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Attack Pattern Omega needs to be tweaked

darramouss1darramouss1 Member Posts: 1,811 Arc User
When I look at the abilities for each of the three classes, I get this kind of impression.

Engineering - Major focus on buffing and healing, minor focus on damage and hindering.
Science - Major focus on debuffing and hindrance, minor focus on healing.
Tactical - Major focus on damage dealing, minor focus on debuffing.

I'm sure people will correct me if they feel I'm wrong, however that's how I see things.

Enter Attack Pattern Omega. The power that breaks all the rules using wizardry and shenanigans.

To my understanding, an attack pattern comprises of the captain giving the order to the helm who then navigates the ship through a standardised course, one that has been recognised to achieve a particular effect. Effects include moving the ship in to an attack posture, moving the ship in an evasive fashion, etc. It does not involve pouring polymorph potion in to the engine. It does not involve using the force on the ship. Nor does it involve slipping The One Ring on one of the manifolds. Yet for some reason APO has magical effects.

I can completely understand how it can speed up the ship and result in higher turning as it's plausible that a part of APO is pumping more power through the engines. I'm full agreeance with this.

I can agree with the boost to damage as it is a manoeuvre that places the ship in an attacking posture. For the same reason I can understand the defensive bonus. I personally think that the bonus is too high for something that places the ship in an aggressive mode, but I can live with that.

BUT......

It breaks tractor beams. I can understand how polarising the hull of the ship can help you break free of a tractor beam. How does plotting a course do this, too?

It breaks the grappler. How does plotting a course change remove something that has latched on to the hull?

It frees you from the graviton pulse, heavy graviton beam and gravitic anchor. How does turning your ship release you from an intense localised gravity effect?

It protects you from subspace snare. How does the direction of the ship stop you from being teleported?

It cleans the chroniton torpedo effect. How does the destination of a ship clean up a time dilating effect?

Magic, that's how. Even if you did give a ship polymorph potion, The One Ring and use the force I think that a ship using APO could do more. It gives you the benefit of Polarise Hull and certain parts of Auxilliary to Dampeners plus a whole lot more, wrapped in to one neat package. It cleans more potent debuffs than any science power and is one of the prime reasons why escorts are so OP.

In real world terms, APO is like being stuck in a traffic jam and turning your steering wheel left, left, right, right and then finding yourself teleported to your destination.

Please Devs, make this ability more realistic.

And now I present to you... Escort pilot rage!! Just read the comments below.
Post edited by darramouss1 on
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Comments

  • cgta1967cgta1967 Member Posts: 86 Arc User
    edited September 2013
    .


    tis only a game .....


    .
    _______________________
    ---- FIRE EVERYTHING ! ----
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited September 2013
    cgta1967 wrote: »
    .


    tis only a game .....


    .

    You're right, but isn't a game that's correct and balanced that little bit better?
  • lianthelialianthelia Member Posts: 7,864 Arc User
    edited September 2013
    Technically it doesn't *break* the tractor or a grappler as they're still connected...it just negates the movement debuffs of these abilities.
    Can't have a honest conversation because of a white knight with power
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited September 2013
    lianthelia wrote: »
    Technically it doesn't *break* the tractor or a grappler as they're still connected...it just negates the movement debuffs of these abilities.

    Still, how does a course change prevent the movement debuff?
  • phaser69phaser69 Member Posts: 7 Arc User
    edited September 2013
    totally agree with original post...
  • lianthelialianthelia Member Posts: 7,864 Arc User
    edited September 2013
    Still, how does a course change prevent the movement debuff?

    Maybe umm by speeding up the ship to the point where the engines can overcome the hold? You did say you could accept the speeding up...
    Can't have a honest conversation because of a white knight with power
  • captainbmoneycaptainbmoney Member Posts: 1,323 Arc User
    edited September 2013
    You're right, but isn't a game that's correct and balanced that little bit better?

    Yeah but that would never happen. I mean damn Leadership is back to useless when it was fixed months ago.

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  • tekehdtekehd Member Posts: 2,032 Arc User
    edited September 2013
    Still, how does a course change prevent the movement debuff?

    I'd assume the concept is a movement debuf via routing more power to the engines and such concept (the same way maneuvering would be increased).... as it does not break the tractor, it merely allows movement while the tractor is still attached..... the tractor beam is workign through force, and as such force can be negated through opposing force..... and that seems to be the tac concept.... applying lots and lots of force energy or kinetic.
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited September 2013
    lianthelia wrote: »
    Maybe umm by speeding up the ship to the point where the engines can overcome the hold? You did say you could accept the speeding up...
    tekehd wrote: »
    I'd assume the concept is a movement debuf via routing more power to the engines and such concept (the same way maneuvering would be increased).... as it does not break the tractor, it merely allows movement while the tractor is still attached..... the tractor beam is workign through force, and as such force can be negated through opposing force.

    Yet Emergency Power to Engines and Auxilliary power to Dampeners speed the ship up way more than APO yet they don't clear the movement debuff as effectively. This shows APO to be magical yet again.
  • tekehdtekehd Member Posts: 2,032 Arc User
    edited September 2013
    Yet Emergency Power to Engines and Auxilliary power to Dampeners speed the ship up way more than APO yet they don't clear the movement debuff as effectively. This shows APO to be magical yet again.

    Almost everything in this game is magical.
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited September 2013
    tekehd wrote: »
    Almost everything in this game is magical.

    There's magic and then there's completely unplausible magic. APO falls in to the latter category.
  • cgta1967cgta1967 Member Posts: 86 Arc User
    edited September 2013
    everything technically falls under this 'magical' classification in the Star Trek universe.

    Nothing (besides the human race) in ST exists ....it's "all" just make believe.

    my advice is to just have fun with it rather than getting all 'trekkie' argumentative with it.

    .
    _______________________
    ---- FIRE EVERYTHING ! ----
  • tekehdtekehd Member Posts: 2,032 Arc User
    edited September 2013
    There's magic and then there's completely unplausible magic. APO falls in to the latter category.

    Large chucks of this game (and star trek for that matter) are completely unplausible magic with fancy terms smacked on it.... I mean ****.... everytime you use you transporter you're employing implausible magic.
  • senatorvreenaksenatorvreenak Member Posts: 0 Arc User
    edited September 2013
    There's magic and then there's completely unplausible magic. APO falls in to the latter category.

    Its no more implausible than instantly restoring your hull to full strenght when your at the brink of being destroyed in a firery inferno.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited September 2013
    This has been brought up more times than "Cruisers are UP!!!" or "Escorts are OP!" and it usually comes up in both of those subjects and nothing has ever happened about it and at this point in time I don't think anything ever will.

    If I had my way it would be split into two parts into the other two APs in the following manner:

    1: Movement debuff immunity removed.
    2: Defence buff and movement debuff resistance percentage (probably 25%) added to Delta.
    3: All remaining effects added to Beta.
    4: Pattern Omega removed.

    This would remove the capability for one attack pattern to affect both damage and resistance and it removes the ability to use one skill to counter a class' primary weakness although it will buff DPS builds and buff defensive builds, the resistance to movement debuffs would be designed to allow the user with good attack patterns spec to continue moving at a slow pace and one with no spec in it will feel like they are hugging ESD under the effect of a movement debuff that is moderately specced out.

    I think the buffs from Omega may need their effectiveness rescaled under these circumstances to make sure they don't make the newly buffed APs OP but I think it would work rather well as a DPS build would require a hold breaker like PH which in turn would reduce their self heal capacity thereby balancing things.
    ZiOfChe.png?1
  • saekiithsaekiith Member Posts: 534 Arc User
    edited September 2013
    cgta1967 wrote: »
    everything technically falls under this 'magical' classification in the Star Trek universe.

    Nothing (besides the human race) in ST exists ....it's "all" just make believe.

    my advice is to just have fun with it rather than getting all 'trekkie' argumentative with it.

    .

    First I'd like to know if you have any useful input and second, when something is clearly broken and out of tune with everything else it does need to be repaired doesn't it?

    But as this is a Tac ability I understand the sentiment of not wanting it "repaired"...

    Edit: I love how most hang themselves up on the use of the word "Magic" to completely avoid the topic :D
    Selor Andaram Ephelion Kiith
  • panserbjorne39panserbjorne39 Member Posts: 0 Arc User
    edited September 2013
    There's a slew of magic powers in this game that make zero sense. Why choose ApO?
  • cgta1967cgta1967 Member Posts: 86 Arc User
    edited September 2013
    saekiith wrote: »
    First I'd like to know if you have any useful input and second, when something is clearly broken and out of tune with everything else it does need to be repaired doesn't it?

    But as this is a Tac ability I understand the sentiment of not wanting it "repaired"...

    brought out the ad-hominem hammer to the project I see.

    ....good luck with that.

    .
    _______________________
    ---- FIRE EVERYTHING ! ----
  • tekehdtekehd Member Posts: 2,032 Arc User
    edited September 2013
    There's a slew of magic powers in this game that make zero sense. Why choose ApO?

    Because it's a tac ability that debuffs movement inhibiting attacks and the OP does not like tacs..... that's the core reasoning behind it...... tac's should not get magic... that's for eng's and sci's.
  • kortaagkortaag Member Posts: 525
    edited September 2013
    cgta1967 wrote: »
    .


    tis only a game .....


    .

    Try making your replies constructive. It's obvious that there's something to look at in regards to the boff skill. No need to try and drag this into a personal conflict.


    Quote:
    Originally Posted by tekehd
    I'd assume the concept is a movement debuf via routing more power to the engines and such concept (the same way maneuvering would be increased).... as it does not break the tractor, it merely allows movement while the tractor is still attached..... the tractor beam is workign through force, and as such force can be negated through opposing force.
    Yet Emergency Power to Engines and Auxilliary power to Dampeners speed the ship up way more than APO yet..




    I'm a tac captain primarily and although I've used APO often I did sometimes wonder why it was so incredibly packed with extras. My best guess is that since it stems from earlier in the game they really haven't visited its impacts. I rarely suggest nerfs because that's usually a low brow way to deal with something.

    Instead I think all skills need a revisit from sci to tac so that each class can distinctly take advantage of their (working) skills and apply them in a way that makes the most sense. Like photonic shockwave for instance. For PSW III it might clear out some fighters but mainly just pushes ships around and maybe if you're lucky it'll disable one.

    APO seems to be a staple for a lot of escorts. I used to run attack pattern doffs and cycle APO over and over but it wasn't what I was looking to do in an escort.
    May good management be with you.
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited September 2013
    So it seems that people are OK with it being unreasonable because other parts of the game are unreasonable.

    That's not only pessimistic but also a great way for things to NEVER get fixed.
  • marc8219marc8219 Member Posts: 0 Arc User
    edited September 2013
    Well seeing as its the only attack pattern that works in pvp I doubt it will get nerfed, I don't have a problem with this skill anyway as there is 15 second windows between Omega. What you really should be going after op is EPTE, that is up 100% of time on escorts now thanks to doffs and makes them mostly immune to holds full time.
    Tala -KDF Tac- House of Beautiful Orions
  • thlaylierahthlaylierah Member Posts: 2,985 Arc User
    edited September 2013
    Nerf request threads always end badly.

    Either they descend into flame wars or some Dev in a moment of mental instability decides to adopt the nerf thus ruining the game for a large group of people.

    Nerf threads should be treated like name and shame threads IMO.
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited September 2013
    tekehd wrote: »
    Because it's a tac ability that debuffs movement inhibiting attacks and the OP does not like tacs..... that's the core reasoning behind it...... tac's should not get magic... that's for eng's and sci's.

    That's incorrect. I have 11 toons, 3 of them are tacs that fly escorts. Personally I prefer to play a game that's balanced rather than one that caters solely to my play style at the expense of others. That's just the kind of person I am.

    Nerf threads do often end badly, but this is not aimed at tac captains, rather it's aimed at tac BOFFs. If you want to clear stuff off your ship, use a science BOFF. If you want to tear through your opponent, use a tac BOFF. I really don't think that that's asking too much.
  • captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited September 2013
    Perhaps the idea behind APO is that it's an all out effort rather like go down fighting, but involving wild maneuvers and running all systems on the ship past the 'red line'? It would at least partly explain the immunity to holds as well as the damage buff..
    I need a beer.

  • cgta1967cgta1967 Member Posts: 86 Arc User
    edited September 2013
    kortaag wrote: »
    Try making your replies constructive..... No need to try and drag this into a personal conflict.....

    .... seems that you are on the ad-hominem stance as well .


    again...."tis only a game"

    this reply is indeed constructive as it a 'common-sense' observation when it comes to the OP saying the power is "unrealistic"....in a video game, that's whole IP is based upon 'unrealistic' ideals and pseudo science in the first place.
    _______________________
    ---- FIRE EVERYTHING ! ----
  • tekehdtekehd Member Posts: 2,032 Arc User
    edited September 2013
    So it seems that people are OK with it being unreasonable because other parts of the game are unreasonable.

    That's not only pessimistic but also a great way for things to NEVER get fixed.

    There's no need to fix what is not broken.
  • kortaagkortaag Member Posts: 525
    edited September 2013
    Yeah there isn't enough focus on constructive views presented. There's like a long line of one-line posters who always want to jump in and try to steer the direction into something else but that's ok.

    I'd like to think there are mature folks who can discuss without the fuss. APO can be a great skill but I didn't want to pack my active space with attack pattern doffs anymore. There's a drawback there. Otherwise the CD is painful to wait for.

    I'd much rather use APO if it gave a great maneuver bonus and speed bonus rather than immunity to hold bonus. Much more beneficial for a lot of otherwise discarded builds.
    May good management be with you.
  • havokreignhavokreign Member Posts: 0 Arc User
    edited September 2013
    APO takes a Lt Commander slot at best.

    So either you get a slight dps buff with a little hold ignore and a big cooldown, or you can slot an otherwise devastating attack ability.
  • kortaagkortaag Member Posts: 525
    edited September 2013
    cgta1967 wrote: »
    .... seems that you are on the ad-hominem stance as well .


    again...."tis only a game"

    this reply is indeed constructive as it a 'common-sense' observation when it comes to the OP saying the power is "unrealistic"....in a video game, that's whole IP is based upon 'unrealistic' ideals and pseudo science in the first place.

    Common sense observations are not always necessary and anybody can see the caliber of your attempts whether you started the thread or not. Let's not shall we? He didn't use any inflammatory language. It's simply unnecessary and so if you're able to understand that then just let him have his topic. Be adult.
    May good management be with you.
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