dampers, kinda, lets review

    what it does-

    reduce TBR push

    reduces PSW push and disable time

    reduces Tricobalt Torpedoes push and disable time

    reduces Magnetometric Overload push and disable time


    what it doesn't but should do-

    reduce chrono proc duration or magnitude. it does nothing too it, did testing with it for an hour a few weeks ago. APO clears chrono proc, and makes you immune to it wile its on though

    does nothing against TBs, at the very least it should allow you to turn beter wile held


    what im not sure about-

    does it do anything for your defense against grav well pulls? how about EWP?

    EWP is an engine debuff and DOT, and these are environmental hazards, i don't really see how or why ID should effect their pull or hold.


    also bort, the subsystem repair skill, making crew a modifier killed this skill completely. crew takes such a beating that quite often you dont have any during a long battle. i got theta'ed, and disabled engine 3'ed, and my engines were disabled for literaly an entire minute. i had 0 in subsystem repair because from what i can tell

    subsystem skill points * crew = repair speed

    and when crew is 0, subsystem repair is 0. so putting points there is useless
  • davidfloresiidavidfloresii Member Posts: 0 Arc User
    edited November 2012
    Well I am a pvp player, and I look forward to any new content!!!!! If something is op, then you all will fix it. I don't need to complain about something that I have not even seen in action yet. But either way, I always enjoy a challenge, that's how you get better. So thank you Cryptic!!!!
  • maicake716maicake716 Member Posts: 0 Arc User
    edited November 2012
    The VM-AOE ability works as follows:

    5% chance to jump to a 2nd target @ White Quality.
    20% chance @ Purple Quality.

    If the VM jumps to a second target, it then has a subsequent chance to jump to another target, again using the same % chance as the base Doff quality dictates (5, 10, 15 or 20%).

    It can, if you get REALLY lucky, jump up to 4 times, affecting anywhere between 2 and 4 targets in total (one per jump).

    The VM that is inflicted on any targets other than the first, is always VM I (Rank 1), as if you were using it with a BO that had no points trained into it. These extra jumps are also not improved by the original caster's skill in Subspace Decompiler - they always last only 5 seconds, and can be reduced with skill in Subsystem Repair.

    It's an extra effect. It's not intended to be a huge game-changer, just a fun toy.
    Stay tuned for a Doff that procs a Fireworks "emote" when you fire an energy weapon. ;)

    They are Systems Engineers, so yes - they can be stacked up to 3 times.

    Which means that slotting 3 Purples will give you 3 20% chances on each jump.

    so if someone wanted too they could have 3 seperate 20% chances for it to jump to 3 different targets? which then can jump again up to 2 addition times at 20% each? ..... seriously?


    can it reinfect the orginal target?

    can this doff be combined with the other doff that increases the chance of multiple systems being disabled?

    VM is not fun as it is now, this is not going to be a "fun toy".



    seriously... what ever happened to the thoughts of introducing ACTUAL real additional powers and not just continuing to add "doff" abilities?

    all of these additions will only make the PROMISED pvp overhaul that much harder.


    Do you mean, not proc from the pet's use of the ability? Doff abilities should not be activated by any pet abilities, so this should not be a concern. Let me know if you are aware of a case where this isn't true, and it will be fixed.

    Your Doffs are on your ship, not your hangar pets.

    considering all the bugs that manage to slip by, i wouldnt be surprised if this was the case.
    All equipment in this game is OP then, because it aids you in defeating your enemies, be they AI bags of hitpoints, or skilled fellow players. Would you all rather have cookie-cutter ships with pre-assigned abilities and equipment that leave you with no customization or choice?

    This community throws around the term "Overpowered" like confetti. Back it up with tests and metrics, and we'll be happy to review for tuning, rather than tossing around hyperbole as if there's no tomorrow.

    (Yes, I recognize the irony in the way that statement is phrased.)

    It's very possible that you're correct in some of these cases, and we've come out and admitted as much in the past, and tuned the abilities accordingly. But jumping to conclusions and labeling something as "OP" before you even have the facts on its function will do nothing but hurt the credibility of the communal voice of this subforum.

    oh right, proof. because that acutally does something right? i can remember quite a few issues being brought to the attention of the devs and being completely ignored.

    take the reoccuring voldamort bug that seems to have yet come back again bigger and badder then ever....


    question. the "aftershock" shockwave doff, how excatly will it work since the target recieves an immunity after being hit by it?
    Side Note: I just noticed, when looking over this new VM doff, that although Eng Team cured individual systems being offline, it did not dispel the ongoing Viral Matrix process. We've decided to allow Eng Team to remove the debuff altogether.

    So, using Eng Team on yourself while under the effects of VM will not only turn any offline systems back on, it will also prevent further systems from being turned off for the duration of that application of VM.

    (I coulda sworn that Science Team used to do this, but that functionality doesn't seem to be present. It makes more sense for Eng Team to counter a Subsystem Disable, though.)

    when can we expect this to be implimented? and yes, science team USED to be able to clear the VM but not fix the systems disabled. the logic behind it was- vm is a science power, so science team should clear it.
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • upyournacelles2upyournacelles2 Member Posts: 197 Arc User
    edited November 2012
    This community throws around the term "Overpowered" like confetti. Back it up with tests and metrics, and we'll be happy to review for tuning, rather than tossing around hyperbole as if there's no tomorrow.

    It's very possible that you're correct in some of these cases, and we've come out and admitted as much in the past, and tuned the abilities accordingly. But jumping to conclusions and labeling something as "OP" before you even have the facts on its function will do nothing but hurt the credibility of the communal voice of this subforum.

    First off, this community usually has a better understanding of what is or isn't OP. We told you before you released the subnuke doffs that they were a mistake after all. Previous poster was also correct in the fact that your developing these doffs almost exclusively for pvp'ers. There really isn't much use for that doff or the VM doff in a pve environment. You wonder why we cry OP, yet when we were concerned about the nuke doffs, you released them anyhow with the only balance to them being the rarity of them. You then ruined that balance by making them readily available. You then tried to nerf them and DOUBLED their proc chance. You wonder why we're so gun shy?

    Second, is there a counter to the time ship set that freezes you in time yet? This isn't a rhetorical sarcastic question. I honestly don't know. I do remember you saying that you agreed with a post saying that all abilities should have a counter and that you'd be adding something to counter this ability. If you have not yet, this could be the kind of thing that the community see's as empty words and promises that continues to upset them

    Oh, and if there's a recurring theme to our OP posts that litter these forums like confetti, have you stopped to consider if there may be some truth to it?
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited November 2012
    Damage Control Engineer (Space): Chance for Auxiliary Power to Structural Integrity Field to proc a hull Heal Over Time.
    I have to say I wonder weither this will be a straight HoT with no modifiers from anything, Or if it will be affected by Skills, or even Aux power. And with how Swiftly Aux to SIF recharges, how useful it could be.

    Hazard Systems (Space): Adds a chance for your Aceton Beam to diminish enemy power levels.

    This one I could see being also useful in specific builds depending on how long it lasts and how it might proc. For example, if it lasts the duration of the Aceton Beam, or has a chance to proc multiple times, but doesn't last long, during Aceton Beam, it would then be needed to wonder just how much power it diminishes from an enemy target, and if that scales with either rarity or the strength of the Aceton Beam.

    Sensors (Space): Increases the amount of damage you can deal to a target after jamming their sensors without breaking the jamming.

    This one F'ing scares me. Especially with the new Reputation Ability that causes unbreakable Jams on Crits. I am hoping it won't be able to be tied into THAT ability and will only work with Jam Sensors I, II, or III. Then it just becomes a matter of how strong the damage boost will be. *nudgesBorticus* We don't need another Jem'hadar Shield Incident now do we?

    Projectile Officer (Space): Decreases the cooldown of mines.

    This one I expected. And look foward to it at some point for my Current Mine based build.
    Might be able to actually use 2 Tricobalt Mines and 1 Plasma mine more effectively then my 2 Plasma Mines and 1 Tricobalt Mine set up. :)

    Photonic Studies (Space): Chance for Photonic Shockwave to trigger Photonic Aftershocks on affected targets.

    I Don't see this one being a problem. Since Aftershocks from Tric Mines/Torpedoes aren't that terrible. But it is a nice little touch.

    As far as the VM doff, after reading some of Borticus's responses, I'm still expecting it to be dangerous.. But if Engineering team will actually, and finally, clear VM, it'll be fine. :) (And Borticus, I think you forgot they removed Science team from being able to Clear VM WAAAAAAAAAAAAAAAAAAAAAAAAAAAAY back in like.. Season 4... or even maybe Season 3? It was a loooooong time ago)
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • mimey2mimey2 Member Posts: 0 Arc User
    edited November 2012
    Alright, read this thread, and while I was originally worried about the VM DOFF, it doesn't seem as bad as I thought.

    Thankfully about half or more of these new DOFFs are fleet-based and have no bearing on PvP. That said, I bet the CXP DOFFs are gonna be EXPENSIVE as all get-out.

    So...here's some thoughts from me on a few:

    Damage Control Engineer (Space): Chance for Auxiliary Power to Structural Integrity Field to proc a hull Heal Over Time. (Useful for tanks and healers, but does this apply to a target if you use it on someone else, or only you?)

    Hazard Systems (Space): Adds a chance for your Aceton Beam to diminish enemy power levels. (I wonder how much of a power level drain, and for how long, but either way this will make it a more usable ability)

    Matter-Antimatter (Space): Your Emergency Power to Shields ability grants a temporary bonus to crowd control resistance. (That's a rather broad term, what does it mean in this case?)

    Maintenance (Space): Emergency Power to Auxiliary increases your Shield Emitters and Hull Repair skills for 30 seconds. (That's very useful actually. Hugely useful if you equip three for some mondo healing)*

    Quartermaster (Space): Decreases the cooldown of batteries. (Does this include dual-system and team batteries, along with the RMC?)

    Sensors (Space): Increases the amount of damage you can deal to a target after jamming their sensors without breaking the jamming. (This one worries me the most. Placates in space are very powerful, and I have a B'rel, and already I understand just how this could fall into the realm of OP, and for a good reason)

    Systems Engineer (Space): Viral Matrix has a chance to spread to other nearby enemies. (Powerful, but not overly so. I see it more as a disruption of a team synergy, not really a total permanent shutdown. Powerful, but the other VM DOFF is stronger)

    Projectile Officer (Space): Decreases the cooldown of mines. (Meh, again, b'rel and tric mine user, I see this more as making more mine spam of other types, like Tachyon, or Chroniton mines. Trics are still on a one minute normal, and 30 second global, so even if three procced, you'd still be at about 30 seconds anyways no matter what. Now a Tric mine and another mine type...that's a bit different)

    Photonic Studies (Space): Chance for Photonic Shockwave to trigger Photonic Aftershocks on affected targets. (Interesting. More disables though, I hope they aren't too powerful)

    Shield Distribution Officer (Ground): Draw Fire has a chance to cause a weapons malfunction on attacking enemies. (Meh, Draw Fire in PvP isn't that good, and in PvE, things kill you REALLY fast anyways)

    Biochemist (Ground): Decreased cooldown on hypos, shield charges, and power cells. (Does this affect Personal and Team Combat Modules as well? Because that would make team healing with those much more useful, and even if it doesn't, just having one for ground toons is still nice)

    Assault Squad Officer (Ground): Chance to cause a Hold on the target when you use Lunge. (Eh, not bad. Lunge is a good attack, but I don't see any problems with this DOFF)


    * About this Maintenance DOFF, it is quite different, powerful really. With three you could almost entirely skip on speccing into those two skills at all, then just pop E-power to aux, and have all the skill you need to heal appropriately. Maybe I am just overthinking it though, and it isn't as good as I am thinking it is.
    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.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited November 2012
    It's kinda getting to the point where countering all these abilities is really rough without help... I can't even remember what clears Jam, if anything... Sci Team I guess? Then you need, as I recently learned, Eng Team for aux-buffed grav pulse, VM, Hazards for Vent Theta, PH for Danublets, a sore butt cushion for tric mines...

    Oh well, teamwork FTW.
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited November 2012
    wile we are on the subject of Inertial Dampers, kinda, lets review

    what it does-

    reduce TBR push

    reduces PSW push and disable time

    reduces Tricobalt Torpedoes push and disable time

    reduces Magnetometric Overload push and disable time


    what it doesn't but should do-

    reduce chrono proc duration or magnitude. it does nothing too it, did testing with it for an hour a few weeks ago. APO clears chrono proc, and makes you immune to it wile its on though

    does nothing against TBs, at the very least it should allow you to turn beter wile held


    what im not sure about-

    does it do anything for your defense against grav well pulls? how about EWP?

    EWP is an engine debuff and DOT, and these are environmental hazards, i don't really see how or why ID should effect their pull or hold.


    also bort, the subsystem repair skill, making crew a modifier killed this skill completely. crew takes such a beating that quite often you dont have any during a long battle. i got theta'ed, and disabled engine 3'ed, and my engines were disabled for literaly an entire minute. i had 0 in subsystem repair because from what i can tell

    subsystem skill points * crew = repair speed

    and when crew is 0, subsystem repair is 0. so putting points there is useless

    At the very least, ID needs to do the things in bold & red.


    I also personally think that Aux to ID so have some synergy with ID the skill.
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