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Nadeon Detonator Console: Useless unless fixed.

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Devs,

This console comes from a c-store ship. As such it should grant a benefit to the player like all other c-store universal consoles do. Unfortunately, in this case, the nadeon detonator is detrimental to the player. One is better off -not- using it or equipping it.

What this console does:

1- Shares timer with Torpedo Spread and High Yield abilities.
2- Upon impact it does less damage (FAR less) than if you had used Torpedo Spread I . AOE damage also seems to hit the same max number of targets around it (around 4).
3- Photonic Shockwave does not disable opposing ships. Not even when the related skill boxes, stats and consoles are active to max. It simply does NOT disable anything. Not abilities, not ship systems. This was tested extensively by firing on another player under test conditions (with shields up, with shields unequipped from ship so he had zero shields, etc.). There was ZERO disable effect.
4- Knockback effect is too weak. At best it pushes ships out 2km in a random direction (for example, torpedo detonates in target's front hull and the ship gets propelled forward).
5- 2 minute cooldown timer. Impressive for an ability that does nothing.

With the above in mind the only conclusion one can come to is that this module hurts the player more than the target. As a player, in combat, I have far more benefit by using Torpedo Spread I (yes, I ) than the nadeon detonator. It does more damage, it inflicts damage on multiple targets at once and it does not eat up one console slot to do so.


This needs to be fixed.

Suggestions:

Since this module is 'inspired' by the Voyager episode where the EMH used it, how about making the device actually DO what it did in the episode?

The photon torpedo explodes, does the shockwave (so far the game does this..graphically at least) and the ships around it got knocked back (so far so good) .. and DISABLED (this part is not in game).

The way to fix this console is easy: make the primary benefit of this console be aoe disable effect.

1) It shuts down engine and weapon systems (not shields or aux) for 10 seconds.
2) It knocks the ships out of control, making them spin and repel from center of shockwave blast for about 5 seconds.
3) Timer NOT shared with bridge officer abilities.
4) Cooldown timer reduced to 1 minute.

This torpedo ability need not do any more damage than a single, non-BOFF boosted photon torpedo. The fact that it does 1 photon torpedo damage blast to all targets in its aoe sphere is enough. The disable effect -must- be the selling point for this module.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Devs,

    This console comes from a c-store ship. As such it should grant a benefit to the player like all other c-store universal consoles do. Unfortunately, in this case, the nadeon detonator is detrimental to the player. One is better off -not- using it or equipping it.

    What this console does:
    I have experienced different effects as a target of it in combat and disagree.
    1- Shares timer with Torpedo Spread and High Yield abilities.
    Should only be a short GCD.
    In fact this ability was touted (when first released) as being timeable with the other torpedo abilities in that one could activate the Nadeon, wait a bit, fire and then activate a HY right behind it in combat. A very effective combo if it hasn't been nerfed.
    2- Upon impact it does less damage (FAR less) than if you had used Torpedo Spread I . AOE damage also seems to hit the same max number of targets around it (around 4).
    I don't think it is to be a heavy damage shot but is meant to be a smaller photonic shockwave in stun and knockback only.
    3- Photonic Shockwave does not disable opposing ships. Not even when the related skill boxes, stats and consoles are active to max. It simply does NOT disable anything. Not abilities, not ship systems. This was tested extensively by firing on another player under test conditions (with shields up, with shields unequipped from ship so he had zero shields, etc.). There was ZERO disable effect.
    It works great in pvp when fired by a ship skilled in PSW. I've been stunned and knocked before in Ker'rat by this often enough.
    4- Knockback effect is too weak. At best it pushes ships out 2km in a random direction (for example, torpedo detonates in target's front hull and the ship gets propelled forward).
    Thats about all that PSW moves a ship when it effects go off.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Roach wrote: »
    I have experienced different effects as a target of it in combat and disagree.

    Then you may be receiving those effects from something else. I've had three different people just sit in space for me...with their ships with no consoles, shields or anything equipped...and the photonic shockwave from that torp does not inflict disable. no matter how many times they get hit. two of those players had zero countermeasure skills.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    Roach wrote: »

    Then you may be receiving those effects from something else. I've had three different people just sit in space for me...with their ships with no consoles, shields or anything equipped...and the photonic shockwave from that torp does not inflict disable. no matter how many times they get hit. two of those players had zero countermeasure skills.

    I have zero counterneasure skills, and I have been stunned by them in combat before.
    Was it a well skilled user?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    again, are you sure it was stun from the photonic shockwave coming from a torpedo (not a player ship they're different). Or for that matter, that what stunned you was the photonic shocwave itself and not some phaser subsystem disable proc or the likes of it?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    again, are you sure it was stun from the photonic shockwave coming from a torpedo (not a player ship they're different). Or for that matter, that what stunned you was the photonic shocwave itself and not some phaser subsystem disable proc or the likes of it?

    Yes.
    The first time I followed the Torp with my eyes as it flew into my ship knowing I had my defenses on Cooldown and it was going stun me.
    Was stunned for aproximately 2-3 seconds (which is the ingame cap, I believe) , all powers greyed out and then it was over and I moved on.
    This scenario has repeated itself as often as I've seen the PSW torpedo used ingame while pugging through Ker'rat and I now keep an eye out for these things in combat becuase the combo with HY can be deadly.
    Though I've only seen that once so far in PvP.

    Phasers only take down a single system per PROC, not the all systems and they certainly do not display the classic Photonic Shockwave graphic on impact with my vessel.

    No debate that the power may be useless in PvE (as most science are, but thankfully a bovine stupid level of NPC AI makes up for this) but PvP I'm seeing good results from those skilled in its use.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    I personally prefer TBR over that torp console

    -frees up the console slot for something less situational
    -does kinetic dmg

    true not all ships can run that ability, but I shudder at the build that incorporates this console and isn't a cruiser of some sort to begin with
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited December 2011
    TBR= tractor beam repulsors i assume?
  • mattcan1mattcan1 Member Posts: 9 Arc User
    edited December 2012
    IS THE KINETIC DAMAGE AND EFFECT ADDITIONAL OR REPLACING THE TORPEDO'S NATURAL EFFECT.

    "Game Description: Requires Nadeon Detonator Console Mod. Improves your next Torpedo attack. Activating this ability will upgrade your next Torpedo with a Nadeon Detonator."
    That suggests its additional

    so does it add this or swap it for this

    3,309 Kinetic Damage (11,029 DPS)
    Disable for 4 sec

    Upon expiration. applies:

    +44 Repel for 0.25 sec
    50% Chance: Lesser of -20 or -20% Able Crew
    10% Chance: Lesser of -10 or -10% Alive Crew
    +0% All Damage
    +20% Critical Severity
    +0% Weapon Power Setting
    +0% Shield Power Setting
    +0% Engine Power Setting
    +0% Auxiliary Power Setting

    wondering about firing one form a larger torpedo.
  • tc10btc10b Member Posts: 1,549 Arc User
    edited December 2012
    Un Nerf Photonic Shockwave!

    Problem solved.
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