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The new traits make the aux2bat build problems even worse

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    kapla1755kapla1755 Member Posts: 1,249
    edited July 2014
    dahminus wrote: »
    Your point?

    The Point being that you can already make a near unkillable a2b cruiser now,

    how many people do you honestly think [excluding min-maxers] will take the time to max the crafting profession necessary to gain a negligible advantage trait when their current build works just fine at killing things? :P
    [SIGPIC][/SIGPIC]
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    icegavelicegavel Member Posts: 991 Arc User
    edited July 2014
    kapla1755 wrote: »
    The Point being that you can already make a near unkillable a2b cruiser now,

    how many people do you honestly think [excluding min-maxers] will take the time to max the crafting profession necessary to gain a negligible advantage trait when their current build works just fine at killing things? :P

    I don't even think the Min-Maxers will bother leveling Crafting for that. Because it's going to take forever and three days to max a school. I've been TRIBBLE testing it. I'm barely level 3 in Beams and I'v made something like 20-30 Mk VI beam arrays (the most efficient XP source in that School to my knowledge). Can't make Mk VIII until Beams 5. So, I'll have to make about 80 beams (since each level requires 10x the XP of the last) just to get THERE. Beams level 20? Yea, that's not happening anytime soon. I assume most other Schools are the same in this regard. It'll be 3 months, easy, before you see ANYONE with that trait. It's not worth the effort for anyone unless they decide to make XP gains something close to reasonable.
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    jadenmiajadenmia Member Posts: 148 Arc User
    edited July 2014
    Escort/Raider, Mk 12 Ultra Rare Spiral Consoles, 3 Heavy Cannons, 1 transphasic Cluster torp, 1 Dual Beams, Cannon Rapid Fire 3, Beam over load, attack pattern beta or omega, TacT Team, and if tact char Attack pattern alpha and fire on my mark, from behind the A2B cruiser, decloak, open fire.

    It will be very difficult to survive that.

    And if you timed your Beam overload cooldown just right, you can pop a warp core capacitor to weapons and pop off another beam overload.

    And for other extra DPS mesures, CONSOLES ARE AVALIBLE!!!
    Isometric Charge
    Point Defense
    Spatial Charge Launcher

    And I often here people brage about making over 20k crits from their beam overloads...

    There are so many things you can do to kill an A2B cruiser, I can't see how these complaints hold water, unless you just got to 50 and got unlucky in a PvP you qued for getting into a fight with a fully geared fully repped A2B cruiser who is using MK 12 ultra rares.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    Couple of things...in that one podcast, Geko's comments about the folks that would actually bother to get to level 20 after hitting level 15, suggested that the Trait doesn't unlock at 20 but rather 15. Anybody seen anything else about that?

    Second, it was also mentioned that the time involved would be similar to Rep. Is that including the crafting XP from Mk XI and MK XII's - or - would that be possible just doing Mk X?
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    frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited July 2014
    It's dodge. In space.
    No, not in STO. Defense is a miss chance. Dodge (on ground, famously on Caitians and some ground set gear) is actually damage reduction. You have your DodgeChance % chance to reduce incoming damage by your AvoidanceMagnitude %. This power is a 100% DodgeChance, 20% AvoidanceMagnitude.

    That's interesting. What else works like this? Was this previously a ground mechanic only that's now being applied to space? How does this new damage reduction stack with (a), (b), (c), and (d)?
    frtoaster wrote: »
    I'm not even sure what this means. Is it

    (a) shield damage reduction,
    (b) damage resistance,
    (c) bonus damage resistance,
    (d) something similar to the damage reduction from abilities like Aceton Beam and Weapons Malfunction?

    I'm also not sure how (d) works; it might work differently for ground and space too.
    Waiting for a programmer ...
    qVpg1km.png
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    dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    kapla1755 wrote: »
    The Point being that you can already make a near unkillable a2b cruiser now,

    how many people do you honestly think [excluding min-maxers] will take the time to max the crafting profession necessary to gain a negligible advantage trait when their current build works just fine at killing things? :P

    Meh, living hull ain't so special...this looks mighty tasty...

    If you slot all space traits. You have a few that are pretty negligible...these would be easy replacements
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited July 2014
    Couple of things...in that one podcast, Geko's comments about the folks that would actually bother to get to level 20 after hitting level 15, suggested that the Trait doesn't unlock at 20 but rather 15. Anybody seen anything else about that?

    The dev blog says that traits unlock at level 15.

    http://community.arcgames.com/en/news/star-trek-online/detail/6001993
    Secondly, let’s talk about Traits! After your crew has spent countless hours studying the inner workings of their technology, they emerge with a greater knowledge of how it works in combat. This is represented by Trait unlocks at Level 15 of each school.
    Waiting for a programmer ...
    qVpg1km.png
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    frtoaster wrote: »
    The dev blog says that traits unlock at level 15.

    http://community.arcgames.com/en/news/star-trek-online/detail/6001993

    Thanks for that. I could have sworn I saw something else outside of the mention, but with all the talk about having to max out crafting to get traits - began to doubt my memory. Thanks again.
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    kapla1755kapla1755 Member Posts: 1,249
    edited July 2014
    icegavel wrote: »
    I don't even think the Min-Maxers will bother leveling Crafting for that. Because it's going to take forever and three days to max a school. I've been TRIBBLE testing it. I'm barely level 3 in Beams and I'v made something like 20-30 Mk VI beam arrays (the most efficient XP source in that School to my knowledge). Can't make Mk VIII until Beams 5. So, I'll have to make about 80 beams (since each level requires 10x the XP of the last) just to get THERE. Beams level 20? Yea, that's not happening anytime soon. I assume most other Schools are the same in this regard. It'll be 3 months, easy, before you see ANYONE with that trait. It's not worth the effort for anyone unless they decide to make XP gains something close to reasonable.

    How much time was involved in getting to Lvl 3 Beams?

    Is it worth the dilith cost to use the "Finish Now" button to speed up the process?

    Just curious on if the dilith/time involved the get to Lvl 15[?] to unlock the trait is worth it atm.
    [SIGPIC][/SIGPIC]
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    zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited July 2014
    We actually really don't like A2B, but it's a bit of a "third rail" situation. When we have the right fix to it, someday, we'll probably possibly maybe make it.

    I am so sorry we do not like it. I have an idea though for a solution that you might be familiar with. Do like what was done with tactical powers to prevent anyone from doing cloak ambush spike builds and just make every single skill out there have a global cooldown with each other to eliminate these problems :) As well we need to make all of the icons for boff powers and ship consoles less recognizable again because I'm starting to finally remember what they are now so that needs to be done too.

    Also we need to put in a fix so that after you have been online for 5 minutes you get disconnected because we are starting to miss the server not responding warning/message.
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    icegavelicegavel Member Posts: 991 Arc User
    edited July 2014
    kapla1755 wrote: »
    How much time was involved in getting to Lvl 3 Beams?

    Is it worth the dilith cost to use the "Finish Now" button to speed up the process?

    Just curious on if the dilith/time involved the get to Lvl 15[?] to unlock the trait is worth it atm.

    All told, manufacturing the Components and using the "Finish Now" button (yes, I did use it, but only on the Beams themselves - it's not worth 75 Dilithium to skip a 5 second timer), about an hour and a half. But, it's 900 Dilithium per item, and a Mk VI Beam takes an hour to craft otherwise (Dilithium costs to skip the timer scale with the amount of time used, with a hard min-cap at 75). So, we're looking at about 27k Refined Dilithium... just to reach level 3. In an hour and a half (took so long because I had to manufacture each Component) and it cost a lot. Now let's assume you DON'T use that button - maybe you can't spare the Dilithium (I could because I'd just maxed a pair of Reputations on Holo and had the Dilithium from the transfer). No one is going to sit there for 30 hours straight making Components and Beams to get to level 3. Level 5 will take far longer. Assume someone plays for 3 hours. They can make, at max, 3 Mk VI Beams, each awarding 600 Beams XP. It would take them a week and a half to get to Level 3. XP rates are ridiculously low - Components only grant 1, regardless of whether or not you Crit when you make them (which yields 3 instead of 1).
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    adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited July 2014
    Thanks for that. I could have sworn I saw something else outside of the mention, but with all the talk about having to max out crafting to get traits - began to doubt my memory. Thanks again.

    You'll unlock a title (10 accolade points) at 20. As you progress from 15 to 20, your odds of making better stuff continues to improve. Other than that, you have access to everything you can craft at level 15.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
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    adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited July 2014
    dahminus wrote: »
    "The right to fix it"

    What does this mean?

    Just so we're totally clear, that's not what I said.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
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    kapla1755kapla1755 Member Posts: 1,249
    edited July 2014
    icegavel wrote: »
    /snip Assume someone plays for 3 hours. They can make, at max, 3 Mk VI Beams, each awarding 600 Beams XP. It would take them a week and a half to get to Level 3. XP rates are ridiculously low - Components only grant 1, regardless of whether or not you Crit when you make them (which yields 3 instead of 1).

    Thank You very much, thats the info I wondered about , currently 4 alts with max crafting irrc. But i haven't tested the new system on tribble other than a cursory look and frankly haven't bothered to craft anything much in over a year. Atm I may dabble with it when it goes live, the costs for some of the Mk XI projects were lowered according to the most recent tribble patch notes, But I don't see anything there as a must have item atm, though some look interesting.

    *Adjuctator Hawk
    - Are the new omni beams 1 per energy type per ship, or 1 omni beam period and how does that effect the AP Omni beam if 1 period.

    *really would like to have 2 per energy type omni beams as this would give my sci ships the 2 omni [beam turrets] that I have been wanting since the AP omni and cutting beam were released


    Have fun, good Hunting back to Risa to raise my birds :D
    [SIGPIC][/SIGPIC]
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    tk79tk79 Member Posts: 1,020 Arc User
    edited July 2014
    1000 outgoing damage
    > target (shields)
    > target (hull)

    Where's the reduction applied?

    From my understanding and experience in ground combat where dodge is vital, dodge applies before everything.

    1000 incoming damage --> *DODGE* --> reduction (800) --> shields --> hull

    That's why the Omega Set is so powerful in ground. The damage reduction from dodge applies to shields and stacks on top of armor resistance.

    Disclaimer: I don't have numbers to back this up. This is from perception and many PvP ground battles. I may be wrong.
    U.S.S. Eastgate Photo Wall
    STO Screenshot Archive

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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2014
    We actually really don't like A2B, but it's a bit of a "third rail" situation. When we have the right fix to it, someday, we'll probably possibly maybe make it.

    i think the whole AtB thing isnt being looked at the right way. you pay for the ability cycling with incomplete uptime on skills with short cooldwons like tac and team skills, or you pay with running around with no aux at all times by running 2 AtB. i think the best way to deal with tech doffs, is to marginalize them, the tholian rep traits were a good first step with that, though i dont think they are quite powerful enough, they should be thought of as an advantage for not running AtB.

    sinse heritic left, doffs have been on sorta of a manatance mode, there has been no reballanceing or new thinking gone into them. and if you look at them all as a whole subjectivly, and compare many of them to tech doffs, i think you will come to the conclution that a great deal of them are underpowered.

    tech doffs are the third rail, ok, maybe they should be the base line, and other doffs should be improved around them.

    compare them the EPt skill cooldown damage control doff. they are a chance role, and require 2 or 3 purple slotted or there's a solid chance taht every once and a wile you will be left without 1 of the 2 EPt skills your running.

    how do we balance that vs tech doffs? well, with tech being the base line, these should have chance removed, and a single purple doff, 2 blue, or 3 green give you full uptime with 1 copy of an EPt skill.

    how about attack pattern, beam and cannon cooldown reducers? and the team skill doffs? give them the same treatment, single purple doff, 2 blue, or 3 green give you full uptime with 1 copy.


    if you did this, a ship that dont have room for, or is impractical to use AtB on, wouldn't be at much of a disadvantage at all. if this was changed, lets compare an AtB patrol refit to a non AtB patrol refit

    TT1, CRF1, BO3, APO3
    EPtE1, AtB1, EPtS3,
    ET1, AtB1, RSP2

    HE1, ST2

    doffs: 3 tech doffs, 3 BO penn


    TT1, CRF1, BO3, APO3
    TT1, APD1, CRF2

    EPtE1, AtD, EPtS3
    ST1, HE2

    doffs: 1 damage control, 1 attack pattern, 1 AtD M/AM, 1 beam, 1 ST,

    its a lot closer to being even then it is now. and without the AtB, this ship can run high aux, benefiting AtD and the 2 nurara rep traits tremendously. this ship will have FAR more maneuverability, speed and resistance, with AtD, APD and the nukara trait. also damage, from having CRF2 half the time, and the other nukara trait. this is the best escort to use AtB on, but with these changes its still compelling to go without it.

    so, marginalize AtB. make it the only doff you need 3 purple of to get the full effect, EVERYTHING else should just require 1 purple, or 2 blue, 3 green. make some more doffs that will bring down cooldowns as well, like for the HE/PH system, the RSP/ES system, AB/DEM system, TSS/FBP, and TB/TBR system, etc... you can hunt and chose what you want cooled down, simulating the AtB effect somewhat, wile not having your aux effected

    you cant nerf AtB, but you can make all the other doffs not so UP by comparison. the only nerf i can think of that wouldnt ruin tech doffs is to remove the bonus power from AtB to to other subsystems, when you have the tech doff slotted. i don't think to many will say that's unwarranted, the aux is being transformed into cooldown magic!
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited July 2014
    We actually really don't like A2B, but it's a bit of a "third rail" situation. When we have the right fix to it, someday, we'll probably possibly maybe make it.

    So you don't like it, but you also don't have permission to fix it? Excellent. I'd love to know who the genius that thinks this is a swell mechanic and should stay as-is is.
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    hajmyishajmyis Member Posts: 405 Arc User
    edited July 2014
    We actually really don't like A2B, but it's a bit of a "third rail" situation. When we have the right fix to it, someday, we'll probably possibly maybe make it.


    U don't have the right fix? easy 10min fix, A2B has a shared cooldown with another copies of A2B, and a 2min CD (1min with Three Techs doffs) like PO. there fixed easy simple....
    "Frankly, not sure why you're on a one man nerf campaign. "
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    futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited July 2014
    Let's count the number of people who misread what Hawk wrote.
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2014
    hajmyis wrote: »
    U don't have the right fix? easy 10min fix, A2B has a shared cooldown with another copies of A2B, and a 2min CD (1min with Three Techs doffs) like PO. there fixed easy simple....

    ruins it. if you cant build around the max uptime it gives, its occupational effect is worthless compared to just slotting 2 copies of what you need max up time of. and on most ships, especially cruisers, that was never an option. that's why AtB on them was so needed to make them competitive. its only all the AtB ready escorts that have tech doffs silly
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    dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    Technicians become restricted to ships with commander engineers only.

    In the same breath...commander restricted doffs...

    Did I just come with an elegant fix?

    I think I did

    Where's the high fives?
    :cool:
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    doffingcomradedoffingcomrade Member Posts: 0 Arc User
    edited July 2014
    i think the whole AtB thing isnt being looked at the right way. you pay for the ability cycling with incomplete uptime on skills with short cooldwons like tac and team skills, or you pay with running around with no aux at all times by running 2 AtB
    Actually, this one part is what could be fixed. Right NOW, there's a glitch where the second pulse of ATB doesn't actually kill your Aux: It will pump, but then immediately begin returning via EPS, as if there was some sort of race condition occurring between the removal of the first ATB effect and the application of the second Aux drain. The result being that the Aux drain is apparently applied BEFORE the original Aux drain is removed, which does nothing because the Aux->5 effect is already on, and then the original ATB expiring REMOVES it, resulting in Aux being uncapped half the time.

    It would not hurt if other competing doffs were made to actually WORK, either. Right now, with their current "maybe it works maybe it doesn't", it's basically assured to not work. If other doffs like Beam/Cannon and DCEs worked the way AP doffs did, namely, they wORKED, and there was some practical means of actually getting them, alternative doff options for ships with slotting issues would become far more viable. If DCE was, instead of this nonsense of "30% chance something useful happens, the rest of the time your ship breaks", was simply -5s to EPTXen, they'd be a far more viable option. Basic ship functionality should not constantly be failing without enemy interference to it.
    [SIGPIC][/SIGPIC]
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2014
    Actually, this one part is what could be fixed. Right NOW, there's a glitch where the second pulse of ATB doesn't actually kill your Aux: It will pump, but then immediately begin returning via EPS, as if there was some sort of race condition occurring between the removal of the first ATB effect and the application of the second Aux drain. The result being that the Aux drain is apparently applied BEFORE the original Aux drain is removed, which does nothing because the Aux->5 effect is already on, and then the original ATB expiring REMOVES it, resulting in Aux being uncapped half the time.

    It would not hurt if other competing doffs were made to actually WORK, either. Right now, with their current "maybe it works maybe it doesn't", it's basically assured to not work. If other doffs like Beam/Cannon and DCEs worked the way AP doffs did, namely, they wORKED, and there was some practical means of actually getting them, alternative doff options for ships with slotting issues would become far more viable. If DCE was, instead of this nonsense of "30% chance something useful happens, the rest of the time your ship breaks", was simply -5s to EPTXen, they'd be a far more viable option. Basic ship functionality should not constantly be failing without enemy interference to it.

    it should probably be instantly refunding all your aux after AtB expires, so it can all instantly be sucked up again. the fact that it returns at your transfer rate helps you have a bit more then 5 for half the time, becase the second AtB sucks up whatever you had regenerated the moment its activated, allowing the rest from the first to back fill. this isnt a glitch though.

    as far as doffs effects go, they ether have to be solid and a sure thing if your going to dare build around them, or else they might as well not exist. the EPt damage controls are the only chance doffs worth putting faith in, as long as you run 2 different types of EPt. you have to fail twice in a row for you to be left hanging. not the case for the GW, TR, beam and cannon doffs, you aren't getting the chance to fail twice with those, only once, and 3 roles of 30% are worthless odds you cant build around, and a HUGE waist of space on your roster.

    they are so underpowered. 1 purple, with no chance nonsense on all of them is balanced compared to tech doffs.
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    zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited July 2014
    Let's count the number of people who misread what Hawk wrote.

    Don't count me I was just being sarcastic from all the unneeded changes to various systems and items lol.

    Although I have noticed as of late how its been a long time since I got server not responding issue but another aspect of design I have noticed from several devs is a very lacking knowledge of canon like the rifle that will be just another gimmick in the game since its functionality will not be anything like the canon DS9 episode it was in just because it seems "exploitative".

    My gripe if its changed is a lot of KDF battle cruisers can't keep up cannons and such without this kinda build. Although it would be nice if we could still keep them up but not have to resort to doffs to do it. It just stems from an age old problem of this game how boff layouts are based on federation design and not customized to what kind of powers a given faction would have.
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    jadenmiajadenmia Member Posts: 148 Arc User
    edited July 2014
    Stop hating on AtB... Cruisers finally get a way to be more then a slow moving target practice after a couple years of "who in there right mind would use a cruiser" treatment and now people wanna nerf the one thing that makes a cruiser valuable.

    Your escorts still deal massive damage when built properly. Like only 1 or 2 escorts that could even have an A2B build put on them, and I don't see those ships often.

    You got all these science abilities that have nifty CC effects that with a good build can do massive DPS with there CC abilities.

    You still see escort and raider ships that don't have A2B builds that can race around and help KASE finish off in 5 minutes.

    I know ya'lls hating on A2B is total TRIBBLE cause I am in a fleet with fleet leaders that have characters that use ships that CAN'T (CANNOT) use A2B on them, like the Fleet Tactical Escort Retrofit, the Fleet version of the Defiant for this game, and that guild leader alone can collect all 4 Cubes in KASE and kill all of them in 1 freaking pass. The Fleet has punned that even "Cubageddon" because of how fast they die! He will take the gaurd position in Cured Elite just for fun and take on all the Spawns while the rest of us down the nanite probes and cubes. This has happened time and time again.

    Another person in the fleet I am in has even taken a Fleet Advanced Research Vessel Retrofit, the Fleet Nebula Class ship and turned it into a healer ship so powerful and capable in its heals, no A2B and made it into a PvP monster who can heal on equal terms with a Tholian Recluse Carrier and live to tell about it, leaving the other team crying, "WHY CAN'T WE KILL THOSE MFers!"

    This whole argument about A2B needing to be nerfed is pure TRIBBLE!
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    pompoulusspompouluss Member Posts: 0 Arc User
    edited July 2014
    Let's count the number of people who misread what Hawk wrote.

    RIGHT?!

    It's incredible!
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    jadenmia wrote: »
    This whole argument about A2B needing to be nerfed is pure TRIBBLE!

    It's far easier to rely on AtB than learning how to play...
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    dahminusdahminus Member Posts: 0 Arc User
    edited July 2014
    Let's count the number of people who misread what Hawk wrote.

    Quite 100% sure it was just me, and people leading off my mistake.

    Yes hawk, we are clear, thank you
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
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    icegavelicegavel Member Posts: 991 Arc User
    edited July 2014
    kapla1755 wrote: »
    Thank You very much, thats the info I wondered about , currently 4 alts with max crafting irrc. But i haven't tested the new system on tribble other than a cursory look and frankly haven't bothered to craft anything much in over a year. Atm I may dabble with it when it goes live, the costs for some of the Mk XI projects were lowered according to the most recent tribble patch notes, But I don't see anything there as a must have item atm, though some look interesting.

    *Adjuctator Hawk
    - Are the new omni beams 1 per energy type per ship, or 1 omni beam period and how does that effect the AP Omni beam if 1 period.

    *really would like to have 2 per energy type omni beams as this would give my sci ships the 2 omni [beam turrets] that I have been wanting since the AP omni and cutting beam were released


    Have fun, good Hunting back to Risa to raise my birds :D

    The new Omni beans are, indeed, 1 type per ship. So, rainbow beam-turret boat or no beam-turret boat.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    dahminus wrote: »
    Quite 100% sure it was just me, and people leading off my mistake.

    Yes hawk, we are clear, thank you

    I think I've had far more epic "oopsie" in regard to things Hawk has said. :cool:
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