As most sciene ship captains have noticed by now - most draining abillities wether their shield drain or energy/power drain is useless (for pvp atleast). An example of this is Thycons rift. Testet it with 125 aux and five flow Capacitors consoles on a stationary ship (player). The passive energy reagen of the target ship was greater than that of the thycons rift and the targeted ship had only 6 points in power insulators (skill).
I used to run a shield draining build back in the days, and it was great untill the nerf patch. The single patch refered to as nerf patch reduced my drain by approximatly 70-85% rendering my build useless - thank you very much. My point is I wouldn't mind seeing the draining mechanic back in the game (pvp related) - Let your voice be known in this tread if you guys feel the same way.
TO THE DEVELOPERS - If you guys are looking for what is causing this problem look into what you guys changed in the patch released within days after the Theta radiation console was given to the federation. That was when all draining abillities became basicly uselles (for pvp atleast). I'm guessing you guys where trying to nerf the theta radiation console, but instead nerfed the entire board of draining abillities.
Is there really no science ship captains in this forum who want to do draining again??? Or escort captain wanting to use subsystem targeting again????? Or cruisers wanting to benefit from the tetryon glider ???? Or someone who wants the polaron and tetryon proc to be effective?
Is there really no science ship captains in this forum who want to do draining again??? Or escort captain wanting to use subsystem targeting again????? Or cruisers wanting to benefit from the tetryon glider ???? Or someone who wants the polaron and tetryon proc to be effective?
It's really a much broader problem than that. It's not just the drain abilities, all of the science abilities are far too weak, and that's actually much less true in PvP than PvE. There are a lot of threads discussing that already which people are gravitating to (your weak grasp of grammar is probably also a contributing factor, it does make it a bit confusing and other threads more attractive as the primary protest vehicle).
I agree that science abillities in general need balancing - however this thread only focus on draining abillities as these have only "recently" been rendered useless (patch after the release of theta radiation console to fed side) and such would be far more easily fixed by the developers than the general balancing of science abillities. As the thread states I only want it back the way it was when it worked (nerf theta radiation console instead). As far as my grammar goes it is probobly horrible - gramar isn't my strong suit even in my mother toung
So in short; this thread gives people a place to say that they want the changes made in the patch that nerfed draining abillities to be undone or that there be created an alternative fix for this problem.
Made one about Tykens Rift III but I agree. Without drain abilities being the way they were, this game is a lot more boring and restricts play options. Problem is I can't find patch notes at all for when or where they nerfed drains. It feels more like a stealth nerf. There was nothing more hilarious watching someone who failed to spec in power insulators remain motionless, or in PvE having a 'know it all' tac stating a science ship is fail, then suddenly the science ship takes down the power of a tactical cube completely and you get bombarded with statements 'how you do that?'.
Suppose it does seem a bit like whining but I can see why everyone is annoyed about it. Ah well, guess if we don't complain about something nothing will ever be done eh?
I'm currently running 8 sci captains in sci vessels and i too wish they would un-nerf our abilities, but i really don't think that will happen, so i repecced most of my boats for damage and a few holds, it's all we really have left....tis very sad.
"If everyone used Macs, we'd be working on how to get to Alpha Centauri rather than how to get to Mars."
Problem is I can't find patch notes at all for when or where they nerfed drains. It feels more like a stealth nerf.
The patch that nerfed draining is the patch that was released in the following days after the theta radiation console was given to the federation, I innitially guessed that they just where trying to nerf the theta radiation console as it was ridiculously powerfull in pvp, but now I'm not so sure since they don't seem to want to fix the problem.
And as far as the stealth nerf goes - they didn't reduce shield draining damage - they just buffed the skill power insulators
The reason why I know it was that particular patch is because I flew my shield draining build the day before the patch and rigth after it's release - and to my suprise my shield drain was redused by what I estimate to be an 70-85% effectivness.
Hoped someone had a link to the actual patch and the patch notes. If not, does that give us the right to actually call it a major bug instead?
Eh... I doubt it is a bug considering I do recall them mentioning that they changed Drains, Sub Targeting, and Tachyon beam in a patch a fair while back. It seems it is working as intended.
More attempts to make Science less useful and Tactical be the only thing you really need.
I for one would really love to have my power Drain back. It used to make the MVAM a pretty devastating ship but these days it is pretty much worthless.
More attempts to make Science less useful and Tactical be the only thing you really need.
What's the point in this? No, really, I'm being serious here, what do you guys think could possibly be the reason for doing this? I also run sci. and I'm quite iritated how small of a playground to be usefull the sci.captains have left. It can't be good for the game.
What's the point in this? No, really, I'm being serious here, what do you guys think could possibly be the reason for doing this? I also run sci. and I'm quite iritated how small of a playground to be usefull the sci.captains have left. It can't be good for the game.
It's isn't. Plain and simple. 50 becomes a boring grindfest if you can't have fun with more exotic methods of attack. Otherwise it becomes the state it's in now. He who has the biggest hammer, wins. I consider space completely broken and the only time I go on 50 now is for ground. Having to spec a certain way and use certain ships to be at all effective isn't fun, it just makes this game a chore.
"Working" meaning "the game doesn't crash to the desktop, generating error reports."
"Intended" ... means ... wait, this was INTENTIONAL?!? :eek:
The plain English meaning of what you said, from a PLAYER perspective is "Worthless as Intended." :mad:
LOL... Well yes... I am not the one who made it this way but what I am indeed saying is that: It is working exactly the way the Devs want it to work... Which is to say that it works extremely poorly by their intended design.
What's the point in this? No, really, I'm being serious here, what do you guys think could possibly be the reason for doing this? I also run sci. and I'm quite iritated how small of a playground to be usefull the sci.captains have left. It can't be good for the game.
Easy... Laziness. It is simple to build a game purely around DPS and only have to worry about one skill set. Figuring out the balancing act of the other skill sets, worrying about which combination of abilities could possibly be OP together, etc... Takes too much manpower and precious time (even though the play testers among the players tend to point these things out for them... :rolleyes: ). So instead of keeping all the abilities relevant and useful you nerf everything except a very narrow and easily controlled set and just focus on that.
What's the point in this? No, really, I'm being serious here, what do you guys think could possibly be the reason for doing this? I also run sci. and I'm quite iritated how small of a playground to be usefull the sci.captains have left. It can't be good for the game.
If you don't mind a lengthy and entirely hypothetical train of thought, I may have an answer for you!
My guess would be that once Tactical Team made it so that an escort's forward shield strength was equal to its total shield HPs (I've heard tales of a time before this, if such stories are to be believed. :P), escorts became brick-simple to play, so they were what many casual players (read "most players") wanted to play. Nothing makes someone feel skilled like being successful, after all. That would have made escorts the ships that were selling in higher numbers from the C-Store.
And since escorts were the ships that were selling, the devs would have released more escorts and escort-like ships, since they would be more popular and thus would more easily raise the funds needed to support the bandwidth costs, salaries, and royalties needed for STO's continued existence.
Assuming my train of though hasn't jumped the rails yet, then it would stand to reason that escort sales are presently STO's biggest source of income, and thus the devs can't afford to alienate their captains.
Yet, when the rank-and-file escort players, used to easy wins with direct and easy-to-use builds, encounter science powers that do things other than bang on their shields and die when they get shot, it doesn't seem unreasonable that they'd get quite annoyed. To overcome these science-induced problems would require breaking from the simple build and play-style of a rank-and-file tac/escort.
In essence, to avoid being helpless to a robust and balanced science class, a casual tac/escort would have to violate what was so attractive about the class and build. From this perspective, it doesn't seem like an entirely unreasonable act to complain about it.
So-- you're the Dev team. The plurality of your player-base, the casual escort captains, in whose pocketbooks a substantial portion of the game's financial survivability lies, are ticked off at science builds shutting them down. Can you really blame the devs if their solution is to placate the escort captains?
... okay, yes. You can. But I can only blame them so far, myself. I disagree with that course of action, but I at least understand how it might have come about, and I empathize. We science-users are an increasingly small portion of the player-base, and it could be argued that the needs of the many outweigh the needs of the few. Or the science.
... at least, that's what I keep telling myself...
True success is going from failure to failure without losing enthusiasm.
-- Winston Churchill
I've been experimenting with what i call a Battery Build. It uses the exocomp, the CD reduction quartermasters, a full 9 points in batteries and dual use batteries. The goal is to keep power systems up/maxed across the board all the time. So far it works ok, only a short downtime on power (think it was like 5s). I also tend to use Energy siphon too to cover any downtimes.
It's not bad, but you better be ready to buy alot of batteries LOL
"If everyone used Macs, we'd be working on how to get to Alpha Centauri rather than how to get to Mars."
I wanted to have alot of energy drain BOFF's skills but the problem is I was once going to the bridge officer trainer to get it but... I looked everywhere and everywhere to get it. But I failed :mad: .
I wanted to have alot of energy drain BOFF's skills but the problem is I was once going to the bridge officer trainer to get it but... I looked everywhere and everywhere to get it. But I failed .
Don't worry about it - you would have failed even harder if you actually had set up a draining build - as it doesn't work!. The fix is TBA from Cryptic :P
Don't worry about it - you would have failed even harder if you actually had set up a draining build - as it doesn't work!. The fix is TBA from Cryptic :P
As it stands this game is close to unplayable in space for those who choose ships focused on Science Boff abilities for anything other and tanking. In short they've managed to increase the amount of their playerbase they are alienating. Suppose all we can do is keep nagging. I feel like an old woman, should probably hit DStahl with a handbag or something and tell him to fix this lol.
Swear it is like every build I make, every ship I use ends up getting nerfed heavily by Cryptic, most of the time for no obvious reason. Maybe I should run a Tac Toon using Escorts/Raptors, or if anyone wants to sponsor me, give me a bug and all those marvelous lockbox ships that considered OP. Think the game will become playable for ALL in a jiffy?
really the only reason to have a science in a PvP match short of having a wells or vesta.
STO is a Tactical Escorts game. everyone else can coordinate to enhance the escort but if you have 5 equally uncoordinated players on two pvp teams the one with the greater dps will win in the end. Heals, drains, holds, nothing else really matters. This is DPS.
Now there are some premades that rock with 1-2 sci and an eng. But the diversity in builds and tactics are shallow as there is very little variation.
This game is pretty much Starfleet Command without the ship customization you had in the old DOS game. The saving grace is the near 3D manuevering, scale of multiplayer, and graphics. We are at the original NES scroller level of MMOs. Evenutally the SNES, 64 and Wii versions will come out.
PvE Jem'Hadar motto:Participation Ribbonsare life.
My main toon is science, so I feel the pain through here. However, I disagree that science has become near useless, or that pure dps on two uncoordinated teams playing will be the deciding factor. Its all about builds. I have a science build that, while better on a coordinated team, can do the job pretty well. Phased polaron weaponry, fleet quantum, bio neural warhead, breen torp, Aegis 2 piece/fleet elite shield. I mostly serve as a healing role, but I love using tractor beam/repulsors, gravity well, and of course captain abilities. Sensor scan still has some influence, and there are few things better than a photonic ship messing up an enemy attack plan, besides subnuking a tac with a jillion buffs on. I also use an aux2bat build, with photonic officer, so the two can cut each others' recharge times down. Polarize hull also saves me from others with tractor beams. Anyway, just my two cents. I don't use jam/scramble sensors because science team will repair them. And I'm careful with using Tachyon beam, since it does little against a well shielded opponent. Again, I use it to bring down an enemy's lowest shield facing. On a coordinated team, 4 players attack a ship using tactical team from one side, then I swing around to the opposite side where I use tachyon beam to take his shield side offline, and fire a few torpedoes to weaken him. Just a thought.
Comments
It's really a much broader problem than that. It's not just the drain abilities, all of the science abilities are far too weak, and that's actually much less true in PvP than PvE. There are a lot of threads discussing that already which people are gravitating to (your weak grasp of grammar is probably also a contributing factor, it does make it a bit confusing and other threads more attractive as the primary protest vehicle).
So in short; this thread gives people a place to say that they want the changes made in the patch that nerfed draining abillities to be undone or that there be created an alternative fix for this problem.
Suppose it does seem a bit like whining but I can see why everyone is annoyed about it. Ah well, guess if we don't complain about something nothing will ever be done eh?
What Cryptic should consider before releasing anything.
ps--fix draining
The patch that nerfed draining is the patch that was released in the following days after the theta radiation console was given to the federation, I innitially guessed that they just where trying to nerf the theta radiation console as it was ridiculously powerfull in pvp, but now I'm not so sure since they don't seem to want to fix the problem.
And as far as the stealth nerf goes - they didn't reduce shield draining damage - they just buffed the skill power insulators
The reason why I know it was that particular patch is because I flew my shield draining build the day before the patch and rigth after it's release - and to my suprise my shield drain was redused by what I estimate to be an 70-85% effectivness.
What Cryptic should consider before releasing anything.
Eh... I doubt it is a bug considering I do recall them mentioning that they changed Drains, Sub Targeting, and Tachyon beam in a patch a fair while back. It seems it is working as intended.
More attempts to make Science less useful and Tactical be the only thing you really need.
I for one would really love to have my power Drain back. It used to make the MVAM a pretty devastating ship but these days it is pretty much worthless.
"Working" meaning "the game doesn't crash to the desktop, generating error reports."
"Intended" ... means ... wait, this was INTENTIONAL?!? :eek:
The plain English meaning of what you said, from a PLAYER perspective is "Worthless as Intended." :mad:
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
What's the point in this? No, really, I'm being serious here, what do you guys think could possibly be the reason for doing this? I also run sci. and I'm quite iritated how small of a playground to be usefull the sci.captains have left. It can't be good for the game.
I love playing my Sci,but a little CC is about all we can manage these days
The devs swung the nerf bat that hard at us,I think they broke the damn thing.
It's isn't. Plain and simple. 50 becomes a boring grindfest if you can't have fun with more exotic methods of attack. Otherwise it becomes the state it's in now. He who has the biggest hammer, wins. I consider space completely broken and the only time I go on 50 now is for ground. Having to spec a certain way and use certain ships to be at all effective isn't fun, it just makes this game a chore.
What Cryptic should consider before releasing anything.
p.s. who thinks its funny forum says tyken isnt a word?
LOL... Well yes... I am not the one who made it this way but what I am indeed saying is that: It is working exactly the way the Devs want it to work... Which is to say that it works extremely poorly by their intended design.
Easy... Laziness. It is simple to build a game purely around DPS and only have to worry about one skill set. Figuring out the balancing act of the other skill sets, worrying about which combination of abilities could possibly be OP together, etc... Takes too much manpower and precious time (even though the play testers among the players tend to point these things out for them... :rolleyes: ). So instead of keeping all the abilities relevant and useful you nerf everything except a very narrow and easily controlled set and just focus on that.
My guess would be that once Tactical Team made it so that an escort's forward shield strength was equal to its total shield HPs (I've heard tales of a time before this, if such stories are to be believed. :P), escorts became brick-simple to play, so they were what many casual players (read "most players") wanted to play. Nothing makes someone feel skilled like being successful, after all. That would have made escorts the ships that were selling in higher numbers from the C-Store.
And since escorts were the ships that were selling, the devs would have released more escorts and escort-like ships, since they would be more popular and thus would more easily raise the funds needed to support the bandwidth costs, salaries, and royalties needed for STO's continued existence.
Assuming my train of though hasn't jumped the rails yet, then it would stand to reason that escort sales are presently STO's biggest source of income, and thus the devs can't afford to alienate their captains.
Yet, when the rank-and-file escort players, used to easy wins with direct and easy-to-use builds, encounter science powers that do things other than bang on their shields and die when they get shot, it doesn't seem unreasonable that they'd get quite annoyed. To overcome these science-induced problems would require breaking from the simple build and play-style of a rank-and-file tac/escort.
In essence, to avoid being helpless to a robust and balanced science class, a casual tac/escort would have to violate what was so attractive about the class and build. From this perspective, it doesn't seem like an entirely unreasonable act to complain about it.
So-- you're the Dev team. The plurality of your player-base, the casual escort captains, in whose pocketbooks a substantial portion of the game's financial survivability lies, are ticked off at science builds shutting them down. Can you really blame the devs if their solution is to placate the escort captains?
... okay, yes. You can. But I can only blame them so far, myself. I disagree with that course of action, but I at least understand how it might have come about, and I empathize. We science-users are an increasingly small portion of the player-base, and it could be argued that the needs of the many outweigh the needs of the few. Or the science.
... at least, that's what I keep telling myself...
-- Winston Churchill
I've been experimenting with what i call a Battery Build. It uses the exocomp, the CD reduction quartermasters, a full 9 points in batteries and dual use batteries. The goal is to keep power systems up/maxed across the board all the time. So far it works ok, only a short downtime on power (think it was like 5s). I also tend to use Energy siphon too to cover any downtimes.
It's not bad, but you better be ready to buy alot of batteries LOL
Don't worry about it - you would have failed even harder if you actually had set up a draining build - as it doesn't work!. The fix is TBA from Cryptic :P
As it stands this game is close to unplayable in space for those who choose ships focused on Science Boff abilities for anything other and tanking. In short they've managed to increase the amount of their playerbase they are alienating. Suppose all we can do is keep nagging. I feel like an old woman, should probably hit DStahl with a handbag or something and tell him to fix this lol.
Swear it is like every build I make, every ship I use ends up getting nerfed heavily by Cryptic, most of the time for no obvious reason. Maybe I should run a Tac Toon using Escorts/Raptors, or if anyone wants to sponsor me, give me a bug and all those marvelous lockbox ships that considered OP. Think the game will become playable for ALL in a jiffy?
What Cryptic should consider before releasing anything.
-- Winston Churchill
haha, go ahead. I don't mind XD Think some Cryptic dev's could do with a good handbagging! XD
What Cryptic should consider before releasing anything.
really the only reason to have a science in a PvP match short of having a wells or vesta.
STO is a Tactical Escorts game. everyone else can coordinate to enhance the escort but if you have 5 equally uncoordinated players on two pvp teams the one with the greater dps will win in the end. Heals, drains, holds, nothing else really matters. This is DPS.
Now there are some premades that rock with 1-2 sci and an eng. But the diversity in builds and tactics are shallow as there is very little variation.
This game is pretty much Starfleet Command without the ship customization you had in the old DOS game. The saving grace is the near 3D manuevering, scale of multiplayer, and graphics. We are at the original NES scroller level of MMOs. Evenutally the SNES, 64 and Wii versions will come out.