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No more tt/st/et shared coldown!!

playhard88playhard88 Member Posts: 733 Arc User
edited March 2014 in PvP Gameplay
We will be bringing down the Tribble server for maintenance to apply a new update: ST.36.20140207a.14

General:
  • The shared cooldown between "Team" powers of different careers has been removed.
    • There is still a shared cooldown between two "Team" powers of the same career, e.g. Science Team I and Science Team III.

This is totaly flip of the table, pvp is going to suffer a HUGE change with this. My first impression is that (MAYBE) can be a good change, but there is too many implications for be sure about it.

EDIT: how are we going to kill a ship that have Eng team 3+ Sci team 3 + Aux2sif 3 + tactical team? lol, i think they will have to increase the coldown of the abilities up to 45seconds (leave it at 30 with 2 purple doffs), if not it will be imposible score a kill. And the clearing efects of sci and tactical team should be reduced if they won't share cd.
John Sheridan@playhard88 - FED Tactical
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
Post edited by playhard88 on
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Comments

  • capthachicapthachi Member Posts: 65 Arc User
    edited March 2014
    A better solution would be for cryptic to change all the horrible ships with a ensign specific slot like the defiant, intrepid, etc...change that to a universal so those are viable ships again. I want to fly my Voyager!!!!!!!!!!!!!!!!!!!!!!!!

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  • hurleybirdhurleybird Member Posts: 909
    edited March 2014
    Healing just went to crazy stupid levels.

    The 15 second global was too much, but no GCD is even worse. The perfect GCD would be 10s between dissimilar team abilities -- enough to encourage taking more than one type of team ability without breaking the game.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited March 2014
    A great change indeed. Now, about that much needed nerf to the cleanse all debuffs warp core engineer...
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  • bareelbareel Member Posts: 3 Arc User
    edited March 2014
    playhard88 wrote: »
    This is totaly flip of the table, pvp is going to suffer a HUGE change with this. My first impression is that can be a good change, but there is too many implications for be sure about it.

    It is a good change. But it is also a band aid fix for several other problems instead of a true fix.

    Problem 1: Ships with maany boff slots of one type are undesirable. This is mostly due to the proliferation of multiple ways to reduce boff ability cool downs and the relatively small number of abilities to choose from.

    The best illustration of this would be the former 'dragon' cruiser build style. It actually found a good use for all those excess engineer boff slots for double EPtX. Now thanks to technicians and damage control engineer doffs even an escort with a single lt engineer boff slot can have it.

    Several tactical heavy ships also suffer from this, why bring a defiant with two copies of APO and an APD/B when you can bring a single copy of each with 2 or 3 boffs allowing one to also bring two boffed copies of two EPtX and still have room for a DEM or RSP on a more hybrid ship layout destroyers.

    Problem 2: Some debuffs have few 'cleanse' options. Take holds such as tractor beam. You can break those with Polarize Hull or APO completely. Alternately you can just dump tons of power to engines and run anyway. That is good two hard counters from different careers plus a soft counter.

    But then look at the -resist penalty from APB/D. Only one hard counter (TT) and the soft counter of buffing your resist which you either can do or you can't unlike dumping all power to engines.

    Problem 3: Some 'buffs' considered essential also have few options. If you want to buff your shield resist you can do it by increasing power to shields, EPtS, or even TSS. But to get the requried shield distribution to survive true spike damage your only options are TT or RSP (which has a terribly long cooldown by comparison).

    True fix would be to re-evaluate all 'clense' options and ensure they are properly distributed along with buff options plus adding at minimum one new ensign level boff ability option to tactical and engineering. Wouldn't it be awesome if polarize hull removed APB/D and if TSS had TT's shield distribution capability? I think it would be.
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited March 2014
    TY Cryptic for this wonderous change, heck I would have easily settled on a 5 sec. gcd. :)
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  • cerritourugcerritourug Member Posts: 1,376 Arc User
    edited March 2014
    hurleybird wrote: »
    Healing just went to crazy stupid levels.

    The 15 second global was too much, but no GCD is even worse. The perfect GCD would be 10s between dissimilar team abilities -- enough to encourage taking more than one type of team ability without breaking the game.

    Agree.. now the best way to kill is romulan vaper with proton barrage.
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  • playhard88playhard88 Member Posts: 733 Arc User
    edited March 2014
    The problem with this is that i don't see any way of score a kill with an escort for example, not even with a double subnuke coordinated team. A super-ubber crit hit with a vaper is the only way i imagine a kill, vape the target before he can react with eng team3+tactical team
    John Sheridan@playhard88 - FED Tactical
    Vin Naftero@playhard88 - FED Sciencie
    K'tan@playhard88 - KDF Tactical
    Argento@playhard88 - RRF Tactical (FED)
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    On the one hand its good since it will help to counter some cheese. On the other hand they are very powerful heals.

    If they remove the timers they need to nerf the healing capability.
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited March 2014
    Ho-leeee nuts. This just blew apart the standard defensive powerset. I really don't know about this change, though. AtB cruisers are not going to have problems with hull anymore. And any duration-based Sci debuffer is going to have quite a bit more trouble now.

    I don't know. I really don't know. All I can say is that things are about to undergo a massive shakeup.
  • donrahdonrah Member Posts: 348
    edited March 2014
    The easy solution is to take the shield distribution away from TT and improve the manual distribution.

    Next, they all should be set up to cleanse debuffs of the same rank or lower. A TT I should not be able to clear APB III nor should ST I cleanse Jams sensors III. For that matter, HE I shouldn't be able to cleanse ES III. The cleanse/immunity should always be at least the same rank or better as the debuff.

    That will make the second and third ranks of team abilities important while nerfing the OP nature of their first rank counterparts.
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  • fatman592fatman592 Member Posts: 1,207 Arc User
    edited March 2014
    Agree.. now the best way to kill is romulan vaper with proton barrage.

    It's all a conspiracy, buy more FoTM gear!

    Seriously though, I'll never be able to kill anyone in Ker'rat now, just pretty much vaped. I guess I should finally make a Romulan Tac and join the club.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    Sci captains just got the shaft, and I bet they'll push this on Thursday. Spam ET and ST, and you'll clear all remaining useful sci debuffs.

    Stop this change before it makes it into Holodeck!

    The debuff cleanse doff was enough!
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    donrah wrote: »
    Next, they all should be set up to cleanse debuffs of the same rank or lower. A TT I should not be able to clear APB III nor should ST I cleanse Jams sensors III. For that matter, HE I shouldn't be able to cleanse ES III. The cleanse/immunity should always be at least the same rank or better as the debuff.
    A better way is to apply N number of cleanses per tick. So if you have level 3 attack and level 1 cleanse, it takes 3 ticks to clear it, while level 3 cleanse can wipe it in one tick.
  • thishorizonthishorizon Member Posts: 1,158
    edited March 2014
    and......

    yeah....

    about this....
  • shailatshailat Member Posts: 478 Arc User
    edited March 2014
    donrah wrote: »
    The easy solution is to take the shield distribution away from TT and improve the manual distribution.

    Next, they all should be set up to cleanse debuffs of the same rank or lower. A TT I should not be able to clear APB III nor should ST I cleanse Jams sensors III. For that matter, HE I shouldn't be able to cleanse ES III. The cleanse/immunity should always be at least the same rank or better as the debuff.

    That will make the second and third ranks of team abilities important while nerfing the OP nature of their first rank counterparts.

    As one of you space pvpers told me in the past "Learn to adapt and get over it"
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  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited March 2014
    It's like... it's like Cryptic took one look at a shark riding a rocket-propelled motorcycle over a lake of lava filled with cyborg hydras and said to themselves "Not insane enough" and decided to top it with this change.
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  • renimaltrenimalt Member Posts: 219 Arc User
    edited March 2014
    Oh geez. Fun times ahead!

    ...Argh, now I have to seriously consider whether to continue with an EPtA + Maint eng build, or go for ET3 + ST3 + AtSIF3 with ET, ST, and AtSIF doffs. 6 doff slots just became that much more important for healboats.
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  • hroothvitnirhroothvitnir Member Posts: 322
    edited March 2014
    Well that just made eng and Sci team useful to something other than a premade team. Thats a much needed change.

    Personal opinion is its not perfect but this is a good step towards fixing the team abilities. I would wager that it will be better than before on the average. And I also look forward to my lower sci slots having some use other than HE, TSS and TB. Also bonus of making ensign eng slots less derpy after you have filled them with teams.

    I'd like to see something done about the shield distribution inequality but small step are better than none.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2014
    I hope I'm not the only one on this.

    This is a good change. lol

    I'm not joking either.

    We tell new people to fly there engi toons as healers... then we tell them to load 2 copies of tac team or doff it... as that is the reason they are getting vaped so easy.

    We tell sci players the same thing... "What do you mean you can't clear a team mates Sub nuke, what kinda team mate are you?". They then say well so and so told me I had to have tac team in PvP it was required.

    Sorry but there was only 2 options to fix team abilities in this game... one was to Nerf Tac team followed by a massive nerf to anything Vape friendly.

    The second was to uncouple the teem global cool down. Frankly i am pretty sure a few months back I detailed this change as one I believed was needed.

    Really what is the issue here... Engi team is still not a great heal... still doesn't clear anything all that important. (however having more of them on a team now won't be a terrible thing for balance).

    Science team very powerful no doubt... all having them on the same cool down did though was punish pug players. Frankly every premade had 3 science teams and 3 tac teams around anyway.

    Good change... doesn't creep healing that is just BS.

    Does it make it easier for Pug players to carry clears... of course.... does it increase the number of clears on a premade ? (not really no... sure some escort players will run SCi team 1 instead of TSS 1... but really who cares all the serious ones are running warp core doffs anyway).

    I may be alone but I am in favor of this change.

    PS... the only really really really bad end of this I see. This change makes Aux to bat and Tech doffs even more powerful then it did before. You can no expect to see BS a2b builds running basicly 2 copies of Tac team... 2 copies of Engi team... and 2 copies of Science Team.
    It is time for Cryptic to take the nerf bat out and knock tech doffs down to 5% reduction for purples instead of 10%... do that and fix FAW proper and we might have a game again.
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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    Really what is the issue here... Engi team is still not a great heal...
    ET3 can heal about 15k

    Instantly

    Every 30 seconds

    Every 15 seconds if you slot 2 copies
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2014
    my first thought it FOMM is dead. no longer can i watch someone use ET, and then FOMM them and kill them with a nice 15 second window.
  • therealmttherealmt Member Posts: 428 Arc User
    edited March 2014
    the end to noob tt rotators.
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2014
    ET3 can heal about 15k

    Instantly

    Every 30 seconds

    Every 15 seconds if you slot 2 copies

    So you are saying your giving up your RSP 2 ? or your FAW 3 or Omega 1 so you can run a cruiser with 2 Lt cmd Engi Slots. :)

    I am aware that a full bore heal setup cruiser can hit 15k with engi team 3... and the premades that run a cruiser like that will continue to do so... no change there.

    Will a pug give up his RSP 2 though... or one of his copies of A2B ? No they won't they will simply throw a Engi team 1 on... its not going to make for a ton of extra creep as I see it.

    The only change I can see this really making is a few PUG players might suck a little bit less as they won't give up everything to slot a tac team.

    People that want to hit 15k engi team 3s are still going to do that... the escort that was sharing the tac team with them on there premades will just not have to be as quick anymore. lol :)
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  • s7ikes7ike Member Posts: 0 Arc User
    edited March 2014
    I like this change tbh...but as hurley said healing just became a lot ...well i wouldn't say easier but less of a nail biter getting your team cd's back. I can now send a sci team to clear the target and a tt to save him :D
  • marc8219marc8219 Member Posts: 0 Arc User
    edited March 2014
    they need tp un-nerf double tap and tricobalt weapons to help counter this.
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2014
    marc8219 wrote: »
    they need tp un-nerf double tap and tricobalt weapons to help counter this.

    No need look around look around .... if you can't vape someone ... just go grind your Barage and buy your ISO. If you still can't vape someone you need to pick up some more click consoles.

    Now that they have uncoupled teams... they need to add a uni console/set power global cool down of 15s... Delete FAW... halve the torpedo resistance shields get... halve the numbers on tech doffs... and boom we have a game. :)
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  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited March 2014
    LMAO.

    Bye Bye shared cooldown baiting.


    These guys just keep doing more and more to ruin this game.
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  • newromulan1newromulan1 Member Posts: 2,229
    edited March 2014
    So anyone can basically with wce doff have 100% immunity to sci captain abilities and almost 100% immunity to the attacks from 2 Sci captains??

    Pvp is officially dead to me and is becoming more of a sad joke with every passing day. Cryptic is removing pvp via attrition of the player base. Good strategy - seems to be working as intended.
  • voporakvoporak Member Posts: 5,621 Arc User
    edited March 2014
    I'm not sure what to make of this...

    So let's see. Subnuc is almost dead now, since people can run ST without interfering in TT. I'm no expert, but I'd say sci rule in pvp just took a major blow since sci debuff clearing is going to be all over. If you think it's a good change, okay, you probably know more than me. But let's look at something...

    My JHAS. A tanky, damaging beast with around 50k hull. Currently looks like this:

    Cm. Tac: TT 1, CRF 1, APO 1, APO 3
    Ltc. Tac: TT 1, BO 2, CRF 2

    Lt. Uni (sci): TSS 1, HE 2
    Lt. Uni (sci): TB 1, HE 2

    Ens. Eng: EPtS 1 (with CD doffs)

    Now replace the TSS and TB with ST 1. Replace the EPtS with ET 1.

    Yeah.
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  • captiandata1captiandata1 Member Posts: 0 Arc User
    edited March 2014
    thatnk you cryptic for this that i like that the tac/sci/eng team are being uncoupled to help out in any ship that has 3 ensign power slots have use full options.

    ps the it is wise keeping cool down with in tac/tac team, sci/sci team, and eng/eng team.

    with the new team set is looks to be possible to operate with 2 set of teams. tac/sci/eng and tac/sci/eng teams. plus add in aux and other powers sounds like fun
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