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@Borticus:Tactical Cube deals 342293 (203411) Kinetic Damage to [NAME]

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  • sean2448sean2448 Member Posts: 815 Arc User
    edited November 2012
    they increased because rutaion tier 3 and 4 boost shields why need 12 for elite and set boff's up right same with doff's you have to adapt to it
  • twamtwam Member Posts: 0 Arc User
    edited November 2012
    I have no idea what you just said. I suspect you're telling us we need to adapt to the new situation, but the discussion was about ways of doing that, anyway.

    I recommend punctuation and capitalisation.
  • aestuaestu Member Posts: 0 Arc User
    edited November 2012
    There is always going to be a very good chance that an incoming High Yield Plasma torpedo will kill you outright, if it was fired from a Cube or Tac Cube. This is as designed, because they are easily countered by destroying them before they reach the intended target. They can also be outran, by using powers that increase your speed (like Evasive Maneuvers, e.g.).

    I've performed extensive testing of targetable torpedo types, alongside our FX team, to ensure that they are not subject to the same FX drop-off issues that cause the infamous "Invisible Torpedo" -- it simply does not happen. This is because the shiny, glowy green HY Plasma balls are not FX, they are Costumes. They will not turn invis, they will not drop off because of excessive particle visuals going off in your vicinity. They may become difficult to see because of FX clutter, but I can guarantee that they are not invisible.

    Torpedo Spreads - that's another issue altogether, and one that is currently under review for further tweaking.

    The FX drop-off issue in general is something we've been seeking a tech fix for, for a long time now. It was brought to the forefront of our concerns when we rolled out the 20-man Starbase Defense events/missions, and saw it in full swing even in skirmishes taking place on the outlying areas of the map. There is no quick fix for this issue, and it's something we continue to struggle to overcome. The best we can offer at this time, is that it's a limitation we are aware of, and that we do our best to work with when creating and tuning content and encounters.

    I don't understand why you can't just increase the draw cap. Other MMOs have far far more on-screen players and objects and they just don't have this problem.

    Nor do I understand your claim that you "design content with this in mind". Recent content features a very great abundance of carriers, fighter pets and projectile weapons. By adding more carriers, fighter pets and other small objects, you are actively making the problem worse and causing more players to experience invisitorps by pushing them over the draw cap.

    Regarding Borg plasma, I struggle to understand your position. You can't tell a bunch of players that what they are routinely seeing (and makes normal play very frustrating) isn't real. Either you're not looking for yourself, you're not understanding what you're seeing, or you're misrepresenting the facts.

    Either way, your response is sadly just not very helpful. You'd have been better off being honest, or at least acknowledging that the problem probably exists in some form, something objectively obvious even to a non-player for the simple reason that so many obviously qualified players are complaining about it.

    Another possible fix might be to just do in STO what is done in other MMOs such as TERA and WoW which is to form fixed group compositions based on class roles and make sure that every STF group has a qualified cruiser tank with plasma armor.

    Honestly I found your response disappointing in the greatest degree because I was hoping that your design intent was to reinforce class roles, which would be a good thing and serve to balance escorts with cruisers. But what you say seems to indicate that if that is happening, it is an unintended positive consequence, and therefore not by design. This is unfortunate and I can only say it does not reflect well on you.

    Please understand what I say here is meant as completely honest and constructive and I think you would do yourself well to internalize it.
    [SIGPIC][/SIGPIC]
  • admgreeradmgreer Member Posts: 0 Arc User
    edited November 2012
    There is another thread called 3 reasons the borg are over powered and there is a responce from a programmer saying they now believe that there is something wrong with the Borg Torps and they are going to fix it. He stated that there should be no one shot kills from the Borg torps.
  • matridunadan1matridunadan1 Member Posts: 579 Arc User
    edited November 2012
    admgreer wrote: »
    There is another thread called 3 reasons the borg are over powered and there is a responce from a programmer saying they now believe that there is something wrong with the Borg Torps and they are going to fix it. He stated that there should be no one shot kills from the Borg torps.

    Still not in the patch notes.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited November 2012
    admgreer wrote: »
    There is another thread called 3 reasons the borg are over powered and there is a responce from a programmer saying they now believe that there is something wrong with the Borg Torps and they are going to fix it. He stated that there should be no one shot kills from the Borg torps.

    We'll see what happens.


    I've heard that borg torps, isometric charge and one shot abilities in general were being "brought in line" in one form or another for months on end.

    We've gone from bad to worse at this point.

    Nothing has gotten better, and Borg NPCs across the board all have several ways of basically removing a player character in a matter of seconds at this point.

    > Cubes and Gates no longer have limited firing arcs.
    > We have now have 3 completely different issues with Torpedos being able to one-shot players, one of which is apparently design intended as per Bort's post.
    > We have borg, and KDF NPCs, still currently using one hit kill capable, AoE, Isometric charges.
    > We have massive, stacking, hull plasma fires that seem to be way out of balance. 700 per tick is the norm, I've seen irregular tick spikes up to 7k while fielding 3 Neutroniums. Laughably, if you manage to survive the endless hammering of 30k to 60k torp spreads, or invisi-torps, or 300k+ damage HYT III torps - you get to eat a, stacking, hull plasma fire proc afterwards
    > We've been forced to either run one of the poorer shields available (borg) or simply lose a Shield Heal Proc, Hull Cleanse Proc, Shield Drain proc ability all wrapped in one.




    So I'll believe it when I see it.
  • cursixcursix Member Posts: 0
    edited November 2012
    Borticus, I don't believe the heavy plasma torpedoes should be a good chance insta-kill. The idea that they are easily shot down is simply not true. Even with high targeting skills, you still have a good chance to miss those torpedoes, making them not as easy to shoot down.

    This is the same with those unimatrix ships; the plasma spheres have high defense for their size and they even have decent HP. I used to be able to handle a direct hit from one of those in my cruiser if I had near full HP and a full shield facing, but now you can't tank those, period.

    I really think the bonus-defense of those torpedoes should be re-looked at or tone them down not to do insta-kills on fully healthy ships.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited December 2012
    From the time this was fired to the time that my ship was destroyed must have been less than a half of a second.

    I didn't even see the torpedo and I was facing the Cube.



    [Combat (Self)] Tactical Cube deals 47873 (223910) Kinetic Damage to you with Plasma Torpedo - Heavy III.


    One shot kill, no torpedo visible, no reaction time for the player.


    This was with 70% shields, full hull (45,831 hull - 2k short, lol!) - base 30% kinetic resistance with 9.5K shield per facing, EPTS 1 with 90 power to shields, MACO MK XII Shield, etc.



    Does it make sense from an encounter design standpoint to force all ships to use AoE attacks against large single targets?

    At this point I'm switching every ship to CSV over CRF or loading up multiple copies of Weapon Power devouring BFAW just so I can deal with Borg 200k+ to 300k Torpedoes.



    Bort, I urge you to please reconsider one shot kill abilities like this that limited to smaller window of opportunity or firing arc on the part of the NPCs.

    360 degree, one hit kill, spammable powers do not fit that definition.



    Elite STFs would be much better served if the high end of NPC damage capabilities were brought down but their low end & median damage abilities were pushed higher - this helps create a role space for ships like Cruisers and Sci Ships.
  • papertoastypapertoasty Member Posts: 248 Arc User
    edited December 2012
    i now this isnt a tac cube, but i just came from a kase and watched donatra decloak, and even before she's fully decloaked 'boom', hit a poor lad with her thealeron death beam without warning, 'poof' goes the ship and i go holy TRIBBLE
  • vinru821vinru821 Member Posts: 0 Arc User
    edited December 2012
    Maybe they should just make those insta kill torps a WHOLE lot easier to shoot down if nothing else.

    They are the only reason I always have a aceon assimilator near me at all times!
    :eek:
  • ragestroke008ragestroke008 Member Posts: 203 Arc User
    edited December 2012
    I don't think it's tactics or measures you can use against the HY, but rather that they buffed and released without saying anything.

    Or maybe the ingame Borg A.I has adapted and is making changes to the game code on it's own.
    Time is a funny thing; There is always too much of it. Except when you need it the most, then there is never enough.
  • cptskeeterukcptskeeteruk Member Posts: 559 Arc User
    edited December 2012
    I noticed something lately. When you go near a cube and it launches a torp at you and you shoot it down a few seconds later your hit with plasma torpedo damage as a icon shows. I am now wondering that the cube actually launches a torp you kill it but it somehow is still alive and actually hits you but you dont see it after shooting it down. Or maybe there are 2 torps in 1 and you shoot one down but the other isnt rendered and is untargetable and hits you seconds after you kill the first one.

    Wonder if this can be tested by bort maybe that somehow a borg torp is actually 2 in 1 or somit and one doesnt get rendered but the game has it and it does hit you after the first is destroyed which is rendered and targetable.

    Anyone else think this might be whats happening?
    [SIGPIC][/SIGPIC]
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited December 2012
    Anyone else think this might be whats happening?


    I don't know, and I've given up caring enough to test things like this.
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited December 2012
    I complained about this a while ago in the bugs forum but it was never addressed.

    When you are close by to a weapon being launched like a high yield plasma torp, you get hit with it's effect immediately. If you destroy that weapon you are still hounded by the plasma fire.

    I suspect that this occurs on other plasma weapons that miss you, as I'm often burning alive without taking any real shield damage.

    It is easily testable on the Undine ships, let them fire a high yield torp from 7k and shoot it down.. nothing, at <2km you get the fire before it hits, if you shoot it down you are still on fire. This pretty much invalidates consoles like point defense.
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  • themariethemarie Member Posts: 1,055 Arc User
    edited December 2012
    This continues despite months of requests for a fix.


    Between this and invisible torpedoes, and the continued failure of them to FIX the Romulan Arc torpedoes AND the absurdly low proc-level of player-equipped plasma, I don't think they know how to alter/repair the plasma-weapon coding.

    I've flown in under a cube, FAW and all three PDs running at the same time and still get one-shotted for over 150,000-300,000 damage out of nowhere.

    It's almost like a timer is running, after X amount of time pick one target, explode target.

    That's not "challenging." Challenging would be to give us an in-game method of countering that level of damage, avoiding the torpedoes or giving us a way to shoot them down for sure.

    We have plasma-torp-shotguns in some of the Romulan missions that can't be countered too, that is when the guidance works correctly. close to 90% of time they reverse course and strike the launching vessel. While somewhat amusing, I can sit back in most Romulan Arc mission and let the enemy vessels destroy themselves. This cannot be working as intended.

    Eight tickets, and stopped playing Romulan Arc missions. Which is a shame as those are some of my favorite missions... and with the focus on the Romulans this season.. you think they'd want to showcase those missions... and have them fully operational at this point.


    Borticus, if you are reading this can you give us some kind of indication as to when these issues will actually be fixed? We've asked... quite a few times. If they CAN'T be fixed please TELL us so we can move on.
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited December 2012
    i now this isnt a tac cube, but i just came from a kase and watched donatra decloak, and even before she's fully decloaked 'boom', hit a poor lad with her thealeron death beam without warning, 'poof' goes the ship and i go holy TRIBBLE

    I think this has been around for a while, definitely since I started playing STO (which was around the time the Kitty Carrier came out). It's not terribly common from what I can tell, but there's definitely some sort of visual lag or latency bug where she fires the insta-death Thalaron well before she's even finished decloaking properly.
    [SIGPIC][/SIGPIC]
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  • tomasd1988tomasd1988 Member Posts: 14 Arc User
    edited December 2012
    Well, this keeps happening to me constantly aswell.

    I dont mind being one shot kill from HY if its not shot down, or take good tank cruiser/carrier with 100% hull and shields down to 10% hull. But it must be vissible and destroyable, not as stated here it was shot down but it hit anyway.

    The biggest issue is, as many times stated before, invisible torpedos dealing up to 55k damage. But thats not all. I keep checking damage on my ship when I blow up and I just keep wondering why a single regular plasma torpedo, visible or not, hits me THREE times? When I sum thouse three hits I rarely get total damage below 60k. And thats not only from tac cube, this happens with torpedos fired mostly from cubes, tac cubes and gates, but sometimes even from spheres.
    Ok, let normal borg plasma torpedo deal nocrit damage 5k - 16k to bare hull instead of around 500 - 52k noncrit damage even throu full shields. Borg torps should be restricted by shields just like every other torps, thats why they have shield neutralizers for, right? Also it seams, atleast in my eyes, that borg have way to high chance to inflict plasma fire with their weapons. That applies to every elite STF.
    Nice example is my klingon Vo'quv. Full shields and hull against tac cube, suddenly shields are gone and hull is down to 8%, then boom.

    I got hit three times with single HY I overlooked:
    First hit was for like 3k, didnt managed to get log of that.
    Combat (Self) Tactical Cube's officer Heavy Plasma Torpedo's Plasma Torpedo - Heavy III dealt 4553 (54937) shield damage to you.
    Combat (Self)] Tactical Cube deals 114157 (193726) Kinetic Damage to you with Plasma Torpedo - Heavy III.

    I dont complain about damage from this HY but about it hitting me three times, just like most of borg plasma torpedos in elite STFs does.


    Now, KASE has its problems too. Donatra fires thalaron right after decloak, or blows ships outside the displayed attack cone (fires at wider angle that displayed), and her salvos one shot most ppl, even with full hull, shields, tac team and rotate shield freq active.

    Challenge? Ok, they already have a lot of HP, powerfull 360deg beams, most boff abil on lvl 3, I am fine with that. But these torp damage are just insane.

    But theres a nother problem. NPCs fire torpedos even after destroyed, to be precise, before they explode. So they are destroyed, hence we cant fire at them but before they explode they can fire at us.


    EDIT:
    Just made ISE
    First torpedo hit (gate explodes after inpact):
    [Combat (Self)] Gateway's Plasma Torpedo dealt 6310 (27520) shield damage to you.
    [Combat (Self)] Gateway deals 15558 (49354) Kinetic Damage to you with Plasma Torpedo.
    [Combat (Self)] Gateway deals 907 (1365) Plasma Damage to you with Plasma Torpedo.

    Cca 6 seconds later (gate gone, invisible):
    [Combat (Self)] Gateway deals 43986 (50394) Kinetic Damage to you with Plasma Torpedo.
  • kerven01kerven01 Member Posts: 0 Arc User
    edited December 2012
    Very irritating. Even spheres are spitting out 20-30k torpedoes regularly, and that's with brace for impact, hazard emitters, polarize hull, and a couple of shield buffs. Should one survive that (in an escort) the plasma DoT eats you alive with ~1k damage a tic while hazard emitters are on cooldown because several seconds before a shield neutralizer and plasma DoT were wrecking havoc. Engineering consoles would be great, but I doubt a 20% (even a 50%) reduction to kinetic and plasma would amount to much if several Borg ships are shooting 20k+ torpedoes at you in succession.

    I'd very much like to know why our ships are made of paper mache and theirs out of steel. Their attacks regularly hit for over 1k and they crit as much as an escort with DHC & turrets. We have pea shooters compared to their attacks. I swear their crit rate is around 60% with over 200% severity at times. They have an incredible plasma DoT and ours barely tickles. They have the ability to drain shields quickly... each one of them does, so when fighting a large group (e.g. the hive mission) it's common to get hit with it, use hazard emitters, get hit again and watch as shields go poof in less than 30 seconds.

    I can understand an escort having problems with it. They're meant for DPS and exploding often. However, since escorts aren't known for survivability, why are they subject to the overly long respawn timer. That timer needs to be removed since the Borg are buffed now and much, much stronger than when the timer was implemented. It makes no sense to have to sit there and wait for over 30sec just to respawn and get KO'd seconds later by a typical vessel (sphere/cube) critting strong enough to take down full shields and hull...

    Surprisingly, I'd say the easiest part about the hive space mission is the queen. I respawn far (emphasis on that) less to her than the initial horde of ships. As for the two giant ships... I hate those energy things. Why must they be so difficult to shoot down with full accuracy skill. They squish me more than those supposed uber beams that always seem to miss.
  • tomasd1988tomasd1988 Member Posts: 14 Arc User
    edited December 2012
    kerven01 wrote: »
    Surprisingly, I'd say the easiest part about the hive space mission is the queen. I respawn far (emphasis on that) less to her than the initial horde of ships. As for the two giant ships... I hate those energy things. Why must they be so difficult to shoot down with full accuracy skill. They squish me more than those supposed uber beams that always seem to miss.

    Thats why its good to have a carrier in a team. If they keep fighter cover up with advanced or fleet carrier pets in escort mode, they will deal with that plasma bolts in most cases.
  • badname834854badname834854 Member Posts: 1,186 Arc User
    edited December 2012
    Let this be a lesson against stealth-buffing. :mad:
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited January 2013
    Let this be a lesson against stealth-buffing. :mad:


    I don't think it was necessarily a stealth buff, and Bort's post indicates that the devs are happy with the way one shot kills currently work.

    Borticus wrote:
    There is always going to be a very good chance that an incoming High Yield Plasma torpedo will kill you outright, if it was fired from a Cube or Tac Cube. This is as designed, because they are easily countered by destroying them before they reach the intended target. They can also be outran, by using powers that increase your speed (like Evasive Maneuvers, e.g.).


    It's not really practical to shoot down or outrun literally every HYT torpedo
    , so I can only assume the devs want us to be one shot killed from time to time - regardless of whether you have used brace for impact or have full hull and shields you should simply expect to die.
  • jadensecurajadensecura Member Posts: 660 Arc User
    edited January 2013
    I have a proposal. Until they fix it so that spheres cannot do more than 12k damage per hit and cannot get such powerful hits more than once every 30 seconds, the hull strength of all player ships should be doubled. Sure, that's ridiculous, but so is taking hull hits through full shields that are greater than your hull strength, which is happening all the time to my Vesta.
  • dareaudareau Member Posts: 2,390 Arc User
    edited January 2013
    There is always going to be a very good chance that an incoming High Yield Plasma torpedo will kill you outright, if it was fired from a Cube or Tac Cube. This is as designed, because they are easily countered by destroying them before they reach the intended target. They can also be outran, by using powers that increase your speed (like Evasive Maneuvers, e.g.).

    I've performed extensive testing of targetable torpedo types, alongside our FX team, to ensure that they are not subject to the same FX drop-off issues that cause the infamous "Invisible Torpedo" -- it simply does not happen. This is because the shiny, glowy green HY Plasma balls are not FX, they are Costumes. They will not turn invis, they will not drop off because of excessive particle visuals going off in your vicinity. They may become difficult to see because of FX clutter, but I can guarantee that they are not invisible.

    Torpedo Spreads - that's another issue altogether, and one that is currently under review for further tweaking.

    The FX drop-off issue in general is something we've been seeking a tech fix for, for a long time now. It was brought to the forefront of our concerns when we rolled out the 20-man Starbase Defense events/missions, and saw it in full swing even in skirmishes taking place on the outlying areas of the map. There is no quick fix for this issue, and it's something we continue to struggle to overcome. The best we can offer at this time, is that it's a limitation we are aware of, and that we do our best to work with when creating and tuning content and encounters.

    Good sir:

    From my post in some waaah thread about Borg, I posted an instance that indicated a regular torp hit, not spread, not HY, that shaved 97% hull off of my Vesta's max hull after punching through shield.

    Same with many postings in this very thread. Either there is a lot of selective editing going on here, where the "high yield" part is being cut out, or - as I vaguely remember from one of your posts on the matter, IIRC the one in which you announced that Borg weapons will not crit anymore - that the high end damage of Borg weapons is "working as intended" - capable of reaching damage levels high enough to one-shot anything that's not a "cruiser"...

    If the latter, aka "WAD", then this explains everything we're posting about - normal plasmas are medium-speed non-destructable projectiles that may be subject to VFX "clipping", otherwise their higher speed is capable of making them not noticed. Combined with extreme damage levels capable of "one shotting" a full strength or slightly damaged (via tachyon beam's 100% shield strip, regular array fire, etc.) non-cruiser. As we have been assured that one shots should not exist anymore, we would naturally expect high-end damage values to be ~75% of the weakest ship's max HP, so that it's a physical impossibility to one-shot anything at 80%+ health...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

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