All lockbox Voth Weapons. Did you learn anything from the Elachi hand cannon devs?
Voth Weapons: All voth weapons from the boxes can be fired while stealthed (Operative)
Tell me about it Sutherland, even the Voth Covert Ops NPCs are exploiting this bug. That's low, even for the AI. I've caught countless Voth noobs uploading the virus from cloak and shooting from cloak. The Voth even try to break though our defenses near the command center in an attempt to spawn camp. How unsportsmanlike of them.
Also, I too have seen the "Sure Footed" on Aim and Crouch. When we asked them to fix chain knockback I don't think that was quite what we had in mind. At least it's not on the sure footed trait, knockback immunity on crouch with root immunity on aim should either be on everyone or no one. It's too powerful to be a trait and probably shouldn't exist at all.
Well...being mainly an engineer, I bought the new trait for him.
I admit, the Orbital strike change is different, though not perfect. Like, it didn't seem to be doing the damage it listed on the tooltip (I think it mine said like 180 damage a hit or something like that. Mind you, I also have NO points in Demolitions in my spec at the moment). I was fighting Voth though when I was looking, so maybe I just wasn't paying good enough attention to the numbers, or there was something in regards to the Voth that I didn't notice.
Also, Diagnostic Engineers didn't seem to affect it's damage either (they are still working on other stuff still though). Didn't try it with any other kind of damage buff (like from a supporting tac giving Battle Strategies and such).
Honestly, the best part of it really isn't the damage, it's more the visual effect. It blinds someone really well, and it lasts 10 seconds. That is a pretty long time to not be able to see as easily, and shouldn't be dismissed.
According to the tooltip, if you manage to keep the enemy inside the area of the Orbital Chasing Beam (10 seconds), its total damage will be almost four times the original version. I've been using it and finding it more useful. I'm not sure if the Diagnostic Engineer Doff not affecting it is intended or an oversight, but I can see why if it was intended. With the amount of unresistable rooting all over the place (that needs to be addressed) it's not very difficult to lock someone under a beam for most of its duration. Not to mention that even a fully buffed original Orbital Strike won't do more damage than the chasing one hitting for the full duration. If the Doffs affected the Chasing Beam that would definitely be too powerful.
All of the new ground traits seem to have the their place in a team base environment. It will take some time to best get used to using in in that manner.
I find the chasing orbital to be too random as it doesn't go to your original target and travels after the nearest be it a pet or w/e. Hate the dampening field trait. All the scis spamming it on both sides really kills the enjoyment as neither side can see anything. It's almost like the match got put on pause as both sides wait for it to clear. For anyone not familiar it has a similar effect as the subspace rupture (?) console. Imagine that black hole effect in a small confined space as opposed to a big space map. Now picture 10 science officers all using it in a 5v5. Yea yea run out of it but the way the effect blacks out your perception of the entire environment can make that problematic. I had expected the trait to shroud my perception of the opponent players, not cause the entire screen to just be black and can't see anything.This could use some tweaking as I think people are going to get sick of spending half the game unable to see anything but a black screen while trying to pvp.
I was curious/concerned about that dampening field trait after reading its description. It reminded me of the subspace rupture console from reading it.. but I thought they would have learned from all the complaints that console received. Apparently not.
I just don't understand why this kind of effect was considered in the first place. If you are sitting in a dampening field your damage is going to be paltry. Making it so you don't see anything on top of it is just overkill. The weakness of dampening field has always been keeping your target in it is difficult. I would have been happy to just see a heavy run speed debuff or similar.
According to the tooltip, if you manage to keep the enemy inside the area of the Orbital Chasing Beam (10 seconds), its total damage will be almost four times the original version. I've been using it and finding it more useful. I'm not sure if the Diagnostic Engineer Doff not affecting it is intended or an oversight, but I can see why if it was intended. With the amount of unresistable rooting all over the place (that needs to be addressed) it's not very difficult to lock someone under a beam for most of its duration. Not to mention that even a fully buffed original Orbital Strike won't do more damage than the chasing one hitting for the full duration. If the Doffs affected the Chasing Beam that would definitely be too powerful.
It's kind of a 50/50 split in my opinion about if it's a bug or not.
It feels like a bug because they did affect the original ability. But it also feels like it was purposefully done because of, as you said, just how potent it is.
At first I thought it was bugged because it was doing around 55 damage (I'm currently not specced into Demolitions) a hit, for a total of 188 roughly a second, or about 1,880 damage total. Ignoring crits of course.
So, who knows.
Anywho, yeah...that sci trait...*whistle* I was worried about the tac trait being bad, but nope, this one takes the cake big time. At least the SIC console had the decency to stay on a 3 minute CD.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
I have read something like toning down the FX to make it more see thru, posted by Borticus, but nothing more stats wise IIRC.
My main issue is the fact that a mere trait can provide two forms of Control instead of one. Damp field was only a roll away from being useless so smart move on giving the run speed debuff.
Anyone remember at the start of lor we were suppoosed to have all willpower and dodge stats on our ground status page? It was even in the live patch notes!
Also I don't know if anyone has checked on whether lunge 4 and the other new rank 4 kit powers are actually rank 4? I ask this because there is still no plasma grenade 4!
Yea bort said they wanted to make it more opaque but it otherwise works as intended. I wouldn't mind the perception debuff if it shrouded the enemy players and not the entire map. Can't just punch epte out of it like in space. Just be glad they didn't make it collapse for kinetic damage.
Oh and lunge 4 is actually lunge 4 same as the other new "4" abilities.
Yea bort said they wanted to make it more opaque but it otherwise works as intended. I wouldn't mind the perception debuff if it shrouded the enemy players and not the entire map. Can't just punch epte out of it like in space. Just be glad they didn't make it collapse for kinetic damage.
He may say it's working as intended, but the animation is terrible. I wouldn't mind the trait at all if it had used the smoke grenade animation. Right now it's just a cheap copy/paste of the subspace rupture space ability.
Added the bug with captain powers passed on to security escorts, Nanite Health Monitor burning itself on Fire on my Mark, the Shattering Harmonics armor swap/cloaking, and Engineer fabrications losing ownership upon engineer death.
I'm not sure if the Diagnostic Engineer Doff not affecting it is intended or an oversight, but I can see why if it was intended. With the amount of unresistable rooting all over the place (that needs to be addressed) it's not very difficult to lock someone under a beam for most of its duration. Not to mention that even a fully buffed original Orbital Strike won't do more damage than the chasing one hitting for the full duration. If the Doffs affected the Chasing Beam that would definitely be too powerful.
Chasing Beam is now buffable by Diagnostic Engineers on Tribble. Reserving judgement for now until I see it in action, but I am quite surprised by the change.
On the other hand they also allegedly fixed the Cryo Immobilizer, so immobilizing enemies under the beam will become more difficult.
Chasing Beam is now buffable by Diagnostic Engineers on Tribble. Reserving judgement for now until I see it in action, but I am quite surprised by the change.
On the other hand they also allegedly fixed the Cryo Immobilizer, so immobilizing enemies under the beam will become more difficult.
I think with 6 points in Demolitions, I'm looking at like 220 damage or so with it per second over those 10 seconds, or about 55-ish damage for each tick it has. I'm curious to see what kind of numbers I'll get when I have a chance on Tribble or Holodeck.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
I think with 6 points in Demolitions, I'm looking at like 220 damage or so with it per second over those 10 seconds, or about 55-ish damage for each tick it has. I'm curious to see what kind of numbers I'll get when I have a chance on Tribble or Holodeck.
I could see this easily being buffed into the >600 damage range. Here I thought cryptic had made a good balance decision to not have it be affected by those doffs. Oh well we'll see. I wonder if it would be significant enough to get all those "flavor of the month" mine/mortar engies to put a kit on with only 4 powers now.
In other news the biochemist isn't quite fixed. Still lasts 60seconds but it doesn't stack anymore.
I could see this easily being buffed into the >600 damage range. Here I thought cryptic had made a good balance decision to not have it be affected by those doffs. Oh well we'll see. I wonder if it would be significant enough to get all those "flavor of the month" mine/mortar engies to put a kit on with only 4 powers now.
In other news the biochemist isn't quite fixed. Still lasts 60seconds but it doesn't stack anymore.
I'm curious to see what it is like. If the tooltip will match the damage and such.
I was a bit disappointed when I first tried to use it, and found out it wasn't being buffed by Diagnostic Engineer DOFFs. But I understood why. That being said, I wonder if it was an oversight, a bug, or on purpose as to why it didn't get buffed. I'm curious about the answer.
I feel many underestimate the power of the Equipment Technician kit. I'd argue it's better than mere mines and bombs.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
I'm curious to see what it is like. If the tooltip will match the damage and such.
I was a bit disappointed when I first tried to use it, and found out it wasn't being buffed by Diagnostic Engineer DOFFs. But I understood why. That being said, I wonder if it was an oversight, a bug, or on purpose as to why it didn't get buffed. I'm curious about the answer.
I feel many underestimate the power of the Equipment Technician kit. I'd argue it's better than mere mines and bombs.
It is underestimated and I would say more difficult to use then drop and forget mines/mortars. My main fed engineer is built to use the equipment tech kit and it makes you feel like a tanky fire team tac. In a way, it's very similar thanks to those doffs.
With the spire mine kit available, I'd be very surprised if this change made more gravitate to equip tech. A chance based damage buff proc vs set damage on mines and mortars you can just spam? The mortar spam makes the scoreboard look too good even if it's not really effective damage.
Realistically, the current state of the game does not favor the equipment tech kit. The bleed through and debuff from fire scis can seriously reduce the ability for the equip tech engineer to tank and the BS Dyson shield gives everyone a free shield refill and shield resistance again and again just for wearing it which can negate damage that's not bleed through. This affects every class not dealing DoT based damage. Mines circumvent this with raw burst damage and more often then not stumbling through a mine field means you're dead.
I'll be looking at the orbital devastation trait again with this change, but going against it often I find it too random, too easy to divert away from you as it picks up pets as primary when it's meandering around. I find it to be just another annoying thing that fills the screen and makes it hard to see, much like those pointless molten projectiles and the dampening field trait. The change to dampening field is very good though and I look forward to that going live. I think that's as close as we'll get to an "oops sorry yea that trait was a bad idea" from cryptic. :rolleyes:
- no longer provides consumables.
- it throws buffs around like those you see in Voth battlezone.
- bonuses are HUGE... 50% damage, 50% extra health, 50% extra shields, 20% run speed + dodge, 50 resistance rating (not percentage) that last for 2 minutes using Combat Supply III. Lesser versions provide lesser bonuses (25% with CS II). Different buffs stack, the same buffs don't (reset duration).
- not sure enemies can also pick up the buffs... that would be counterproductive
- the buffs are sometimes thrown quite far from the box.
- the buffs stay in place long after the box is gone.
- no longer provides consumables.
- it throws buffs around like those you see in Voth battlezone.
- bonuses are HUGE... 50% damage, 50% extra health, 50% extra shields, 20% run speed + dodge, 50 resistance rating (not percentage) that last for 2 minutes using Combat Supply III. Lesser versions provide lesser bonuses (25% with CS II). Different buffs stack, the same buffs don't (reset duration).
- not sure enemies can also pick up the buffs... that would be counterproductive
- the buffs are sometimes thrown quite far from the box.
- the buffs stay in place long after the box is gone.
WOW... just imagine a few physi sci picking up the +50% damage. Or even an operative tac. Yikes.
Begs the question, do the buffs stick to you after switching kits? If so everyone and their mother is going to switch off that kit on to one of the superior spire kits after picking up the buffs..
Also in theme with this thread, was doing a bit of ground pve the other day and noticed my tac plasma grenade was doing far less damage then usual. In fact, it didn't appear it was benefiting from tac buffs at all. But I didn't get a chance to really dig into it to test. Mk XII Fire Team kit was the one used.
Hmm did you mouse over it selun? I haven't looked at those actual numbers in quite a while even though I'm playing tac more lately.
Well, looks like they made combat supply useful lol. I do wonder also if anyone can pick them up or just same team members. I do hope they took into account if someone took the combat supply kit off. If they persist I would say thats a bug as everything else cancels on a swap now.
Begs the question, do the buffs stick to you after switching kits? If so everyone and their mother is going to switch off that kit on to one of the superior spire kits after picking up the buffs..
- bonuses are HUGE... 50% damage, 50% extra health, 50% extra shields, 20% run speed + dodge, 50 resistance rating (not percentage) that last for 2 minutes using Combat Supply III. Lesser versions provide lesser bonuses (25% with CS II). Different buffs stack, the same buffs don't (reset duration).
What does that mean if you use CS3 and CS2? Do you get 75%? or just the better buff?
The buffs persist when you switch kits, both as in lying on the ground, and the ones that were already taken.
When the box is out, it keeps throwing out buffs for the duration (25 seconds), it doesn't throw them all out at once. If you switch kits, the box disappears and stop throwing buffs.
So the best usage is to wait for the box to vanish by itself, so it throws out all buffs it can, then switch kits.
If I'm recalling correctly nulonu the tooltip was taking into account the tac buffs, think it was reading around 800 damage or so. The damage actually dealt to the borg drones was about 250 though.:mad:
What does that mean if you use CS3 and CS2? Do you get 75%? or just the better buff?
I remember seeing lesser bonuses while testing CS2, but I was mistaken. I tested it again and both CS2 and CS3 give the same bonuses. Even the buff duration is the same. Which makes me wonder what's the difference between them now. It doesn't seem like CS3 throws out more buffs or anything...
The buffs persist when you switch kits, both as in lying on the ground, and the ones that were already taken.
When the box is out, it keeps throwing out buffs for the duration (25 seconds), it doesn't throw them all out at once. If you switch kits, the box disappears and stop throwing buffs.
So the best usage is to wait for the box to vanish by itself, so it throws out all buffs it can, then switch kits.
Kit swapping and getting a benefit from a power on one kit after swapping to another has never been intended game play according to cryptic. If they can't tie the buffs to the kit that gave the benefit then maybe they need to look at how long the buffs last.
Something I noticed when testing was that the Combat Supply damage buff, and the damage buff from Diagnostic Engineer DOFFs, never seemed to stack.
Maybe I was just unlucky, maybe it is a bug, maybe it is meant to be this way, I'm not sure. Probably for the best that it is. I mean, yikes, an engineer with a 50% damage buff and a full Equipment Diagnostics buff? Ouchies.
That being said, I did test Diagnostic Engineers only with Orbital Chasing Beam, and damn...that thing can hurt.
With...6 points I think in Demolitions, I was looking at about 225 roughly damage per second. If 1 DOFF procced I would see about 335, with 2 about 440, and if I managed all 3 I got 550 or so damage per second.
And the damage listed matches what it really does do. Ignoring of course for the moment any flanking hits, crit hits, and damage resistance. Still, that is basically 5,500 damage on a full DOFF buff like that.
Even just the damage bonus from only Combat Supply would put me at about the 440 range on the damage for it.
I'll say this, Orbital Chasing Beam, with an engineer who knows how to buff it is gonna HURT.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Comments
Voth Weapons: All voth weapons from the boxes can be fired while stealthed (Operative)
Tell me about it Sutherland, even the Voth Covert Ops NPCs are exploiting this bug. That's low, even for the AI. I've caught countless Voth noobs uploading the virus from cloak and shooting from cloak. The Voth even try to break though our defenses near the command center in an attempt to spawn camp. How unsportsmanlike of them.
Also, I too have seen the "Sure Footed" on Aim and Crouch. When we asked them to fix chain knockback I don't think that was quite what we had in mind. At least it's not on the sure footed trait, knockback immunity on crouch with root immunity on aim should either be on everyone or no one. It's too powerful to be a trait and probably shouldn't exist at all.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
According to the tooltip, if you manage to keep the enemy inside the area of the Orbital Chasing Beam (10 seconds), its total damage will be almost four times the original version. I've been using it and finding it more useful. I'm not sure if the Diagnostic Engineer Doff not affecting it is intended or an oversight, but I can see why if it was intended. With the amount of unresistable rooting all over the place (that needs to be addressed) it's not very difficult to lock someone under a beam for most of its duration. Not to mention that even a fully buffed original Orbital Strike won't do more damage than the chasing one hitting for the full duration. If the Doffs affected the Chasing Beam that would definitely be too powerful.
STO Screenshot Archive
Vanilla Ground PvP information
I just don't understand why this kind of effect was considered in the first place. If you are sitting in a dampening field your damage is going to be paltry. Making it so you don't see anything on top of it is just overkill. The weakness of dampening field has always been keeping your target in it is difficult. I would have been happy to just see a heavy run speed debuff or similar.
It's kind of a 50/50 split in my opinion about if it's a bug or not.
It feels like a bug because they did affect the original ability. But it also feels like it was purposefully done because of, as you said, just how potent it is.
At first I thought it was bugged because it was doing around 55 damage (I'm currently not specced into Demolitions) a hit, for a total of 188 roughly a second, or about 1,880 damage total. Ignoring crits of course.
So, who knows.
Anywho, yeah...that sci trait...*whistle* I was worried about the tac trait being bad, but nope, this one takes the cake big time. At least the SIC console had the decency to stay on a 3 minute CD.
Vanilla Ground PvP information
I have read something like toning down the FX to make it more see thru, posted by Borticus, but nothing more stats wise IIRC.
www.divisionhispana.com
My main issue is the fact that a mere trait can provide two forms of Control instead of one. Damp field was only a roll away from being useless so smart move on giving the run speed debuff.
Anyone remember at the start of lor we were suppoosed to have all willpower and dodge stats on our ground status page? It was even in the live patch notes!
Also I don't know if anyone has checked on whether lunge 4 and the other new rank 4 kit powers are actually rank 4? I ask this because there is still no plasma grenade 4!
Oh and lunge 4 is actually lunge 4 same as the other new "4" abilities.
Vanilla Ground PvP information
He may say it's working as intended, but the animation is terrible. I wouldn't mind the trait at all if it had used the smoke grenade animation. Right now it's just a cheap copy/paste of the subspace rupture space ability.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Now don't be giving them ideas....
Lion Heart of Hammer Squadron
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Chasing Beam is now buffable by Diagnostic Engineers on Tribble. Reserving judgement for now until I see it in action, but I am quite surprised by the change.
On the other hand they also allegedly fixed the Cryo Immobilizer, so immobilizing enemies under the beam will become more difficult.
STO Screenshot Archive
I think with 6 points in Demolitions, I'm looking at like 220 damage or so with it per second over those 10 seconds, or about 55-ish damage for each tick it has. I'm curious to see what kind of numbers I'll get when I have a chance on Tribble or Holodeck.
I could see this easily being buffed into the >600 damage range. Here I thought cryptic had made a good balance decision to not have it be affected by those doffs. Oh well we'll see. I wonder if it would be significant enough to get all those "flavor of the month" mine/mortar engies to put a kit on with only 4 powers now.
In other news the biochemist isn't quite fixed. Still lasts 60seconds but it doesn't stack anymore.
Vanilla Ground PvP information
I'm curious to see what it is like. If the tooltip will match the damage and such.
I was a bit disappointed when I first tried to use it, and found out it wasn't being buffed by Diagnostic Engineer DOFFs. But I understood why. That being said, I wonder if it was an oversight, a bug, or on purpose as to why it didn't get buffed. I'm curious about the answer.
I feel many underestimate the power of the Equipment Technician kit. I'd argue it's better than mere mines and bombs.
It is underestimated and I would say more difficult to use then drop and forget mines/mortars. My main fed engineer is built to use the equipment tech kit and it makes you feel like a tanky fire team tac. In a way, it's very similar thanks to those doffs.
With the spire mine kit available, I'd be very surprised if this change made more gravitate to equip tech. A chance based damage buff proc vs set damage on mines and mortars you can just spam? The mortar spam makes the scoreboard look too good even if it's not really effective damage.
Realistically, the current state of the game does not favor the equipment tech kit. The bleed through and debuff from fire scis can seriously reduce the ability for the equip tech engineer to tank and the BS Dyson shield gives everyone a free shield refill and shield resistance again and again just for wearing it which can negate damage that's not bleed through. This affects every class not dealing DoT based damage. Mines circumvent this with raw burst damage and more often then not stumbling through a mine field means you're dead.
I'll be looking at the orbital devastation trait again with this change, but going against it often I find it too random, too easy to divert away from you as it picks up pets as primary when it's meandering around. I find it to be just another annoying thing that fills the screen and makes it hard to see, much like those pointless molten projectiles and the dampening field trait. The change to dampening field is very good though and I look forward to that going live. I think that's as close as we'll get to an "oops sorry yea that trait was a bad idea" from cryptic. :rolleyes:
Vanilla Ground PvP information
- no longer provides consumables.
- it throws buffs around like those you see in Voth battlezone.
- bonuses are HUGE... 50% damage, 50% extra health, 50% extra shields, 20% run speed + dodge, 50 resistance rating (not percentage) that last for 2 minutes using Combat Supply III. Lesser versions provide lesser bonuses (25% with CS II). Different buffs stack, the same buffs don't (reset duration).
- not sure enemies can also pick up the buffs... that would be counterproductive
- the buffs are sometimes thrown quite far from the box.
- the buffs stay in place long after the box is gone.
STO Screenshot Archive
WOW... just imagine a few physi sci picking up the +50% damage. Or even an operative tac. Yikes.
Begs the question, do the buffs stick to you after switching kits? If so everyone and their mother is going to switch off that kit on to one of the superior spire kits after picking up the buffs..
Also in theme with this thread, was doing a bit of ground pve the other day and noticed my tac plasma grenade was doing far less damage then usual. In fact, it didn't appear it was benefiting from tac buffs at all. But I didn't get a chance to really dig into it to test. Mk XII Fire Team kit was the one used.
Well, looks like they made combat supply useful lol. I do wonder also if anyone can pick them up or just same team members. I do hope they took into account if someone took the combat supply kit off. If they persist I would say thats a bug as everything else cancels on a swap now.
Vanilla Ground PvP information
yes they stick around after switching kits.
What does that mean if you use CS3 and CS2? Do you get 75%? or just the better buff?
When the box is out, it keeps throwing out buffs for the duration (25 seconds), it doesn't throw them all out at once. If you switch kits, the box disappears and stop throwing buffs.
So the best usage is to wait for the box to vanish by itself, so it throws out all buffs it can, then switch kits.
STO Screenshot Archive
I remember seeing lesser bonuses while testing CS2, but I was mistaken. I tested it again and both CS2 and CS3 give the same bonuses. Even the buff duration is the same. Which makes me wonder what's the difference between them now. It doesn't seem like CS3 throws out more buffs or anything...
STO Screenshot Archive
Kit swapping and getting a benefit from a power on one kit after swapping to another has never been intended game play according to cryptic. If they can't tie the buffs to the kit that gave the benefit then maybe they need to look at how long the buffs last.
Vanilla Ground PvP information
Maybe I was just unlucky, maybe it is a bug, maybe it is meant to be this way, I'm not sure. Probably for the best that it is. I mean, yikes, an engineer with a 50% damage buff and a full Equipment Diagnostics buff? Ouchies.
That being said, I did test Diagnostic Engineers only with Orbital Chasing Beam, and damn...that thing can hurt.
With...6 points I think in Demolitions, I was looking at about 225 roughly damage per second. If 1 DOFF procced I would see about 335, with 2 about 440, and if I managed all 3 I got 550 or so damage per second.
And the damage listed matches what it really does do. Ignoring of course for the moment any flanking hits, crit hits, and damage resistance. Still, that is basically 5,500 damage on a full DOFF buff like that.
Even just the damage bonus from only Combat Supply would put me at about the 440 range on the damage for it.
I'll say this, Orbital Chasing Beam, with an engineer who knows how to buff it is gonna HURT.