I find it to be a big improvement over the previous version. almost like an extra attack pattern that doesn't go away until target is destroyed, stacks much more faster than before, and has only a 5 second recharge.:D
Just curious what others think.
I think it's a nice improvement, but could use a little more oomph. Namely, I think power drain and damage shouldn't be the only things amplified by sensor analysis. Shield heals, exotic damage, and crowd control effects should similarly be improved by sensor analysis.
makes me wonder why they couldn't have just fixed the one we had. I have enough buttons to double click during combat because barely any of them seem to go off with a single click, now I have another one but that's a whole new issue.
I do appreciate seeing the icon on the affected target though, nice touch, and by what I've read here I assume the numbers are a little better
It's handy when you "hotkey" it, just have to remember to activate it, when you change targets.
I'd also like to see a little more "differentiation' between off and on or 'active and inactive, the faint white 'glow' is a little hard to notice in the middle of a fur ball.
It's handy when you "hotkey" it, just have to remember to activate it, when you change targets.
I'd also like to see a little more "differentiation' between off and on or 'active and inactive, the faint white 'glow' is a little hard to notice in the middle of a fur ball.
Well, you do have that funny-looking arrow thingy on top of your ship while it's on.
I think it's a nice improvement, but could use a little more oomph. Namely, I think power drain and damage shouldn't be the only things amplified by sensor analysis. Shield heals, exotic damage, and crowd control effects should similarly be improved by sensor analysis.
No, I don't care if it'd be OP.
It already boosts shield heals when applied to a friendly target. Exotic damage is improved the same way all other damage is, IIRC. It also reduces all healing on an enemy target by 50% if allowed to stack to full.
It's handy when you "hotkey" it, just have to remember to activate it, when you change targets. I'd also like to see a little more "differentiation' between off and on or 'active and inactive, the faint white 'glow' is a little hard to notice in the middle of a fur ball.
My thought s exactly, also would be nice if it effected actual science skills against enemies, instead of just dps type damage.
It is really op now. Or at least a little more but..
I dont see the difference. I click, the 2 minutes cooldown starts but the sensor analisys ends after a few seconds. I dont see any icon on the enemy ship or mine. In my case it is not a "toggle" its like always. I am missing something?
I like it, it is better now as it can be used either for damage or healing.
There is a reticule on the ship you have targeted when it is on. I haven't seen the god awful arrow that was shown on tribble thankfully.
On the matter of none sci-ships having it could you say which ones you are talking about?
As far as i remember, that reticule was there as well before the improvements. At least in my case. And again, i didnt notice any different behaviour. My sensor analisys only last for about 20 seconds. After that, i cant use it again after the 2 minute cooldown.
It's okay, except in scenarios like the Space Zone against the Undine, enemy ships barely live long enough that you get to pick them as target, or if you did, gain any significant benefit from it!
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I don't like it. I don't like how it's an active skill now and I don't like the stupid graphic associated with it (thankfully the graphic is being changed). In PVE I find it worthless since everything I'm shooting at dies within seconds save for maybe a planet killer or a gateway. Took it off my hotbar and have not used it since.
The toggle aspect makes it extremely frustrating to use.
As every time you move 0.1 km out of range, you have to re-click to activate it again when you get back in range.
I am actually enjoying it. The reduction in healing on a target is nothing to sneeze at. The toggle aspect gives me more control over it, allowing me to focus on healing an ally while the analysis ticks off on the target. The UI graphic is inconsistent and needs some work, but the idea behind the arrow is also a welcome addition.
10/10 would play again
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I think it's a nice improvement, but could use a little more oomph. Namely, I think power drain and damage shouldn't be the only things amplified by sensor analysis. Shield heals, exotic damage, and crowd control effects should similarly be improved by sensor analysis.
No, I don't care if it'd be OP.
If you want CC boost, just pick up the new Undine lock box trait.
I don't like it.
On small targets it's pretty much useless (they die too fast), so I don't bother clicking, and it's only interesting on big target, and everytime I have to click click click. It's annoying.
So I've pretty much stopped using it, I have plenty of other abilities to click.
Except that totally awful and over the top graphical effects both on the targeted ship and your own, it's quite nice and refreshing actually. Sadly I'm one of those people that hate the effect enough to not use SA or SA ships until they make it more minimalistic as they already promised to do.
But the ability as an ability - yeah, it's good. Better than the previous one, I'd say.
I don't mind the graphics, but half the time I either forget to click it or don't bother because I think the targets going to get squashed too quick for it to really matter.
It is really op now. Or at least a little more but..
I dont see the difference. I click, the 2 minutes cooldown starts but the sensor analisys ends after a few seconds. I dont see any icon on the enemy ship or mine. In my case it is not a "toggle" its like always. I am missing something?
Yes. You are confusing Sensor Scan, the science captain skill, with Sensor Analysis, a feature of science ships. I had to add a button for it to my power tray manually.
I have not seen anyone mention it yet. I like the new method. There is a flaw however, In the Doomsday Machine mission. You have to disable the Klingon Bird of Prey so you can board her. If you activate the analysis and you kill off the escort and disable the ship. You the interact to allow you to beam to the BoP will not show up because the sensor analysis keeps you in combat mode. It took me a moment to realize this. When I disabled the sensor analysis, the interact button popped up allowing me to board the ship.
This appears to be an issue anytime you have to disable a ship rather than destroy it. It happened again in the Fed Romulan mission arc where you have to find the Federation traitor who turns out to be section 31. When you find the traitor and you beam back up to fight a Romulan Dederdex, you have to disable her. Again no interact until it was cleared.
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No, I don't care if it'd be OP.
Defending The Galaxy By Breaking One Starfleet Regulation After The Next.
I do appreciate seeing the icon on the affected target though, nice touch, and by what I've read here I assume the numbers are a little better
I'd also like to see a little more "differentiation' between off and on or 'active and inactive, the faint white 'glow' is a little hard to notice in the middle of a fur ball.
Well, you do have that funny-looking arrow thingy on top of your ship while it's on.
It already boosts shield heals when applied to a friendly target. Exotic damage is improved the same way all other damage is, IIRC. It also reduces all healing on an enemy target by 50% if allowed to stack to full.
My thought s exactly, also would be nice if it effected actual science skills against enemies, instead of just dps type damage.
Praetor of the -RTS- Romulan Tal Shiar fleet!
I dont see the difference. I click, the 2 minutes cooldown starts but the sensor analisys ends after a few seconds. I dont see any icon on the enemy ship or mine. In my case it is not a "toggle" its like always. I am missing something?
There is a reticule on the ship you have targeted when it is on. I haven't seen the god awful arrow that was shown on tribble thankfully.
On the matter of none sci-ships having it could you say which ones you are talking about?
As far as i remember, that reticule was there as well before the improvements. At least in my case. And again, i didnt notice any different behaviour. My sensor analisys only last for about 20 seconds. After that, i cant use it again after the 2 minute cooldown.
Mine Trap Supporter
As every time you move 0.1 km out of range, you have to re-click to activate it again when you get back in range.
And having an extra button to worry about is annoying.
10/10 would play again
If you want CC boost, just pick up the new Undine lock box trait.
10 stacks of it should be 50% damage.
If I did something that does 1000 damage, it should be doing 1500. I'm not seeing that.
According to the patch notes, it's only supposed to stack up to 6 times.
~Vice Admiral Saskia - U.S.S. Muenzuka (Dyson Science Destroyer)~
~Lieutenant General Kalinka - I.K.S. Kazami (Negh'Var Heavy Battlecruiser)~
~Vice Admiral Lorel - R.R.W. Aureus Aquila (Mirror Mogai Heavy Warbird)~
On small targets it's pretty much useless (they die too fast), so I don't bother clicking, and it's only interesting on big target, and everytime I have to click click click. It's annoying.
So I've pretty much stopped using it, I have plenty of other abilities to click.
But the ability as an ability - yeah, it's good. Better than the previous one, I'd say.
Yes. You are confusing Sensor Scan, the science captain skill, with Sensor Analysis, a feature of science ships. I had to add a button for it to my power tray manually.
But I respawn
I am duranium!
This appears to be an issue anytime you have to disable a ship rather than destroy it. It happened again in the Fed Romulan mission arc where you have to find the Federation traitor who turns out to be section 31. When you find the traitor and you beam back up to fight a Romulan Dederdex, you have to disable her. Again no interact until it was cleared.
Commanding Officer, Strategic Starfleet Operations
Bring back the passive, I say.