The Cryo Immobilizer Module from Tier III Nukara Reputation needs to be nerfed. I brought this up previously when the players first started reaching Tier III, yet it didn't get much attention. For those who do not know, the Cryo Immobilizer has a 20% chance per crit to apply the immobilize debuff to the target. Anything hit with this proc is disabled for 5 seconds, they can't heal, they can't shoot, and they can't move period. The entire tray is greyed out for 5 full seconds. Even though it is a hold, hypos do not clear it. Also, there is no proc immunity, so anyone using the proc can keep a good disable chain going until the target dies from simple weapon fire. Any new procs reset the 5 second disable timer.
A team of 5 players with the Cryo Immobilizer Module combined with the Omega Autocarbine (which has a 15% chance to immobilize per shot) can keep the entire opposing team locked down (no movement, weapons fire, healing) indefinitely. Both immobilize procs need to be clearable by the Adapted MACO/KHG 2 piece set bonus and by Hypos. There also needs to be a 15-20 second proc immunity after the proc expires to remove the current proc chains.
ive only shot npcs with this, and never really noticed it. its really that bad? if it was space, that would be like your weapons applying a chance of web mine hold effect from just energy weapons shots. thats a bit much :rolleyes:
does the stubborn trait Give you any immunity against this?
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does the stubborn trait Give you any immunity against this?
No, stubborn (or even willpower for that matter) doesn't have any noticeable effect on either the cryo immobilizer module or the omega force autocarbine immobilize proc.
No, stubborn (or even willpower for that matter) doesn't have any noticeable effect on either the cryo immobilizer module or the omega force autocarbine immobilize proc.
Willpower is broken and Stubborn is a click able, so when your power tray is greyed out you can't use it.
Willpower is not broken. It was brought into line. Imagine if speccing into inertial dampeners provided total immunity to tractor beams in space without the need for polarize hull etc. That's how it was. Stun phasers? Useless. Stun grenades? Useless. Fuse armor? Useless. Everyone (including me) got totally spoiled by being completely immune to stun. The being said, cryo immobilizer should not stack and should be broken by mental discipline/adrenal booster and hypos like other stuns, and maybe a short immunity. As it only disables kit powers, engineers make out best the way it is now since they can pop a cover shield up to block fire till it wears off.
As it only disables kit powers, engineers make out best the way it is now since they can pop a cover shield up to block fire till it wears off.
It disables more than just kit powers. If it were just kit powers players would be able to use the shard of possibilities or Omega distortion field (+covert trait) to escape. The only chance is a relapse in procs, which gives the player time to do something. In the case of engineers, they can deploy a cover shield to prevent more procs.
Ok.. tell me if I'm wrong.. most PVP games I've seen have skills and abilities that can freeze an opponent in PVP for 5 seconds.. and some much longer. you either rely on a buffer/debuffer to clear those disable buffs and protect you from them... complaining that something debuffs or freezes you for 5 seconds and demanding it only do it for half a second.. WOW!! talk about ruining the weapon so you don't die...
Take it like a grownup not a 5 yr old.
The weapon is fine as is.. don't like it.. don't get hit.
Ok.. tell me if I'm wrong.. most PVP games I've seen have skills and abilities that can freeze an opponent in PVP for 5 seconds.. and some much longer. you either rely on a buffer/debuffer to clear those disable buffs and protect you from them... complaining that something debuffs or freezes you for 5 seconds and demanding it only do it for half a second.. WOW!! talk about ruining the weapon so you don't die...
Take it like a grownup not a 5 yr old.
The weapon is fine as is.. don't like it.. don't get hit.
Ok.. tell me if I'm wrong.. most PVP games I've seen have skills and abilities that can freeze an opponent in PVP for 5 seconds.. and some much longer. you either rely on a buffer/debuffer to clear those disable buffs and protect you from them... complaining that something debuffs or freezes you for 5 seconds and demanding it only do it for half a second.. WOW!! talk about ruining the weapon so you don't die...
Take it like a grownup not a 5 yr old.
The weapon is fine as is.. don't like it.. don't get hit.
There are some ground abilities that can root, stun, or slow players for about 5 seconds or so (fuse armor, sonic pulse, suppressing fire, stun grenade, anesthizine gas grenade, phaser procs, chroniton mines, electro-gravitic field, and stasis field). Stuns/holds can be cleared with hypos, the Adapted MACO/KHG 2 piece set bonus, and motion accelerator. Slows wear off after a few seconds with no ill effects. The difference between normal stuns/holds and the cryo immobilizer module/omega force autocarbine immobilize proc is the fact that there is no counter. These procs also don't have a cooldown (like phaser procs have stun resistance after expire), they don't provide any proc resistance, and they can't be countered with any ability. As far as not getting shot goes, good luck with that in PvP. That's like telling a space player to stay at 11km the whole game to keep their ship alive, it's not helpful.
Stun resistance probably isn't working anymore then knock resist is. Get held regularly by escorts/turrets/and shard copies regardless of resist being up. I believe it was Bort who said resist doesn't translate to immunity. In any case while being able to break cryo with adrenal/hypo/mental discipline would bring it in line with other stuns, I don't really find it all that bad. I'll admit I've felt twinges of frustration at burning through all available heals and still dying because I can't move but I can do that to someone too! :P it also allows tanky healing scis to be killed by pressure dmg instead of just spike which is good for those of us who don't main a tac. You'd think it might discourage inexperienced players from charging whole teams alone but not so far!
Stun resistance probably isn't working anymore then knock resist is. Get held regularly by escorts/turrets/and shard copies regardless of resist being up. I believe it was Bort who said resist doesn't translate to immunity. In any case while being able to break cryo with adrenal/hypo/mental discipline would bring it in line with other stuns, I don't really find it all that bad. I'll admit I've felt twinges of frustration at burning through all available heals and still dying because I can't move but I can do that to someone too! :P it also allows tanky healing scis to be killed by pressure dmg instead of just spike which is good for those of us who don't main a tac. You'd think it might discourage inexperienced players from charging whole teams alone but not so far!
The phaser proc immunity isn't full, but it significantly shortens further stuns for the duration. The devidian cane stun immunity actually does apply a full 30 second immunity after it ends. As for needing the proc to kill medic science officers without spike, I don't think it is needed. Medical Vanguard killed the golden age of tactical pulsewave/sniper oneshots against medics. In time players will adapt and go to less pure spike weapons. For example compression pistols, especially the Fleet Advanced Antiproton Compression Pistol Mk XII [Dmg]x3 [CritX], is capable of burning though a medic science officer very quickly. The same goes for the Omega autocarbine or any other low damage rapid fire weapon. Also, any science officer caught with a root in a chroniton mine field isn't going to make it out alive. Medics are tough because of vanguard, but their true weakness lies with rapid fire weapons. As of late most players are still hung up on snipers or pulsewaves, because that is what worked best before Legacy of Romulus.
The problem with snipers and pulsewaves is their damage is cut by the 50% shield resistance from vanguard. Those 2000 damage pulsewave shots that used to oneshot everyone is dropping to 1000 before even hitting armor. After going though shields the damage is about 627 to armor, which then goes though the medic's 45% health damage resistance (armor) for about 282 damage, which is then easily healed. Now compression pistols fire about 65 damage every half a second under standard fire. Even with 50% damage resistance on the shields, they will be down in 8 to 15 shots without any buffs. Once that is done it's the matter of getting though about 667 health (or up to +200 via duty officer procs). A single player can wear down the science officer's health bar by alternating between primary and secondary mode on a compression pistol for a solo kill. Omega autocarbines are also effective, their DPS exceeds the amount of healing a science officer can use. The only challenge with this is keeping the science officer in weapon range, which is what I think you were getting at about the Cryo proc. It would work well, if only it functioned like a regular root and had some form of immunity to allow players to have a chance to move/shoot/heal. If a cooldown isn't a viable idea, changing further procs into slows rather than full all out roots would go a long way to fixing it.
you can basically root someone for a crazy amount of time with that tier 3 cryo root
it really needs to be tuned down a bit if you ask me...
can't be that you're rooted for like 10 seconds (a mate even got rooted for like 1 min once) and you can't do anything...can't move..can't break the root..nope..
just hope that you got a good healer on you who keeps you alive until you can move again^^
Comments
If it's that bad, this needs to be fixed. And big time.
No, stubborn (or even willpower for that matter) doesn't have any noticeable effect on either the cryo immobilizer module or the omega force autocarbine immobilize proc.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Willpower is broken and Stubborn is a click able, so when your power tray is greyed out you can't use it.
Lion Heart of Hammer Squadron
Not to mention it's "mental discipline" with the clicky that removes holds, stuns, and disables. Even that has no effect on cryo or omega procs.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Vanilla Ground PvP information
It disables more than just kit powers. If it were just kit powers players would be able to use the shard of possibilities or Omega distortion field (+covert trait) to escape. The only chance is a relapse in procs, which gives the player time to do something. In the case of engineers, they can deploy a cover shield to prevent more procs.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Take it like a grownup not a 5 yr old.
The weapon is fine as is.. don't like it.. don't get hit.
Troll score: 1/10
There are some ground abilities that can root, stun, or slow players for about 5 seconds or so (fuse armor, sonic pulse, suppressing fire, stun grenade, anesthizine gas grenade, phaser procs, chroniton mines, electro-gravitic field, and stasis field). Stuns/holds can be cleared with hypos, the Adapted MACO/KHG 2 piece set bonus, and motion accelerator. Slows wear off after a few seconds with no ill effects. The difference between normal stuns/holds and the cryo immobilizer module/omega force autocarbine immobilize proc is the fact that there is no counter. These procs also don't have a cooldown (like phaser procs have stun resistance after expire), they don't provide any proc resistance, and they can't be countered with any ability. As far as not getting shot goes, good luck with that in PvP. That's like telling a space player to stay at 11km the whole game to keep their ship alive, it's not helpful.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Vanilla Ground PvP information
The phaser proc immunity isn't full, but it significantly shortens further stuns for the duration. The devidian cane stun immunity actually does apply a full 30 second immunity after it ends. As for needing the proc to kill medic science officers without spike, I don't think it is needed. Medical Vanguard killed the golden age of tactical pulsewave/sniper oneshots against medics. In time players will adapt and go to less pure spike weapons. For example compression pistols, especially the Fleet Advanced Antiproton Compression Pistol Mk XII [Dmg]x3 [CritX], is capable of burning though a medic science officer very quickly. The same goes for the Omega autocarbine or any other low damage rapid fire weapon. Also, any science officer caught with a root in a chroniton mine field isn't going to make it out alive. Medics are tough because of vanguard, but their true weakness lies with rapid fire weapons. As of late most players are still hung up on snipers or pulsewaves, because that is what worked best before Legacy of Romulus.
The problem with snipers and pulsewaves is their damage is cut by the 50% shield resistance from vanguard. Those 2000 damage pulsewave shots that used to oneshot everyone is dropping to 1000 before even hitting armor. After going though shields the damage is about 627 to armor, which then goes though the medic's 45% health damage resistance (armor) for about 282 damage, which is then easily healed. Now compression pistols fire about 65 damage every half a second under standard fire. Even with 50% damage resistance on the shields, they will be down in 8 to 15 shots without any buffs. Once that is done it's the matter of getting though about 667 health (or up to +200 via duty officer procs). A single player can wear down the science officer's health bar by alternating between primary and secondary mode on a compression pistol for a solo kill. Omega autocarbines are also effective, their DPS exceeds the amount of healing a science officer can use. The only challenge with this is keeping the science officer in weapon range, which is what I think you were getting at about the Cryo proc. It would work well, if only it functioned like a regular root and had some form of immunity to allow players to have a chance to move/shoot/heal. If a cooldown isn't a viable idea, changing further procs into slows rather than full all out roots would go a long way to fixing it.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
it really needs to be tuned down a bit if you ask me...
can't be that you're rooted for like 10 seconds (a mate even got rooted for like 1 min once) and you can't do anything...can't move..can't break the root..nope..
just hope that you got a good healer on you who keeps you alive until you can move again^^