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grav well nerfed to broken.

skollulfrskollulfr Member Posts: 5,407 Arc User
ship with 150 grav gens stat
using grav well 3
at 125 aux

vortex probes dgas
used with singularity manipulation...
slows them a bit.

completely and utterly useless.

someone want to try and explain how this is intended behaviour?
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Post edited by skollulfr on

Comments

  • autumnturningautumnturning Member Posts: 743 Arc User
    edited May 2013
    There's a reason that my build uses Viral Matrix 3 and Gravity Well 1 ... so as to disable Engines via Viral Matrix before deploying the Gravity Well. The only real (meaningful) difference between Gravity Well 1 and 3 is that 1 has a slightly smaller radius of effect (about 0.5 km smaller) and the damage delivered is on a 3:5 ratio (meaning that Gravity Well 1 delivers about 60% of the damage per second of Gravity Well 3).

    If you're looking towards Gravity Well as a sort of "mire" effect that immobilizes hostiles, you're going to want to disable Engines on them to "back that up" so that Gravity Well can be most effective. You have multiple tools for the job to do that, including Target Subsystem: Engines, Energy Siphon, Viral Matrix, and even Photonic Shockwave (of all things). In many cases, if you're chaining skills to as to synergize with Gravity Well, the better choice is to disable Engines on your target FIRST and then deploy Gravity Well while they're crippled.

    Expecting Gravity Well to not only immobilize but root a hostile foe all by itself with no support and no backup assistance from other Science Skills makes about as much sense as expecting a single torpedo to drop an entire 100% shield facing to 0% all by itself. I would point out that High Yield Torpedo 3 *can* inflict a lot of damage to unshielded hull ... but almost every single "surprise attack" scenario for spike damage that gets a High Yield Torpedo 3 onto an unshielded hull involves at least one (and often times SEVERAL) other Boff Skill(s), if not Captain Skills as well, being used to create a massive stack of effects *that combined* result in quick kills. You should have the same expectation for Gravity Well too ... that Gravity Well *ALONE* is "not enough" and that it should be COMBINED with other skills to leverage the maximum potential out of the Skill.

    It's the *combining* with other skills that makes Gravity Well devastating ... meaning that player planning, as well as skill, needs to be involved.
  • vitzhvitzh Member Posts: 519
    edited May 2013
    haven't you heard? Science boff abilities have been nerfed into pretty much nothingness.
  • ozy83ozy83 Member Posts: 156 Arc User
    edited May 2013
    Stupid question but, do you have skills in graviton generation/generators for your toon.. i say this because Grav wells do need two things;

    Particle Generators = Damage to ships in the Gravity Well
    Graviton Generators = sucking them into the centre of the gravity well and holding them there.
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  • jornadojornado Member Posts: 918 Arc User
    edited May 2013
    That is weird...I was just noticing a marked improvement on GW recently...I use it on my tac mobius and recently stuff seems to be falling into it from farther away and staying stuck longer.

    To be fair I have it fully specced with a purple GW doff and I use TS3 with chrons and chron dual beam FAW, but I've used this setup for months and it just seems better somehow. I could also just be getting lucky on chroniton procs recently too.

    I have however noticed that recently more NPC ships will hit some kind of evasive maneuvers and speed out than previously, but that could also be a fluke. I guess I'll have to pay more attention and see if I can figure out what's going on.

    Looking forward to a fix if its broken, it's my favorite sci power on the M?bius.

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  • boootzboootz Member Posts: 1 Arc User
    edited May 2013
    I fly a fleet deep space science vessel, and use gravity well 3 constantly.

    I have 6 points in both particle and graviton generator skills and I use 2 romulan xi gravity generator consoles.

    I also have a purple aftershock doff and the rest are deflector cooldown and boff cooldown doffs.

    In PVE most things cannot escape the clutches of my gravity wells. although I notice that some do come close on occasion, usually a torpedo spread helps dissuade them.

    In PVP Most escorts have no problem escaping, although many cruisers and science ships are not so lucky. This most likely is because escort pilots are more used to using engine batteries and generally have easier access to APO.

    The damage of my gravity wells isn't so great, but I don't have any particle generator consoles. I find that even if I load up on them the damage does not scale well enough to justify them however. (most likely it was nerfed because of tacs abusing it with APA)
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited May 2013
    gw damage is kinetic, you gotta expose the hull to get any significant damage
  • theodrimtheodrim Member Posts: 0 Arc User
    edited May 2013
    Yup, if you're expecting an AE slaughter/disable-fest from GW3 alone, no matter how buffed, you have unrealistic expectations. You have to supplement it with other goodies to get the most of it, even for disable/hold.

    My favorite trick is to fire a spread of tricobalt devices or chroniton torpedoes, breen cluster torpedo, bio-neural warhead, and/or hyper-plasma torpedoes at my target then gravity well. Your targets coast through the gravity well and slow, and get nailed by the torpedoes. You get overlapping areas of effect in the case of the trikes, hyper-plasmas and breen cluster, trikes and bio-neurals knock your targets back into the gravity well and disable, chronitons straight-up slow and lock enemy ships into place; in any case, you're getting a damned impressive chunk of damage out of the effort. From that point, if you can get even one of them to warp core breach you're going to cause a chain reaction that wipes the entire lot of them out.
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  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited May 2013
    ozy83 wrote: »
    Stupid question but, do you have skills in graviton generation/generators for your toon.. i say this because Grav wells do need two things;

    Particle Generators = Damage to ships in the Gravity Well
    Graviton Generators = sucking them into the centre of the gravity well and holding them there.

    Correction: Thats how it USED to be pre-f2p.

    The grav well after F2P was nerfed.

    Particle only give about 30% boost to damage compared to what they used to.
    Graviton only affects the strength of the initial pull-in effect. The grav well was changed so it does NOT HOLD ships inside it. It only pulls them inside once and lets go.

    The anomaly itself is 150m wide. The ships take damage based on how close they are to the center and is reduced exponentially as the ships fly away from the center.

    Hence a maxed out grav well kit ship will see the enemy ship be pulled into the very center quickly and take 1000 dmg (as an example) tick ... then when the ship is let go by the graviton effect it begins to move out ... and by the 2nd tick the ship has moved 50m away from the center...and the damage drops to 600. by the next tick its 100m and damage is down to 300 ... you see the pattern here.

    This is why grav well is utterly useless as a crowd control or damage ability. All it really does is pull all ships into one blob. Thus the only real use for it is to allow you to pop the weakest ship quickly when they are in said blob and watch the chain explosions take place.
  • baelogventurebaelogventure Member Posts: 1,002 Arc User
    edited May 2013
    I just know that Gravity Well used to stick enemies together at the epicentre like they were being attacked by Spider-Man and The Trapster at the same time (Look it up FFS!), even "rubberbanding" them back into the singularity (Spheres and Probes alike!)

    Gravity Well now has the holding potential of old gum on a side walk, meaning that you have to throw another net over the group.

    You didn't used to have to throw another net over the group to stick 'em in place.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited May 2013
    If it was super-hold and super-kill, it would be super-op. But if you combine it with a tractor beam they will fall to the center and stay there, and if you lower one of their shield facings they will die from it.

    It is hard to pull off sometimes though. There are a lot of counters to TB, too many probably. And it is very difficult to reliably drop a shield facing, since the skills for it are too weak and the things that do work are way too random. Making drains work on skill check with modifiers would probably be enough to tip the scales back, you could get shields more reliably and grav well would do at least a little bit of damage before they broke your TB hold--even without grav well your shield draining would be useful all the time. Fix drains, sci is useful.
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