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Space PVP Concerns Directory 1.0

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  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited March 2013
    is it intentional that torp spread has 100% accuracy? and since torp spread 1 fires 4 torps, and high yield 1 fires 2 torps, isnt spread 1 is dealing more damage then HY1?

    iirc TS 1 fires 3 torps, HYT 1 fires 2 torps, but the torps that TS 3 fires are "each" lower in damage and lower in total than the 2 that HYT fires.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    iirc TS 1 fires 3 torps, HYT 1 fires 2 torps, but the torps that TS 3 fires are "each" lower in damage and lower in total than the 2 that HYT fires.

    i see it fire 4. seems to many really. only when both HY1 torps don't miss, and crit, would it out damage 4 torps that 100% will hit, but so slightly less damage then 1 unbuffed torp each.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2013
    is it intentional that torp spread has 100% accuracy? and since torp spread 1 fires 4 torps, and high yield 1 fires 2 torps, isnt spread 1 is dealing more damage then HY1?


    i wouldn't count on any attention here until they sort out that cristiline entity business.

    Its about the base dmg with HY 1...

    HY 1 is the most underrated burst dmg skill in the game imo....

    I have hit 50k quantum HY 1s... that don't happen with HY 2 or 3.

    I do agree though Spread is 100% all the time... quick and dirty fix for it I guess.

    Perhaps they just need to make HYs 100% acc to even it out. :>
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    Its about the base dmg with HY 1...

    HY 1 is the most underrated burst dmg skill in the game imo....

    I have hit 50k quantum HY 1s... that don't happen with HY 2 or 3.

    I do agree though Spread is 100% all the time... quick and dirty fix for it I guess.

    Perhaps they just need to make HYs 100% acc to even it out. :>

    considering torps are basically a fire once every 15 seconds weapon, with maybe 1 random shot in between, its pretty rude that they miss at all. energy weapons hit at least 8 times a second, so 1 miss wont count as much. pretty devastating when even 1 torp misses. thats a guarantied loss of 10k to 20k damage.

    50K? was that vs an npc? in pvp, with a photon actually, ive gotten quite a few HY1 hits over 20k, my best being 27k. strangely, i haven't had crits that high ever with quantums. i never use any torp tac consoles though
  • naz4naz4 Member Posts: 1,373 Arc User
    edited March 2013
    mancom wrote: »
    Abilities: Torpedo HY/Spread, Beam Overload

    Issue: Recent changes (removal of torpedo global cooldown, introduction of energy drain resists for non-engineers via doffs) have introduced ways to use the damage potential that comes from "preloading" a HY/TS/BO, then waiting 15s, loading a second one and then firing both of them in rapid succession (occasionally even three, by firing slightly before the next 15s pass and the first comes off cooldown again). This was not possible in the original S1.2 implementation because of global cooldowns and massive power drain. Is this new damage potential working as intended?

    What else would you do to counter fleet shields / resistance build up over time abilities then?


    Added none the less
  • naz4naz4 Member Posts: 1,373 Arc User
    edited March 2013
    Updated the following:

    38. Ability: Boarding Party?
    Issue: Regardless of exiting game and re-entering, if you relog into game, your cooldown timers do not reset as they should. Should abilities be reset upto 10 mins on abilities? Do they stack if used by multiple players in team? Does the temporal inversion field amplify it? Also, do scrambles amplify it as well? They also affect weapon timers drasticly (Upto 2 mins)
    See Picture Please note, picture taken approx. 2 minutes after game had ended
    Status: I want to thank everyone that sent us steps to attempt to reproduce this effect. Thanks to your assistance, we were able to track down one of the strangest power interactions I've yet seen since coming to work on STO.

    And we just checked in a fix for it.

    Boarding parties are still capable, on their own, of putting one or more category of power into cooldown for upwards of 45sec or so. But the interaction of this debuff, coupled with abilities like Subnucleonic Beam and the Bio-SS Doff, will no longer send the cooldown debuff's magnitudes hurdling off into the stratosphere. The effects of each will be applied, and stack in an additive manner, instead of multiplying one another.
  • mrkollinsmrkollins Member Posts: 0 Arc User
    edited March 2013
    Guys, check Redshirt patch notes.

    http://sto-forum.perfectworld.com/showthread.php?t=600771


    Systems:

    [*]Updated the Tachyon Mine Launcher:
    • Reduced Shield Debuff from 5% per Mine to 2.5% per Mine.
    • Updated tooltips to display accurate information regarding the effects of these weapons.
      • This is a display change only.
    • The Shield Drain from Tachyon Mines can now be properly resisted using Power Insulators skill.

    [*]Updated Fire at Will:
    • Beam: Fire at Will is now capable of benefiting from weapon modifiers such as [Acc], [CrtH], etc.
    • The energy drain inflicted by Fire at Will activation now only happens if you are actually able to fire upon an enemy


    Great fixes coming!
    Division Hispana
    www.divisionhispana.com
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited March 2013
    mrkollins wrote: »
    Guys, check Redshirt patch notes.

    http://sto-forum.perfectworld.com/showthread.php?t=600771





    Great fixes coming!



    "Starship Sensors now also reduces the duration of the Screen Static FX overlay associated with powers like Antimatter Spread."


    Oh ****, this is some good stuff.
    [SIGPIC][/SIGPIC]
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    I'm still trying to find out where this came from: "The Cooldown on Photonic Shockwave Torpedo can no longer be reduced using Photonic Studies duty officer abilities."
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited March 2013
    Well, you could reduce the cooldown of Nadeon to around 21 seconds with 2 VR photonic doffs + PSW.
    [SIGPIC][/SIGPIC]
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited March 2013
    I'd be a happy panda... but then I'd get sued for copyright infringement.
    The cutting beam FX will now show up for all players, regardless of graphics quality.

    Yay! I can actually play STO while seeing these!
    Powers such as Mine Dispersal Patterns and Eject Warp Plasma will now properly reroll their chance to Critical Hit for each pulse of damage they inflict.

    Squee!!!!
    Emergency Power to Weapons will now grant the appropriate amount of bonus damage.
    This change will increase the damage bonus provided by this ability.

    [Censored to avoid permaban]
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    snoge00f wrote: »
    Well, you could reduce the cooldown of Nadeon to around 21 seconds with 2 VR photonic doffs + PSW.

    They could have done a minimum CD on it like pretty much anything that has CD reduction - you can only reduce them so far.

    They could have had each additional DOFF reduce the amount based on the current remaining amount.

    Still, if they did the latter - then even with 3 VR and the PSW, you'd still be able to drop it to 31.5s. So if they were to do a combination of the two?

    It's just one of those Yo-Yo things...instead of finding some middle-ground.
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited March 2013
    They could have done a minimum CD on it like pretty much anything that has CD reduction - you can only reduce them so far.

    They could have had each additional DOFF reduce the amount based on the current remaining amount.

    Still, if they did the latter - then even with 3 VR and the PSW, you'd still be able to drop it to 31.5s. So if they were to do a combination of the two?

    It's just one of those Yo-Yo things...instead of finding some middle-ground.


    Agreed.

    With this adjustment, I'd like to see a cooldown reduction to Nadeon. I'm already losing one console slot for a very situational power.
    [SIGPIC][/SIGPIC]
  • voporakvoporak Member Posts: 5,621 Arc User
    edited March 2013
    I have one that's irked me for quite a while and I didn't see it on the list.

    Plasma fire

    Issue: With the Romulan torpedo spammer and perhaps some mines you can get so many stacks up of plasma fire that a ship is literally burned alive in less than 30 seconds. If you can't run two copies of HE, then you're screwed. Simply put: the plasma fire can stack too many times.
    I ask nothing but that you remember me.
  • mancommancom Member Posts: 784 Arc User
    edited March 2013
    Item: Elite Fleet Shields' [Adapt] modifier

    Problem: An incredibly high innate resist with no way of removing it for any significant amount of time. This leads to matches with >60% average resist on everyone. This problem is made worse by the fact that three of the most popular energy types are combined into an additional resist modifier that is available for these shields.
    1042856
  • emoejoeemoejoe Member Posts: 229 Arc User
    edited March 2013
    mancom wrote: »
    Item: Elite Fleet Shields' [Adapt] modifier

    Problem: An incredibly high innate resist with no way of removing it for any significant amount of time. This leads to matches with >60% average resist on everyone. This problem is made worse by the fact that three of the most popular energy types are combined into an additional resist modifier that is available for these shields.

    i love it. it punishes people who cant complee kills. it punishes random noobs for binding everythign to spacebar and just spamming all wepaons on autofire.....


    pack punch.. they wont get 1 tic of the shieldres mod when i pound them to dust.

    oh and helps to not use phaser or common types.. no one has 10 tics of ap res........
  • hurleybirdhurleybird Member Posts: 909
    edited March 2013
    is it intentional that torp spread has 100% accuracy? and since torp spread 1 fires 4 torps, and high yield 1 fires 2 torps, isnt spread 1 is dealing more damage then HY1?

    TS is even more bugged than that actually. It will never proc a Projectile Weapons Officer, and it puts Rapid Reload Transphasics back to a 10s cooldown (usually 8s). My guess is that it's a similar problem to what was breaking FAW.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    hurleybird wrote: »
    TS is even more bugged than that actually. It will never proc a Projectile Weapons Officer, and it puts Rapid Reload Transphasics back to a 10s cooldown (usually 8s). My guess is that it's a similar problem to what was breaking FAW.

    that reminds me, ive noticed the proximity blasts don't even reliably hit the down shield facing between you and the torps, so its actually pretty terrible at dealing direct hull damage. HY really is the only way to use quants and photons. spread laying plasma and tranny bleed has a use though.
  • mancommancom Member Posts: 784 Arc User
    edited March 2013
    Item: Directed Energy Distribution Manifold; Prefire Chamber

    Problem: These items give significantly less additional damage than the energytype versions of the tactical consoles, which makes them ultimately useless. Restore them to the full damage bonus. (Yes, they used to have the full bonus once upon a time.)
    1042856
  • havamhavam Member Posts: 1,735 Arc User
    edited March 2013
    Skill: Miracle Worker:

    Repairs Subsystems, like Eng Team. However Eng Team, clears the VM effect, including aftershock disables caused by Doffs. MW doesn't. WAD?
  • mancommancom Member Posts: 784 Arc User
    edited March 2013
    ET does not reliably clear the VM effect. Everytime I do Acamar and the warbird VMs me, I use ET, it fixes the currently disabled system and then VM goes on to disable other systems.
    1042856
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    havam wrote: »
    Skill: Miracle Worker:

    Repairs Subsystems, like Eng Team. However Eng Team, clears the VM effect, including aftershock disables caused by Doffs. MW doesn't. WAD?
    mancom wrote: »
    ET does not reliably clear the VM effect. Everytime I do Acamar and the warbird VMs me, I use ET, it fixes the currently disabled system and then VM goes on to disable other systems.

    One of those things where they either need to fix the tooltip so it reads that there is a chance to repair and that in certain situations it simply will not repair subsystems or...they should repair subsystems, including ET providing that short repair over time (which may need to be increased in duration).
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited March 2013
    mancom wrote: »
    ET does not reliably clear the VM effect. Everytime I do Acamar and the warbird VMs me, I use ET, it fixes the currently disabled system and then VM goes on to disable other systems.

    To keep ET from disabling cloak among other things Bort made an adjustment that a 3 second wait was needed before using it to have a full clear. Idk, if this has made it onto holodeck. I've had issues w/this in PvP as well so I'm assuming it hasn't.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    p2wsucks wrote: »
    To keep ET from disabling cloak among other things Bort made an adjustment that a 3 second wait was needed before using it to have a full clear. Idk, if this has made it onto holodeck. I've had issues w/this in PvP as well so I'm assuming it hasn't.

    I'd forgotten about the ET repair disabling cloak.

    The Feb 21st notes had the following:

    "Engineering Team no longer cancels beneficial effects/modes such as Enhanced Battle Cloak and Guramba Siege Mode."

    This was Feb 14th:

    "Engineering Team will now completely cleanse all effects caused by Viral Matrix."

    Going back to Nov 21st:

    "The Viral Matrix debuff can now be cleared by Engineering Team. Previously, this only cured the individual systems that were knocked offline."
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited March 2013
    ET is unreliable against VM, that much is true. This is due to how VM is currently built, and is on my list of goals to tackle when there's time. The power's functionality is planned to remain as close to unchanged as possible, but the way in which it is built has to change radically in order for cleanses to work correctly and reliably.

    For the time being, if you wait for the first subsystem to be put offline+1sec, ET should reliably cleanse and prevent any further VM interactions on your ship, from that application of the debuff.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • havamhavam Member Posts: 1,735 Arc User
    edited March 2013
    Would it be possible to use the same implementation for MW and Eng Team? I think they should be consistent with each other in how they cleanse or buff effects work. Otherwise, a tool tip to better explain the difference in the cleanse for both powers would be great.

    Thanks Bort.
  • renimaltrenimalt Member Posts: 219 Arc User
    edited March 2013
    Havam, IIRC the distinction is already there. Engineering team explicitly says that it clears engineering debuffs over duration as well as repairing disabled subsystems; MW only says that it repairs disabled subsystems. i.e. MW will repair any disabled subsystems, but won't cleanse effects that ET would remove (grav pulse, chron effects, some other things I probably forgot).
    Resist viewer! See shield/hull resists! Read about it here!
  • havamhavam Member Posts: 1,735 Arc User
    edited March 2013
    renimalt wrote: »
    Havam, IIRC the distinction is already there. Engineering team explicitly says that it clears engineering debuffs over duration as well as repairing disabled subsystems; MW only says that it repairs disabled subsystems. i.e. MW will repair any disabled subsystems, but won't cleanse effects that ET would remove (grav pulse, chron effects, some other things I probably forgot).

    Yes, its a left over from the multiple itteration that the eng team cleans has gone through, while MW stayed in its pre-season 4(?) state. The MW cleanse just hasn't kept up. They used to be indentical in this respect, and i don't see why MW and Eng Team should clear subsystems differently. WIth the doffs this has become a minor but noticeable concern.

    Thats why i asked WAD? Wouldn't it make sense to bring both skills back in line again?
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    ET has worked fine for me lately, except it does not prevent the doff effect. if i use ET, there should be no doff after effect
  • naz4naz4 Member Posts: 1,373 Arc User
    edited March 2013
    Updated the front page with all the latest issues I could pick up.

    Please can I request that discussions are kept out of this thread as it is becoming difficult to pick up the issues.
    Also, please can you keep the items to issues and not "wouldn't it be great if....." type of requests.

    Thanks in advance.

    Naz
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