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No more tt/st/et shared coldown!!

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    iskandusiskandus Member Posts: 1,062 Arc User
    edited March 2014
    Who is going to have a 15k ET though....

    15k engi team only happnes if you
    1) dedicate a Lt Cmd slot to it
    2) dedicate 2 boffs or are running a2b (which is in need of a nerf bat)
    3) are running a bunch of consoles to back it up.

    One of my toons, K'Vork can greatly benefit from ET III. He is a Romulan Snooper but who currently runs A2SIF II in his Lt. Commander Eng slot. He also runs A2D, which conflicts with A2SIF as they share CD. Ideally, he want to cycle A2D as fast possible as he can only hull tank as a cloaked Torpedo boat (though sometimes, he will carry a BO just to scare the HOBO gankers off and is capable of doing a lot of energy damage). Having ET III would be ideal as it eliminated the conflict with A2D, but not only that, it provides a much larger hull heal than A2SIF II will ever do. A2SIF II max out at about 6000 or so in hit points heals at maximum Aux. ET III is about 260% more powerful, and no conflict with A2D, this is a no brainer. A2D provided dmg resist protection with doff and more importantly, it added greater speed and agility which is far more important than mere dmg resist. Not having to choose between hull heal or protection/speed is a major plus and the vastly superior hull heal will allow him to downgrade HE II to a HE I and use the Lt. Sci slot for more "interesting" options. As an added bonus, one of the major threat he faces is being hit with VM as this can decloak him and leading to ganked. But with ET installed, lol, HOBO can kiss their ganking attempt goodbye and once again showing how a high level Lt. Commander / Commander Science debuff has been rendered completely useless with this change.

    As shown earlier, if cycling ET is an issue, one only need to use one active duty doff for the team skill in question + cycling PO with a console to produce much more effective results than using A2B with 3 active duty doffs + 1 team skill doff.

    No need to run any other consoles other than those already mentioned. Again and again, it has been shown to you how seriously broken this change is and can be adapted but I am afraid something is blinding you.
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    iskandusiskandus Member Posts: 1,062 Arc User
    edited March 2014
    marc8219 wrote: »
    It took more then that and I know you or other cloaked T'varos kept subnuccing me more then I could clear them with ST and clear doff, I cleared like 2 subnucs and got hit by a 3rd in the spawn of 30 secs, Imagine if I didn't have to sometimes put ST on cooldown like I was doing sometimes by being forced to use TT, then can follow with ET3 immediatley after?

    Nah, I once saw a single Fed Escort hero took down Seles on his own. All I did was providing a nuke and Seles was dead in seconds. I even called it out on Kerrat zone chat because I like to tease you (friendly tease), you were fuming mad at me. :)

    But this wouldn't have happened if you could run all 3 team skills at once. So yes, I think you will now be invincible, thanks to Cryptic and K'Vork will no longer be harassing you either, you are safe now.
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    iskandusiskandus Member Posts: 1,062 Arc User
    edited March 2014
    scurry5 wrote: »
    I know that ST and ET are specifically meant to be available at all times, even when stunned or when Aux is disabled, and ET clears the disable. There is no way to stop someone from using them. I am not sure about TT, though.

    What you said is correct. I too am not sure about TT since I am not a frequent user.
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    ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2014
    When I get hit by a web mine, everything except ST and ET is disabled
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    marc8219marc8219 Member Posts: 0 Arc User
    edited March 2014
    iskandus wrote: »
    Nah, I once saw a single Fed Escort hero took down Seles on his own. All I did was providing a nuke and Seles was dead in seconds.

    providing a nuke isnt doing that on your own, it was a coordinated nuke alpha, and that wasn't my tank ship, it was primarily a drainer debuffer and just happened to be slightly tanky due to being an eng and fleet voquv hull strength, my healer ship is recluse, much more survivable but no drains.
    Tala -KDF Tac- House of Beautiful Orions
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    iskandusiskandus Member Posts: 1,062 Arc User
    edited March 2014
    marc8219 wrote: »
    providing a nuke isnt doing that on your own, it was a coordinated nuke alpha, and that wasn't my tank ship, it was primarily a drainer debuffer and just happened to be slightly tanky due to being an eng and fleet voquv hull strength, my healer ship is recluse, much more survivable but no drains.

    It wasn't coordinated, I had no idea who that was, never talked to him or even knew him. I think he was just an Escort farmer and you happened to be a fat klink cruiser who was too close to his farming turf and got attacked. Some of those Escort farmers carry a ton amount of dps, don't think of farmers as being harmless, they usually aren't. I have seen farmers chasing down Klink ambushers and kill it, remind me how a snake recently ate a crocodile in Australia, I think that's the right picture. ;)

    As for the nuke...what can I say, K'Vork saw a weakness in one of his favorite HOBO and being a green blood Romulan, he just had to exploit that weakness... :)
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    newromulan1newromulan1 Member Posts: 2,229
    edited March 2014
    iskandus wrote: »
    It wasn't coordinated, I had no idea who that was, never talked to him or even knew him. I think he was just an Escort farmer and you happened to be a fat klink cruiser who was too close to his farming turf and got attacked. Some of those Escort farmers carry a ton amount of dps, don't think of farmers as being harmless, they usually aren't. I have seen farmers chasing down Klink ambushers and kill it, remind me how a snake recently ate a crocodile in Australia, I think that's the right picture. ;)

    As for the nuke...what can I say, K'Vork saw a weakness in one of his favorite HOBO and being a green blood Romulan, he just had to exploit that weakness... :)

    When Star Citizen goes live most Hobos and many more kdf are moving over there, kerrat will then become nothing but fed farmville. Not that it will really bother most feds who go there these days. I was there for 20 min the other night with Marc and I was bored to tears. Hobos ganking some feds, then 10 feds ganking a hobo - that got old really quick and I went back to doffing.
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    iskandusiskandus Member Posts: 1,062 Arc User
    edited March 2014
    In another thread, mimey helped me found a way to completely break the premade PvP queues using the upcoming team CD changes so I am posting them here so that all the preamdes following this thread can use these tactics to kill PvP once for all.

    Super Healer

    The How to Guide for healers to throw out TT, ST, ET, HE, TSS, A2SIF, Extend Shields and EPTX at GCD endlessly without wasting any heals/cleanse on yourself because you have Keel'el to cover you

    Answer : Using Photonic Officer + Alpha Deception Field Console, chain PO after PO, preferably PO III.

    So in summary, we need the following doffs (assumed all are purple)

    1 Conn Officer
    1 Maintenance Engineer
    1 Development Lab Scientist
    1 Warp Core Engineer (Keel'el)


    + 1 console space for Alpha Deception Field console


    Still have 2 active space duty doff slots left for other things. The Healer just needs to use an Elite Fleet Deflector for 10% additional Sci CD reduction and perhaps the MACO 2 pieces for an extra 5%, combined with PO 1 so that even HE will be on GCD as well. Remember, HE is normally 45 seconds CD but its GCD is 30 seconds, so it only needs to shave off 33% to reach GCD.

    Voila, endless TT, ET and ST every 15 seconds + HE every 30 seconds + Keel'el. By the same token, endless TSS every 30 seconds as well. Oh and A2SIF almost at GCD as well, actually 1 second short of actual GCD if only using PO I but GCD reached with PO II or higher. What else, yes, Extend Shields! I think I covered everything, whee!!! You know what's the best of all that - no need to worry about Aux drain anymore when using A2B because PO doesn't drain Aux. Healers can now keep their Aux at 135 and laughing.

    Super Healers, the premades are going to be in heaven now, that is if they enjoy playing matches that will now never ends.


    Seriously, I want anyone who dares to come this thread again and said this change is not game breaking at all. I don't want to start name names but they know who they are. I want to see how they explain the above.
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    iskandusiskandus Member Posts: 1,062 Arc User
    edited March 2014
    I knew I forgot something - APD. Please add APD to the list of stuff the healer can now throw out at GCD to make the dps dealing Escorts invincible now. Imagine, a Bug firing away with APO on and protected by APD at the same time because the APD was passed to him by a healer.
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    newromulan1newromulan1 Member Posts: 2,229
    edited March 2014
    iskandus wrote: »
    I knew I forgot something - APD. Please add APD to the list of stuff the healer can now throw out at GCD to make the dps dealing Escorts invincible now. Imagine, a Bug firing away with APO on and protected by APD at the same time because the APD was passed to him by a healer.

    I am afraid that some people still think my 'working as intended' thread is a joke, sadly I don't think it is anything but completely true.
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    marc8219marc8219 Member Posts: 0 Arc User
    edited March 2014
    When Star Citizen goes live most Hobos and many more kdf are moving over there, kerrat will then become nothing but fed farmville. Not that it will really bother most feds who go there these days. I was there for 20 min the other night with Marc and I was bored to tears. Hobos ganking some feds, then 10 feds ganking a hobo - that got old really quick and I went back to doffing.

    Been getting a lot of pressure to join there also, but still not sure, I am not really a fan of space games in general. Never really got into any sci fi or space stuff besides Trek. I play this game as a Star Trek fan but usually play regular ground MMOs before so should still be around here a lot as long as changes like this don't break the game too much. I was doing some fighting earlier as a tac but then got bored and figured I would see how long I last if I wander around on my own on a recluse lol.
    Tala -KDF Tac- House of Beautiful Orions
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2014
    iskandus wrote: »
    In another thread, mimey helped me found a way to completely break the premade PvP queues using the upcoming team CD changes so I am posting them here so that all the preamdes following this thread can use these tactics to kill PvP once for all.

    Super Healer

    The How to Guide for healers to throw out TT, ST, ET, HE, TSS, A2SIF, Extend Shields and EPTX at GCD endlessly without wasting any heals/cleanse on yourself because you have Keel'el to cover you

    Answer : Using Photonic Officer + Alpha Deception Field Console, chain PO after PO, preferably PO III.

    So in summary, we need the following doffs (assumed all are purple)

    1 Conn Officer
    1 Maintenance Engineer
    1 Development Lab Scientist
    1 Warp Core Engineer (Keel'el)


    + 1 console space for Alpha Deception Field console


    Still have 2 active space duty doff slots left for other things. The Healer just needs to use an Elite Fleet Deflector for 10% additional Sci CD reduction and perhaps the MACO 2 pieces for an extra 5%, combined with PO 1 so that even HE will be on GCD as well. Remember, HE is normally 45 seconds CD but its GCD is 30 seconds, so it only needs to shave off 33% to reach GCD.

    Voila, endless TT, ET and ST every 15 seconds + HE every 30 seconds + Keel'el. By the same token, endless TSS every 30 seconds as well. Oh and A2SIF almost at GCD as well, actually 1 second short of actual GCD if only using PO I but GCD reached with PO II or higher. What else, yes, Extend Shields! I think I covered everything, whee!!! You know what's the best of all that - no need to worry about Aux drain anymore when using A2B because PO doesn't drain Aux. Healers can now keep their Aux at 135 and laughing.

    Super Healers, the premades are going to be in heaven now, that is if they enjoy playing matches that will now never ends.


    Seriously, I want anyone who dares to come this thread again and said this change is not game breaking at all. I don't want to start name names but they know who they are. I want to see how they explain the above.

    Welcome to invincible healers online, brought to you by the bright minds over at Cryptic. Heck, I might try to build this just for the lolz.
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    newromulan1newromulan1 Member Posts: 2,229
    edited March 2014
    marc8219 wrote: »
    Been getting a lot of pressure to join there also, but still not sure, I am not really a fan of space games in general. Never really got into any sci fi or space stuff besides Trek. I play this game as a Star Trek fan but usually play regular ground MMOs before so should still be around here a lot as long as changes like this don't break the game too much. I was doing some fighting earlier as a tac but then got bored and figured I would see how long I last if I wander around on my own on a recluse lol.

    Lol - I hope Zelda is getting paid for everyone he brings over to star citizen. Seles is very tanky and with this new changes, anything short of a super alpha critical while fighting off 3 or 4 feds - she will survive indefinitely.
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    newromulan1newromulan1 Member Posts: 2,229
    edited March 2014
    lucho80 wrote: »
    Welcome to invincible healers online, brought to you by the bright minds over at Cryptic. Heck, I might try to build this just for the lolz.

    It would be hilarious if someone made a 5 man or even a few 5 man teams of this and just trolled the Q's for a full week.
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    the1nquisitionthe1nquisition Member Posts: 1 Arc User
    edited March 2014
    lol - I Hope Zelda Is Getting Paid For Everyone He Brings Over To Star Citizen.

    :) !
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    antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2014
    That is hardly a game breaking build... have fun trying it out though. When your Photonic officer is down you are just an ok healer. This is nothing really different then we could fly now... why do you think you don't see that more. :) Only difference is being able to fire Sci and Engi teams instead of picking... healers shouldn't be worrying about tac team anyway unless you are on a terrible premade.

    This build like everyone else that now can fire off everything is going to fall when you get faked out and burn all your heals. This team change doesn't make this build much more effective then it is right now.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
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    iskandusiskandus Member Posts: 1,062 Arc User
    edited March 2014
    lucho80 wrote: »
    Welcome to invincible healers online, brought to you by the bright minds over at Cryptic. Heck, I might try to build this just for the lolz.

    It gets even better. The two empty active space duty doff slots left, I figured out how to use them. :D

    Answer : 2 X Technicians (purple)

    Why? Simple. Let's look at the Team Skills CD mechanism again. First, it starts at 30 seconds, but slashed by 8 seconds due to a dedicated doff for that specific team skill. We are not at 22 seconds. A2B with only two Technicians with A2B = 20% reduction = Photonic Officer I. 20% reduction off 30 seconds = 6 seconds reduction. So 22 seconds - 6 seconds = 16 seconds. With MACO 2 pieces set bonus using its Engine and Shield, it's a 5% reduction on every power, so that's another 1.5 second reduction rounded down to 1 second => 16 seconds - 1 second = 15 seconds = Team Skills GCD :D

    I just recalled that Team Skill CD reduction with 3 X Technicians have always been a slight overkill when there is one active space duty officer dedicated to that Team skill but 2 X Technicians is just perfect, no waste. Most of the Shield and Hull heals such as HE, TSS, A2SIF and etc. can only be reduced by 33% before they hit GCD and it just so happens most of these skills are Sci, therefore, can be affected by the Elite Deflector CD reduction. So even with just 2 X Technicians, using Elite Deflector and MACO 2 pieces Set bonus, the GCD on these heals can be reached.

    In other words, a Super Healer can alternate between Photonic Officer and A2B and Alpha Deception Field Console to just chain these endlessly. A2B also reduced the CD of PO to its GCD as well while PO reduced A2B down another 8 seconds. I don't need to go into the details how this can be used, they are pretty self explanatory.

    And I just figured out another way to buff Escorts while creating the blue prints for these Super Healers. Premades are going to love this. What about a Bug ship that will have TT that never goes into CD?

    The how to guide to create a Bug Ship or any super dps Escorts with constant TT without downtime

    Instead of carrying two copies of TT and dread for that 5 seconds gap between the two copies, an Escort now only needs to carry one copy of the TT, free up the other Ensign Tactical slot for something else, maybe a Subtargeting something or even a BO.

    1) The said Escort will carry one Conn officer for TT CD reduction to 22 seconds from 30 sec. The Escort will get the MACO 2 pieces, in any combination, it's a good set, the Deflector is especially tank and well designed for Escorts and reduce the TT's CD by yet another 2 seconds thanks to its set bonus.

    2) At the end of its own TT, at 10 seconds mark, he will have to wait exactly 10 seconds for his own TT come back up again. But the Healer can pass his TT to the Escort, keeping TT up during the next 10 seconds without any waste.

    3) When the healer's TT expired, the Escort's TT is ready to be activated again. Because the Healer's TT has a GCD of only 15 seconds, by the time the Escort's 2nd TT is expired, 20 seconds would have elapsed between the last time the healer tossed the TT to Escorts, which means the healer's TT would have been off its CD 5 seconds ago already and ready to be passed once again, so on so forth.

    As result, Escorts now can benefit from an endless protection of Tactical Teams in a premade with absolute no downtime in TT. No more need to time TT's downtime to pounce because it will not go down again! This was simply impossible to do before because the Healer can't afford to let ET and ST go on CD by passing out TT to the Escorts, lol, not a problem anymore. I am sure some of the more "experimented" premades can easily coordinate these cheesework...uh, I mean "Teamwork".

    Tactical Team that never expires in a Premade for Escorts? This is divine and it even free up a slot for the Escorts to add something else nasty instead of having to carry two copies of TT. How did Cryptic allow this to happen? Only they can answer these questions I guess.

    Let's recap, endless TT on Escorts, all heals on GCD and passed out faster than Fire at Will. This is going to be fun...
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    iskandusiskandus Member Posts: 1,062 Arc User
    edited March 2014
    That is hardly a game breaking build... have fun trying it out though. When your Photonic officer is down you are just an ok healer. This is nothing really different then we could fly now... why do you think you don't see that more. :) Only difference is being able to fire Sci and Engi teams instead of picking... healers shouldn't be worrying about tac team anyway unless you are on a terrible premade.

    This build like everyone else that now can fire off everything is going to fall when you get faked out and burn all your heals. This team change doesn't make this build much more effective then it is right now.

    :rolleyes:

    DeNial is not just the name of a river in Egypt.
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    antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2014
    iskandus wrote: »
    :rolleyes:

    DeNial is not just the name of a river in Egypt.

    I think you must be right.

    The sky is falling the sky is falling. :rolleyes:
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
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    hurleybirdhurleybird Member Posts: 909
    edited March 2014
    I think you must be right.

    The sky is falling the sky is falling. :rolleyes:

    The sky fell some time ago, my friend. ;)

    But yeah, I have to throw my hat in with those who think this is disastrous for PvP, or at least would be if there was still PvP in this game worth having. I really don't care any more, I've come to accept that this game isn't ever getting better and I have no urge to come back to it.
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    genadagenada Member Posts: 0 Arc User
    edited March 2014
    So it's ok that you can vape someone in a matter of a few seconds. That's fine, not a problem but this change is going to destroy pvp?
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    hurleybirdhurleybird Member Posts: 909
    edited March 2014
    genada wrote: »
    So it's ok that you can vape someone in a matter of a few seconds. That's fine, not a problem but this change is going to destroy pvp?

    They can't both be bad?

    And just to clarify, it's OK to be able to instantly vape someone when it requires considerable skill, timing, and teamwork. What is not OK is when you can still do it with those aspects out of the equation.

    Likewise it's OK to be able to sustain someone almost indefinitely, but that too should need considerable skill, timing, and teamwork. This change takes those aspects, to a large degree, out of the equation as well.

    This game is becoming ****, at an ever accelerated rate.
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    notrealednanotrealedna Member Posts: 1,028
    edited March 2014
    When they will "balance" pvp will be that the one who spams his spacebar faster will win.
    Geko said that sto players are casual players who don't have time to learn how to play the game.
    People just log in weekend and pour money in the game and then leave....I want a business like that.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2014
    hurleybird wrote: »
    And just to clarify, it's OK to be able to instantly vape someone when it requires considerable skill, timing, and teamwork. What is not OK is when you can still do it with those aspects out of the equation.

    Which Cryptic has...based on their intended audience...done a few times.

    Jerry the Idol is rocking something - folks hate him - he's fragging them left and right, but there's still a certain level of begrudged acknowledgment about what he's able to pull off.

    Tom Random comes along doing something very similar. He's tickling a kitten on his keyboard to do it. He's got no clue what's going on. He either bought some stuff or did the grind for some stuff that Cryptic put out, and he's having a blast!
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    wolverine595959wolverine595959 Member Posts: 726
    edited March 2014
    Hmm SC looks promising, everything STo should of been but is not.
    Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up :rolleyes:
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    thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited March 2014
    What game is that and where do I sign up?? :P

    All I remember is a cat, a desert, a naked dude swimming in lots of sand and something about oregano.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
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    donrahdonrah Member Posts: 348
    edited March 2014
    hurleybird wrote: »
    They can't both be bad?

    And just to clarify, it's OK to be able to instantly vape someone when it requires considerable skill, timing, and teamwork. What is not OK is when you can still do it with those aspects out of the equation.

    Likewise it's OK to be able to sustain someone almost indefinitely, but that too should need considerable skill, timing, and teamwork. This change takes those aspects, to a large degree, out of the equation as well.

    This game is becoming ****, at an ever accelerated rate.

    They are both bad. The ironic thing is, when you take all abilities, doffs, and uni consoles out of the equation, the game is actually pretty well-balanced (except for torpedoes). It's the magic powers that throw this game into imbalance. The spells (boff abilities), enchantments (doffs), and totems (uni consoles) are the things they have to keep tweaking because they're so broken and they keep adding more broken magic that only exacerbates the issue.
    Go here and show your support for a better Foundry!
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    webdeathwebdeath Member Posts: 1,570 Arc User
    edited March 2014
    Personally, I'm a little split on this one.. On one side, I kind of like the Idea of being able to bring 2 Tac teams, an Engi team, and a Sci team with out worrying about cool downs and only really needing 2 team abilites because of Global cool downs.

    On the other hand I wonder if maybe that might not be a good thing as well.. Because then debuffs will get cleared much eaiser (the ones that require a team ability) by the new ease of being able to carry more team debuff clears.

    And then there is the Cruiser or LtC Uni/LtC engi based ships that could carry Engi team 3 + 2 Tac teams. Not sure how I feel on that personally. Engi team 3 is a really good heal. Might make some escorts with the LtC slots become Hybrid Damage/healers.. Well more then they were already I 'spose.

    Not calling doom.. just theorizing on it really. For all I know this change won't do anything to PVP.. at least until maybe 2 or 3 updates down the line when some new DOFF comes out that makes those powers ungodly. :rolleyes:
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited March 2014
    webdeath wrote: »

    Not calling doom.. just theorizing on it really. For all I know this change won't do anything to PVP.. at least until maybe 2 or 3 updates down the line when some new DOFF comes out that makes those powers ungodly. :rolleyes:

    That's kinda it for me too. I'm not on the doom train but DOFFs can really mess this all up. The Keel'el doff is really powerful on its own, but now combined with the new team power change it might just make a ship immune to all debuffs. Most, if not all, problems with powers stem from OP lockbox doffs.

    Other than that, I've been seeing if I should go with ET3, EPtS2, EPtE1 or EPtS3, ET2, EPtE1 on my Armatage. I might even go with EPtW3, EPtS2, ET1 on my pve build. I'll just have to wait till tomorrow's patch to see as I all my characters on tribble are way too old and we can't transfer new ones yet.
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    thishorizonthishorizon Member Posts: 1,158
    edited March 2014
    well, i do plan to now switch ships to make use of this change.

    been theory crafting for the past few days since the news hit...

    not sure what i will land in tho, but i plan to make use of this by running all 3 team powers. with constant rotating tac teams....i cannot ignore the possibility of a burst shield and hull heal every 30 seconds, combined with the tac team distribution.

    now, i may even run sci team or eng team cd doffs as well... but that will really cut down on some other things ive been running like space quartermaster and warp core cleanse...

    but one cannot ignore that aux2batt builds may get the best usage of this kind of change...basically every 15 secs you can pound out all 3....thats a big wow. i like to search for cooldown reductions outside of aux2batt builds...but this may swing me back to running one.

    ah, heres to a few good days of testing for all of us.

    have fun kill bad guys
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