I knew I shoulda just scrapped and rebuilt the whole dang thing...
(A fix has been checked-in.)
I noticed this while testing on Tribble yesterday (http://sto-forum.perfectworld.com/showthread.php?t=606831). I didn't have a chance to test it on Redshirt, but I probably should have realised that it might have been related to the changes that came to Holodeck today.
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An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
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I knew I shoulda just scrapped and rebuilt the whole dang thing...
(A fix has been checked-in.)
Hmmm I agree just scrap it... its a terrible idea for a skill anyway. Beam arcs are way to wide. It makes for the most mind numbing game play you can think of. Have you not seen videos of people setting there ship to full throttle and auto fire with a macro to engage faw and going to watch a movie.
no kidding. scrap it and remove the AOE part, beams are partly so underpowered because they don't have a skill like rapid fire, as well as having much less dps on top of it.
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Thanks for the effort Bort. I guess this was on your personal time again. Will it ever be the job of someone @ Systems to fix these 5000 lines of code.
Thanks for the effort Bort. I guess this was on your personal time again. Will it ever be the job of someone @ Systems to fix these 5000 lines of code.
Beams: still WAD?
Yup, thanks Bort. I'd rather see a man try to fix it than someone saying working as intended / Not broken, you dont know how to spec right
I suggested this two or so years ago. Dstalh told me "we call it beam overload".
my head hits the deck every time a player or a dev try to compare these 2 skills as if they are counterpart. they couldn't be more completely different in effect and use
This games devs have always had an odd idea of game balance... and I think in general there lack of a plan for balance shows. They have good ideas and bad ones, its frustrating that you can go back through 3 years of history and likely pull out the perfect version of multiple skills.
What they need to do is have a proper design goal for each ship type and captain type and move the skill into positions to support that.
They need to think of healing and damage as points on a graph. Both healing and damage need to have natural peaks and valleys, then they have to understand what they want the baseline to be for each. If a cruiser is going to have a higher average healing number then it should have a lower average damage number, however that doesn't mean it can't move the graph up to the same level of say an escort it just shouldn't be able to maintain that. (I guess they have that with overload) The real issue with and the reason pressure damage is dead is the cruiser should really have no spikes, it should however be able to keep a higher average number longer.... in other words its the pressure ships that should have 10-15s over time buffs like rapid fire. Somehow it seems Cryptic has the idea behind the buffs backwards.)
What drives great game play in any game I can think of is the peeks and valleys of healing/defense and damage. This is what gives us point counter point. Its that window of opportunity when that one class is vulnerable to ramped up attacks from the other class. Then it becomes a chess match of matching skills... holding buffs for the right time.. and in general trying to out play your opponent. The biggest problem I see with STO right now is that those dynamics have been watered down by a ton of power creep. At this point pretty much everyones defense/healing cycles are way to high. Every class can maintain a very high state at all times, meaning the only way to drop the needle on there graph is to nuke them. This instantly creates a window, the game 2 years ago you could also wait out buffs a little bit more and find ways to win with out multiple sub nukes. As it is now the needle on that healing graph just never drops enough.
On the reverse end it seems the weapons that should be more designed for the pressure sustained play style have the burst abilities and no viable over time damage skills... and the ships that should be focusing on spike in general get the most benefit from skills that are designed to supply pressure. (rapid fire is NOT a spike skill... its a damage over time skill... its a very odd situation that it has become the games most prevalent spike skill imo)
Anyway rant off... my point is FAW by design is a terrible over time damage ramp... even once its fixed. I have always hatted faw... its just such weak game play. Engage faw stop targeting people ? Really who finds that fun.
I dont think it should be removed, as well thats likely to create a whole bunch of complaints.
I'm all for the addition of a pulsed fire skill for beams, Though what I truly want is a salvo fire, thats old school battle ship firing style why dont we have it? A cruiser unleashing 8 eptw3 beams all at once all at 125+ power would actually require attention from the ship its shooting at other than the current "Meh" reaction a 8 beamer gets. Plus it would look rocking.
Comments
I knew I shoulda just scrapped and rebuilt the whole dang thing...
(A fix has been checked-in.)
Cryptic - Lead Systems Designer
"Play smart!"
You aren't the first person to try to fix FAW. :P
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
It is your questing beast.
R.I.P
Thanks for fixing it.
best thing to do is just continue mercilessly stomping on those bugs until they submit to your mighty programming skills
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Hmmm I agree just scrap it... its a terrible idea for a skill anyway. Beam arcs are way to wide. It makes for the most mind numbing game play you can think of. Have you not seen videos of people setting there ship to full throttle and auto fire with a macro to engage faw and going to watch a movie.
Really do this....
http://sto-forum.perfectworld.com/showthread.php?t=576581
Beams: still WAD?
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
Yup, thanks Bort. I'd rather see a man try to fix it than someone saying working as intended / Not broken, you dont know how to spec right
And horizon will steamrunner double eptw 4 DBB beam rapid fire all you asses into burning hulks of stardust.
Do. It.
And have fun kill bad guys
-thrusters on full-
Wouldn't it be fun if just one skill buffed beams and cannons....
Common that would be killer.... 2 DBB 2 DHC... a couple turrets.
Delete FAW current.
Take Scatter Volley... and rename it Fire at Will and have it work just like it works now just on beams and cannons.
I still think there should be an AOE beam buff tho.
Hrmmmmmm......
I like bothbideas.
R.I.P
and make engi useful
and give me a cookie
Do the same with Rapid Fire and now beam boats can achieve this result.
I suggested this two or so years ago. Dstalh told me "we call it beam overload".
Veni Vidi Vici
Confucius says "A Panda is most dangerous when Sad".
my head hits the deck every time a player or a dev try to compare these 2 skills as if they are counterpart. they couldn't be more completely different in effect and use
What they need to do is have a proper design goal for each ship type and captain type and move the skill into positions to support that.
They need to think of healing and damage as points on a graph. Both healing and damage need to have natural peaks and valleys, then they have to understand what they want the baseline to be for each. If a cruiser is going to have a higher average healing number then it should have a lower average damage number, however that doesn't mean it can't move the graph up to the same level of say an escort it just shouldn't be able to maintain that. (I guess they have that with overload) The real issue with and the reason pressure damage is dead is the cruiser should really have no spikes, it should however be able to keep a higher average number longer.... in other words its the pressure ships that should have 10-15s over time buffs like rapid fire. Somehow it seems Cryptic has the idea behind the buffs backwards.)
What drives great game play in any game I can think of is the peeks and valleys of healing/defense and damage. This is what gives us point counter point. Its that window of opportunity when that one class is vulnerable to ramped up attacks from the other class. Then it becomes a chess match of matching skills... holding buffs for the right time.. and in general trying to out play your opponent. The biggest problem I see with STO right now is that those dynamics have been watered down by a ton of power creep. At this point pretty much everyones defense/healing cycles are way to high. Every class can maintain a very high state at all times, meaning the only way to drop the needle on there graph is to nuke them. This instantly creates a window, the game 2 years ago you could also wait out buffs a little bit more and find ways to win with out multiple sub nukes. As it is now the needle on that healing graph just never drops enough.
On the reverse end it seems the weapons that should be more designed for the pressure sustained play style have the burst abilities and no viable over time damage skills... and the ships that should be focusing on spike in general get the most benefit from skills that are designed to supply pressure. (rapid fire is NOT a spike skill... its a damage over time skill... its a very odd situation that it has become the games most prevalent spike skill imo)
Anyway rant off... my point is FAW by design is a terrible over time damage ramp... even once its fixed. I have always hatted faw... its just such weak game play. Engage faw stop targeting people ? Really who finds that fun.
I'm all for the addition of a pulsed fire skill for beams, Though what I truly want is a salvo fire, thats old school battle ship firing style why dont we have it? A cruiser unleashing 8 eptw3 beams all at once all at 125+ power would actually require attention from the ship its shooting at other than the current "Meh" reaction a 8 beamer gets. Plus it would look rocking.