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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2014
    Hazards has a 45 second cooldown, 30 global if paired, and is reliant on aux. A good drain cycle will catch a player under the global at 10 seconds (the globals for Tykens Rift and Siphon beat the single counter of hazards) Then you add subsystem target aux. No matter what you do, eventually you will find yourself in the catastrophic cascade (the moment youre forced to bring a subsystem back online with either a battery or an eptx skill its game over for the next 22-30 seconds depending on how the disabler runs)

    Its only hard counter is DISABLED by the broken mechanic after the first cycle, minimum. Stop trying to be a smartass with me like I dont know the counters for things mate. I been doing this a long time.

    Under no circumstances should my spec ever make another players spec more powerful.

    You have a set amount you can drain, nothing in my skills should ever EVER enhance that. Especially a commander tier skill box, wtf?

    Well then we will just have to disagree... in almost every mmo I have ever PvPed in yes your spec almost always made you vulnerable to something else. At the very least most games have skill trees setup so you can't be resistant to everything all the time. (Something Crytpics designers don't seem to understand).

    Yes EPS rate effects drains... you can argue you don't think it should all you like. Its not something new though game has always wokred this way. To me its perfectly logical, and the counter to high eps builds. (which like it or not IS effecting DPS right now).

    Perhaps what people should be looking at is recent decisions made by the current devs that once again completely disregard the balance checks put in place by the games first set of devs. Power flow has always been as it is... however perhaps you should ask yourself was it ever intended for someone to be able to Throw Tykens and Siphen at the same time... or was that global change very very stupid ?
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  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited February 2014
    The power drain debuffs decrease your power levels by -X for Y seconds. It's decreasing how much power you have to start with by a specific number for a specific period of time. However, in order to reach the drained levels, the power must drain out (transfer). Rather than instantly draining a specific number, we have a system where the players have a varied amount of time to counter the drain before it applies the full effects. This variance scales on a player's EPS skill. Would you rather have 3 seconds to react to a -85 all power levels drain, or would you rather have it hit you instantly?

    Thats what youre not getting. The moment you hit a power skill thats exactly what happens, it INSTANTLY drains you for more than you would have been originally. Its doubling or even tripling the subsystem drain effect.

    Im not talking low power levels, like youd expect, im talking absolute zeros, literally all four subs completely offline for 20+ seconds.
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  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited February 2014
    Ill just leave this last bit here while I go do something else, call it my final thought on the matter

    You can drain for 80. There a nice hard figure. You can pull 80 across the board, cool, nice build.

    Nothing I do should allow you to pull for 160. 240, etc like it is doing now. Your rate of transfer should not be enhanced by mine. My wiring is not your wiring, so to speak.

    The hose you threw on me is of a specific size and gauge based on your skill spec. My skill spec should not be making that hose larger.

    And now im done. Off to beta ESO.
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2014
    Thats what youre not getting. The moment you hit a power skill thats exactly what happens, it INSTANTLY drains you for more than you would have been originally. Its doubling or even tripling the subsystem drain effect.

    Im not talking low power levels, like youd expect, im talking absolute zeros, literally all four subs completely offline for 20+ seconds.

    Well that's the tykens at work no doubt. Perhaps we need a few logical suggestions to counter that isn't a major change the games mechanics. (EPS should do exactly what it is doing now... its just not the right counter). That way they might in fact make it into the game. (I have no doubt cryptic isn't going to be redoing power mechanics at this point).

    What if Battaries not only gave you power and fixed disabled systems... what if they Set that systems power EPS rate to a very low number. As I see it this would fix a few issues with the game right now... one it would mean popping say an engine bat even if you had EPS running would allow your engine power to pop up and stay up and move you away from the rift. (Or an aux bat would work as well if you had a hazazrds you could use when you used it) The other issue I see this fixing... is people popping Weapon battaries to end up way up into overcap land where somehow the mechanics change. By setting the regen rate to a set low number... this would be at least a partial fix for that.
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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited February 2014
    Thats what youre not getting. The moment you hit a power skill thats exactly what happens, it INSTANTLY drains you for more than you would have been originally. Its doubling or even tripling the subsystem drain effect.

    Im not talking low power levels, like youd expect, im talking absolute zeros, literally all four subs completely offline for 20+ seconds.

    I know what you mean, I'm pretty sure it's a bug with Tyken Rift's drain mechanic. That ability doesn't appear to be correctly returning the power after stripping the power. It's supposed to stack twice, but I've seen it drain 2-3 times the power that it should.
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2014
    Ill just leave this last bit here while I go do something else, call it my final thought on the matter

    You can drain for 80. There a nice hard figure. You can pull 80 across the board, cool, nice build.

    Nothing I do should allow you to pull for 160. 240, etc like it is doing now. Your rate of transfer should not be enhanced by mine. My wiring is not your wiring, so to speak.

    The hose you threw on me is of a specific size and gauge based on your skill spec. My skill spec should not be making that hose larger.

    And now im done. Off to beta ESO.

    Well using drains isn't really like thowing hose or wire at someone. ;)

    Think of it this way.

    2 Golfers are out on the course... one has a low tech 100 year old wooden club. (for some reason lol) The other golfer has a nice new shiny low weight club that lets him smack that ball further and is all around better for his game. However when the storm comes and the lighting bolt hits... which club is the better conductor. lol

    By specing high in EPS or running EPS consoles... or by using EPS transfer you are making yourself a better conductor... there for when something electrical happens, (even if it is negative power movement) it is enhanced by the material it is interacting with.
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2014
    I know what you mean, I'm pretty sure it's a bug with Tyken Rift's drain mechanic. That ability doesn't appear to be correctly returning the power after stripping the power. It's supposed to stack twice, but I've seen it drain 2-3 times the power that it should.

    Its not Tykens... everyone is acting like Tykens is broken some how... and they are not paying attention to patch notes at all I guess.

    1) A couple months back... Siphen and Tykens where decoupled from the same global.

    2) A week ago... defelector doffs where changed so that Siphen and Tachyon beam now both proc them, as they did BEFORE the first change was made. (when they where stuck on a global together and it didn't really have the same synergy).

    So take 1 and take 2... and you have lots more people using Tykens and Siphen together.

    Tyknes isn't draining people for 200 power... Tykens and Siphen combined with target subs and a lot of polaron wepaons are able to do that though if you get a proc or two. (which I think we all have to be honest FAW is allowing to happen more as well).

    A draining science ship running faw polaron beams run the heck away. The issue is lots of FAW though... serously I have watched my sci ship with Faw 2 rack up 3 polaron procs on people. (I know that there are 3 because I am counting the embasy plasma burns I am stacking on them and they all proc at the same time.)
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  • jrq2jrq2 Member Posts: 263 Arc User
    edited February 2014
    druhin wrote: »
    Are you deef? (yes, intentional spelling error)

    I didn't say "I don't know how to spec to reduce duration". I said that the duration of the power itself, is far too long.

    Get the difference?

    It?s far too long because you?re not specked in that skill to counter it. you came across a build that was spec?d in power drain how would that be fair for the player who went out of his/her way to spec in power drain and not get the full benefit on someone that has ZERO points to counter it.


    The same can be said to weapons if you choose not to spec in say Starship Shield Systems, Structural Integrity or Starship Hull Plating.

    Hell you can start a thread that says all weapons are OP because I have zero points in said skills.

    You have to pick and choose what you want your ship to do and what you want your ship to survive through.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited February 2014
    jrq2 wrote: »
    It?s far too long because you?re not specked in that skill to counter it. you came across a build that was spec?d in power drain how would that be fair for the player who went out of his/her way to spec in power drain and not get the full benefit on someone that has ZERO points to counter it.

    You truly aren't reading what he's saying in his posts. What he said is that power insulators do not decrease the duration of power drain effects. It only decreases the power drain magnitude. He speaks the truth, there is nothing in the game capable of decreasing the duration of power drain effects. If power drain drops a power level to 0; it's down until a cleanse is used or the duration ends. There are actually power drain science vessels in the game draining players to 0 in all subsystems on a near permanent basis. It's why I've taken to running 2x Hazard Emitters on my Science Vesta.
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2014
    To rylanadionysis, I didn't drain your ship using just a single drain. You had 5 drains thrown at you at the same time as soon as I used Quantum Singularity Manipulation. I threw in Subnuc 3 and sensor scan 3 for good measure. That and possibly aftershocks of Tyken's led to the uber drain. It's an attack I can only pull off every 5 minutes and only on a single ship is it possible. Tyken's Rift 3 by itself is nice, but at 100 power insulators, even mine can only drain at the most about 50-60 total over 10 seconds, the first 8 of those being the worst ones under QSM's effect. I was also shooting polaron weapons, so a lucky proc at the right moment might have made things worse.

    When I come accross ships with this one, it's not effective most of the time in between those 5 minutes I have to wait, and even then, some ships throw HE and negate the whole attack. This is not a smash spacebar and blow up thing like escorts and a2b ships do. This actually takes me clicking stuff to pull off. A lot of vapers and high speed DPS builds just come at me in a single run and blow it up to hell before I can activate the Voth Shields, which take 3 seconds long to activate, and those are 3 seconds too long for me. They also are flying so fast, that the Tyken's Rift just gets thrown far behind it and never does any drain. Romulans are even worse, they jump away from the rift, and cloak and hide.

    The build is fragile, with no armor consoles in it and the toon has ALL the reputations in defense. Otherwise it would pop instantly as it did before I completed my reputation. It also has no tac consoles, so damage is stuck to what you get from weapons power and random bonuses from sets which only affect one or two of the six weapons. The build is slow, you're stuck with the ship's default speed. The only thing it has going for it is that the crew doesn't die easily. Like I said before, most people that judge builds in this game would say it's pure junk.

    Because of a single possible way to make this very unique build, a couple of people in this thread are up in arms when every newbie in this game can put together an a2b build and just sit there hitting the spacebar all day and ignore damage. Also vapers are blowing stuff up left and right, but that's ok, DPS is king and it always works as intended. Why? Because if you have a lower DPS than me, I should always win. Otherwise, something needs to be nerfed.

    All you're going to accomplish is to get sci abilities nerfed once again needlessly because a couple of people couldn't adapt to a single new unique build. FYI, one of those drains I talk up in the top is subsystem targeting, which most people ignore, but is extra effective given all the people running with warp cores that have one systems power level tied to another one.
    You truly aren't reading what he's saying in his posts. What he said is that power insulators do not decrease the duration of power drain effects. It only decreases the power drain magnitude. He speaks the truth, there is nothing in the game capable of decreasing the duration of power drain effects. If power drain drops a power level to 0; it's down until a cleanse is used or the duration ends. There are actually power drain science vessels in the game draining players to 0 in all subsystems on a near permanent basis. It's why I've taken to running 2x Hazard Emitters on my Science Vesta.

    Use that debuff clearing doff that has a 40% chance of procing and save yourself some grief man.

    Warp Core Engineer
    Debuff cleanse variant
    Ship Duty: Space
    Game Description: Chance (40% with a purple) of removing all debuffs on use of any Emergency Power ability
    Chance for Emergency Power to X to cleanse all negative effects (Debuffs, Controls and DOTs) Provides periodic cleansing every 0.5sec for 2sec duration when triggered.

    Also, apart from HE, you can just use science team also.

    And if you want me to keep pointing counters, lets keep going.

    Jam sensors - Can't shoot or do anything else to you.
    Black blob of doom (Don't even know the right name) - Can't target, can't do anything
    Gravity well with gravimetric torpedo spread - Stuck like a fly in a web, and talking about webs
    Tholian web - Also annoying
    Theta radiation vents - The turn rate and impulse debuff doesn't let me turn to throw my Tyken's.

    Oh yes, the ship on has one HE, and no debuff clearing doff.

    Why? Because I have to have a bunch of abilities/doffs to keep alive while I'm being shot at and to try and keep the drains up.
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited February 2014
    Hmm, as an aside to the EPS skilling, I seem to remember hearing somewhere that Sensor Scan boosts the effectiveness of drains as well. Anyone have any idea if this is correct?
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2014
    scurry5 wrote: »
    Hmm, as an aside to the EPS skilling, I seem to remember hearing somewhere that Sensor Scan boosts the effectiveness of drains as well. Anyone have any idea if this is correct?

    http://sto.gamepedia.com/Ability:_Sensor_Analysis

    Easily negated with the Romulan tier 4 Placate, Quantum Singularity Manipulation, Jump Console, flying more than 10K away, cloaking, that black blob (someone tell me the right name), Jam Sensors, etc, etc.

    Cool sci ship ability, with way too many counters.

    QSM in fact is pretty effective against a drain build if you already specced into power insulators. For those 8 seconds, you can just fly away quickly.

    Also, for more info, the power insulator protection seems to follow this same curve:
    http://sto.gamepedia.com/Damage_resistance
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited February 2014
    lucho80 wrote: »
    http://sto.gamepedia.com/Ability:_Sensor_Analysis

    Easily negated with the Romulan tier 4 Placate, Quantum Singularity Manipulation, Jump Console, flying more than 10K away, cloaking, etc, etc.

    Cool sci ship ability, with way too many counters.

    QSM in fact is pretty effective against a drain build if you already specced into power insulators. For those 8 seconds, you can just fly away quickly.

    Oh, *smacks forehead*. Sensor analysis, not sensor scan. Not so handy then. Thanks!
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2014
    Oh yeah, I forgot to mention one more resistance to power drains no one bothers using.

    Deuterium-Stabilized Warp cores give you a 15% extra power drain resistance.

    They have been in the game since the beginning of season 8, but you never see anyone recommending those.

    Trying to throw every counter possible to see if the pitchforks go down.
  • one4theagesone4theages Member Posts: 161 Arc User
    edited February 2014
    This is one of the long list of reasons why I don't play this game anymore.

    Hazard emitters REQUIRES aux to have power, if its zero, it greys out and becomes unusable.

    yeah thats why i stopped as well. got tired of my wep power going to zero at times. so i took off my dhc and just fly around with out weps. problem solved.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2014
    yeah thats why i stopped as well. got tired of my wep power going to zero at times. so i took off my dhc and just fly around with out weps. problem solved.

    ROFL. Great response.
  • one4theagesone4theages Member Posts: 161 Arc User
    edited February 2014
    Something does not smell right here. I have been hammered by TR and TR aftershocks and have never had 70 aux drain from 70 to 0 before I could do something. Is it possible you have EPS specced into? If so EPS will speed up drain because of it broke mechanic.

    wtf how hard is to to understand its not broke!!!!!!!!!!! its the same type of mechanic with rsp and tt. push pull effect.

    eps is trying to keep up with drain. doing so uses up your power thats left much faster.

    its like saying my sink is broke because when i open the stopper more, the sink drains faster.

    everyone likes when skills have no down side. zzzZZZZZZzzzzzzzzz
  • one4theagesone4theages Member Posts: 161 Arc User
    edited February 2014
    lucho80 wrote: »
    ROFL. Great response.

    well im not really trolling with that response. just if the op reads that hes going to think im stupid. well now he will understand the same thing with what he said about he.

    hey ive had my aux go out when i needed it most. it happens. its not broke or a lame mechanic. its a feature put in game. it makes the game fun. either you die and say hey gg, aux blew when i needed it most. or hey gg aux blew out but wow i recovered that in the nic of time. gg very close!!! =)



    hey ive even said that when my wep power blew out when the guys hud read 0%. am i going to be mad cause i lost a kill? no. going to tell the guy how he lucked out that i lost wep power due to a phaser proc. not going to cry or whine. its part of the game.

    and really wake up. we dont have 20 sec drains. ive never had power dead for 4 secs. only time ive been suck with no wep power was going against kdf with their drones. and people whined because they refused to use aoe. they wanted pure rapid fire and healers.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2014
    yeah thats why i stopped as well. got tired of my wep power going to zero at times. so i took off my dhc and just fly around with out weps. problem solved.

    So use it before it greys out... no drains are instant in this game... never ever even enhanced by people running DPS warp cores.

    Or use an aux battary... not slotting them... well that isn't my fault next you are going to complain about sub nuke, not my fault if you choose to run tac team over sci team.

    Perhaps people should just take there shields off I mean whats the point your guns can just shoot them off anyway. Darn it just remove the stupid thing it doesn't help you at all. lol

    If you are not running the counters to the people you are playing against... well you lost I guess. Really who doesn't have a hazards ? and who isn't capable of putting a stack of aux battaries in there inv to slot should the need arise.

    LMAO ok I read further then the first post. I think you trolled me but I'll leave my reply. haha
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  • doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited February 2014
    EPS adversely affecting incoming drain's been part of a bunch of the discussions about Beam/Cannon/Overcapping discussions - that little warning thrown out about how for some reason it increases drain. Can't remember if anybody bug reported it or not - it's been part of those discussions forever...hrmmm.
    EPS increasing how quickly you get drained makes perfect sense to me: The higher the pressure, the faster it bleeds out.
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  • one4theagesone4theages Member Posts: 161 Arc User
    edited February 2014
    LMAO ok I read further then the first post. I think you trolled me but I'll leave my reply. haha

    haha dude!!!!!!!!!!!!!!!!!!!!!

    come on man do you really think i would ever take off my dhc???????

    LMAO!!!!!!!!!!! your post made my night bud. thank you, GOD bless you have a good night!!!!!!!

    hahaha night bud!!!!!!!!
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2014
    wtf how hard is to to understand its not broke!!!!!!!!!!! its the same type of mechanic with rsp and tt. push pull effect.

    eps is trying to keep up with drain. doing so uses up your power thats left much faster.

    its like saying my sink is broke because when i open the stopper more, the sink drains faster.

    everyone likes when skills have no down side. zzzZZZZZZzzzzzzzzz

    Actually, I will chime in with this one. Assuming a poor sap with zero power insulators. A Obelisk warp core 135 Aux power QSM buffed Tyken's 3 will get you from 70 to zero in 5 seconds by itself. Since a drain ship also has the plasmonic leech console, you were already probably down 30-40 before that, so the other 30 went down in 2 seconds. Assuming you had 70 in Aux, you are now left without HE.

    There is a misconception because of the OP and a lot of other posts. So I will clear some off.
    1) No drain whatsoever will get your power to zero instantly by itself. Tyken's Rift has a per tick stated drain, and it follows it fine.
    2) Yes, chaining a lot of temporarily overcharged drains will get a lot, but not all, targets to zero quickly unless you respond with HE, and only for about 8-10 seconds unless one of your teammates helps you. If your teammates don't help you with HE, get better teammates. Frankly, you have about 3-4 seconds after you see ES or TR hitting you to clear either one or both and you can keep trying to kill me without fear for the next 30-45 seconds. Not my fault you ignore the warning signs something bad is happening.
    3) So many PvP players run around with the Plasmonic leech console, that one good drain ship, plus all the other ones firing at the same time, add up enough drain to bring down a system. Again, it's not a single drain getting you, it's many.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2014
    haha dude!!!!!!!!!!!!!!!!!!!!!

    come on man do you really think i would ever take off my dhc???????

    LMAO!!!!!!!!!!! your post made my night bud. thank you, GOD bless you have a good night!!!!!!!

    hahaha night bud!!!!!!!!

    Your welcome... in my defense my daughter has friends spending the night... so I was half reading half threatening to make them sleep in the closet if they didn't stop giggling and go to sleep. lmao :)
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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited February 2014
    lucho80 wrote: »
    Use that debuff clearing doff that has a 40% chance of procing and save yourself some grief man.

    Warp Core Engineer
    Debuff cleanse variant
    Ship Duty: Space
    Game Description: Chance (40% with a purple) of removing all debuffs on use of any Emergency Power ability
    Chance for Emergency Power to X to cleanse all negative effects (Debuffs, Controls and DOTs) Provides periodic cleansing every 0.5sec for 2sec duration when triggered.
    I will never use that duty officer. It's possible to calculate the exact seconds in a minute that will always proc the duty officer's effects. As such, I personally consider the duty officer to be too exploitable to warrant fair use and will not touch it.

    lucho80 wrote: »
    Also, apart from HE, you can just use science team also.
    Very true, at the moment I am favoring 2x Tactical Team due to all of the Scimitar trollboats out and about as well. It's the other reason I use 2x Hazards, shield bypass damage from hell.
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  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited February 2014
    I will never use that duty officer. It's possible to calculate the exact seconds in a minute that will always proc the duty officer's effects. As such, I personally consider the duty officer to be too exploitable to warrant fair use and will not touch it.



    Very true, at the moment I am favoring 2x Tactical Team due to all of the Scimitar trollboats out and about as well. It's the other reason I use 2x Hazards, shield bypass damage from hell.

    We affectionately refer to them as Scimitards. I have one myself. >_>
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  • bpharmabpharma Member Posts: 2,022
    edited February 2014
    We affectionately refer to them as Scimitards. I have one myself. >_>

    Oi! Back to the forest with you! ESO is much beta to be playing.

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  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited February 2014
    bpharma wrote: »
    Oi! Back to the forest with you! ESO is much beta to be playing.

    They keep restarting server *stamp feet*

    >=/
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    EPS increasing how quickly you get drained makes perfect sense to me: The higher the pressure, the faster it bleeds out.

    To think that a two way street needs to operate at the same speed in both directions...well, it isn't necessarily the case. Whether one is talking about streets, circuits, plumbing, etc, etc, etc...heck, it doesn't even have to be a two way path.

    Then it gets into the discussion of how drain actually works - the path upon which the drain is taking place...that's not necessarily following the same conduits as is used to shunt power to different subsystems.

    It's something that I would have bug reported and harped on over the years...er...if I could have been bothered and if I ever really noticed it as an issue.

    But in the end, various skills that improve other things - don't work that way. Does Shield Systems increase the speed at which Shields are lost? Does Hull Repair increase the speed at which Hull is lost? Etc, etc, etc...imho, EPS shouldn't help drain...if anything, it should work with Insulators to help stave off drain as power keeps coming back while being drained...not taking somebody to zero faster.
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