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Jam Sensors/Scramble Sensors - A slight fix is needed

cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
Dear Devs,


There is a problem with both of these sci powers.

Jam sensors = single target, 'cannot target me' effect unless X damage is inflicted on target. Target can still target your team-mates. Duration of jam and amount of damage needed to snap the target out of the jam are affected by stats.

Scramble Sensors = AOE effect that causes any enemy vessel caught by it to target their allies. Duration of effect and damage ship takes to snap out of the scramble are affected by ship stats.

The problem these abilities have are:

Jam Sensors: The damage threshold to snap it out of the jam can come from any source. If you Jam a target and your team-mates shoot at it, the damage from your team removes the jam effect that is preventing the target from shooting YOU.

Both Jam and Scramble Sensors: The enemy can still target your torpedoes/mines/fighters/drones. Also, enemy ships using Torpedo Spread and Fire at Will abilities can still hit you.

These problems are particularly problematic and makes the Jam and Scramble almost useless since most NPC ships and players in PVP use Fire at Will / Torp Spread all the time PLUS they can still target your heavy torpedoes, mines and fighters/drones even while they have not reached the damage threshold to release them from the jam/scramble effect.

Please fix it so that:

1- Destructible Torpedoes, Mines and Fighters/Drones can not be targeted by anyone under Jam or Scramble effect.
2- Fire at Will / Torpedo Spread abilities are not able to target the ship that fired the Jam/Scramble attack NOR their Destructible Torpedoes, Mines and Fighters/Drones.


Once that is done, these two abilities will be functional.
Post edited by cmdrskyfaller on

Comments

  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited February 2014
    Dear Devs,


    There is a problem with both of these sci powers.

    Jam sensors = single target, 'cannot target me' effect unless X damage is inflicted on target. Target can still target your team-mates. Duration of jam and amount of damage needed to snap the target out of the jam are affected by stats.

    Scramble Sensors = AOE effect that causes any enemy vessel caught by it to target their allies. Duration of effect and damage ship takes to snap out of the scramble are affected by ship stats.

    The problem these abilities have are:

    Jam Sensors: The damage threshold to snap it out of the jam can come from any source. If you Jam a target and your team-mates shoot at it, the damage from your team removes the jam effect that is preventing the target from shooting YOU.

    Both Jam and Scramble Sensors: The enemy can still target your torpedoes/mines/fighters/drones. Also, enemy ships using Torpedo Spread and Fire at Will abilities can still hit you.

    These problems are particularly problematic and makes the Jam and Scramble almost useless since most NPC ships and players in PVP use Fire at Will / Torp Spread all the time PLUS they can still target your heavy torpedoes, mines and fighters/drones even while they have not reached the damage threshold to release them from the jam/scramble effect.

    Please fix it so that:

    1- Destructible Torpedoes, Mines and Fighters/Drones can not be targeted by anyone under Jam or Scramble effect.
    2- Fire at Will / Torpedo Spread abilities are not able to target the ship that fired the Jam/Scramble attack NOR their Destructible Torpedoes, Mines and Fighters/Drones.


    Once that is done, these two abilities will be functional.

    A well timed scramble sensors on a high DPS fawboat is both extremely lulzy and lethal (to your opponents team)

    I reckon youre not placing it at the right times.
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    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
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  • tenkaritenkari Member Posts: 2,906 Arc User
    edited February 2014
    you have to use these abilities before your opponent attacks you for optimal effect. just tossing them out at random means you can still be hit if the firing sequence has already started.
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited February 2014
    A well timed scramble sensors on a high DPS fawboat is both extremely lulzy and lethal (to your opponents team)

    I reckon youre not placing it at the right times.

    Its not about that. Its about the ship under such effect still being able to hit you and your destructible weapons (torps/mines/fighters) when it LITERALLY should be detecting them as friendly and not be able to target them. Scramble should flip everything blue to red and everything once red to blue. This includes hvy torps/fighters/mines.

    FAW boat firing within his circle of friends will still be hitting you and your above mentioned torps/mines/fighters. That is the problem.
    tenkari wrote: »
    you have to use these abilities before your opponent attacks you for optimal effect. just tossing them out at random means you can still be hit if the firing sequence has already started.

    That is obvious. However, if you hit a target with jam or scramble sensors and seconds later it uses FAW/Spread to fire on your team-mates you and your high yield torps/mines/fighters will still get hit by that FAW/Spread.
  • gstamo01gstamo01 Member Posts: 0 Arc User
    edited February 2014
    If I made any change, it would be that Jam Sensors should prevent the ability to target ANY enemy of that faction, not just the player that activated it.

    Scramble Sensors should prevent the ability to target ANY target outside of themselves.

    Those would be the changes I would make. As is, the skills are fine. Just pay attention.
    You know Cryptic has Jumped the Proverbial Shark when they introduced Tractor Pulling to Star Trek Online! :D
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited February 2014
    Scramble doesnt mean "cant shoot you"

    It means "cant figure out who the heck is friend or foe"

    FIRE EVERYTHING!
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    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited February 2014
    gstamo01 wrote: »
    If I made any change, it would be that Jam Sensors should prevent the ability to target ANY enemy of that faction, not just the player that activated it.

    Scramble Sensors should prevent the ability to target ANY target outside of themselves.

    Those would be the changes I would make. As is, the skills are fine. Just pay attention.

    That would be extremely, and i mean EXTREMELY overpowered and bad, especially with the doffed version carried on multiple toons.

    No way, it would be literally 100 percent uptime and completely negate a player per sci carrying it. That is just way too harsh, forces an automatic 5v4 scenario.
    Gold.jpg
    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
  • voporakvoporak Member Posts: 5,621 Arc User
    edited February 2014
    We need less people turning invisible, not more. Rom battlecloaks and the T4 rom rep passive are bad enough as is. As for sensor scramble, we don't need more spam running around.
    I ask nothing but that you remember me.
  • gstamo01gstamo01 Member Posts: 0 Arc User
    edited February 2014
    That would be extremely, and i mean EXTREMELY overpowered and bad, especially with the doffed version carried on multiple toons.

    No way, it would be literally 100 percent uptime and completely negate a player per sci carrying it. That is just way too harsh, forces an automatic 5v4 scenario.

    Nah, there is that 20 second immunity to the effects when it wears off.

    The only thing it would change is your confusion level in PvP, because all targets would simply vanish while under the effect.

    This allows a single ship to engage an enemy target that is surrounded by supporting ships (Fedball).

    It would certainly be "more" powerful, but as I said in my original post, "If I made any change". I'm not asking for it. I am simply stating how I would have made it work from the beginning. :D
    You know Cryptic has Jumped the Proverbial Shark when they introduced Tractor Pulling to Star Trek Online! :D
  • hasukurobihasukurobi Member Posts: 1,421 Arc User
    edited February 2014
    A well timed scramble sensors on a high DPS fawboat is both extremely lulzy and lethal (to your opponents team)

    I reckon youre not placing it at the right times.

    Even better with stupid Fail At Will Boats when you have dropped Aecton Assimilators all around them. Just sit back and laugh while they go BOOM.


    However, there is a much bigger problem with Scramble Sensors. It decloaks enemy units. Because it makes enemies technically the same as friendlies you can see them and target them while they are cloaked.
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