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Tribble Maintenance and Release Notes - July 30, 2014

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  • mikiiymikiiy Member Posts: 216 Arc User
    edited July 2014
    so, basically, they made it realistic...finally something they managed to do right

    now they just need to remove the idiotic 'look at me, i'm sniping you!' lines from every other sniper rifle in the game, too, as well as the chargeup time

    sniper shots are supposed to be instant - that and the fact you don't know a sniper is around until it's too late is what makes them so feared by armies around the world

    I take it, you have no issue with the fact that one whole class in ground pvp is now useless cause shield tanking doesn't work anymore.

    Also you seem to like getting one-shot with zero ways to counter and actually "play" the game.. thats cool with me, queue up for groundpvp please, i'll make sure you get dealt with appropriately :)
  • legendarylycan#5411 legendarylycan Member Posts: 37,283 Arc User
    edited July 2014
    mikiiy wrote: »
    I take it, you have no issue with the fact that one whole class in ground pvp is now useless cause shield tanking doesn't work anymore.

    Also you seem to like getting one-shot with zero ways to counter and actually "play" the game.. thats cool with me, queue up for groundpvp please, i'll make sure you get dealt with appropriately :)
    since i don't give a **** about public PvP, no, i really don't have an issue with it

    engineers are still plenty useful in the actual game
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

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    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


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    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
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  • mikiiymikiiy Member Posts: 216 Arc User
    edited July 2014
    since i don't give a **** about public PvP, no, i really don't have an issue with it

    engineers are still plenty useful in the actual game

    Theres no particular ground content in this game where an engineer is "plenty useful" compared to any other class. All pvE ground content in this game is ridiculously trivial and can be beat by ANY class.

    Having a gun in PvP thats totally bypassing one classes abilities to survive in pvp however is really poor design. Of course this gun isn't only affecting engineers, its making one-shots in general easier and most people that enjoy pvp actually like to counter the opponents moves and have an actual battle happening rather then getting one-shot out of nowhere with no way to counter.
  • legendarylycan#5411 legendarylycan Member Posts: 37,283 Arc User
    edited July 2014
    mikiiy wrote: »
    Theres no particular ground content in this game where an engineer is "plenty useful" compared to any other class. All pvE ground content in this game is ridiculously trivial and can be beat by ANY class.

    Having a gun in PvP thats totally bypassing one classes abilities to survive in pvp however is really poor design. Of course this gun isn't only affecting engineers, its making one-shots in general easier and most people that enjoy pvp actually like to counter the opponents moves and have an actual battle happening rather then getting one-shot out of nowhere with no way to counter.
    i got news for you...one-shots in PvP were easy the second they added flanking, pulsewaves and ambush

    now fast-forward through all the years of added buffs culminating today with easy - and cheap - 100% crit

    pulsewaves
    lunge
    ambush-doffed grenades further buffed by said 100% crit chance
    TR-116B
    *insert every other possible one-shot here*

    there are plenty of ridiculously easy ways to one-shot now, most of them all but impossible to counter without hercules' reflexes
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • mikiiymikiiy Member Posts: 216 Arc User
    edited July 2014
    i got news for you...one-shots in PvP were easy the second they added flanking, pulsewaves and ambush

    Flanking and ambush were always there and theres always been counters to those too.
    There weren't one-shots worth talking about in the early days, if anything most those "one-shots" back then were based on exposes. I know that because i've been there and playing ground pvp all the time all the way back :)
    now fast-forward through all the years of added buffs culminating today with easy - and cheap - 100% crit

    pulsewaves
    lunge
    ambush-doffed grenades further buffed by said 100% crit chance
    TR-116B
    *insert every other possible one-shot here*

    there are plenty of ridiculously easy ways to one-shot now, most of them all but impossible to counter without hercules' reflexes

    Yea nonsense that is.

    Good sci and eng tanks can tank most weapon damage you can deal to them as tac, pulsewaves werent much of a problem. Lunges were a problem to a lot of them but they are rarely true one shots (through full shields). Also there is ways how to counter lunge attacks, most people just do it wrong :)

    I have no problem with the game requiring fast or "hercules" reflexes to counter things, thats just making it challenging.. and challenging IS fun. The complete absence of ways to counter things on the other hand is not fun.
  • chemist6lpchemist6lp Member Posts: 0 Arc User
    edited July 2014
    BO will remain a substantial burst damage tool, but as much as possible I want to move combat out of the "one-shot" territory and out of the "infinite slugfest" territory, and towards a happy medium where people die under focused fire but have a chance to react and outplay.

    Then your happy medium is certanly somewhere else than in this area. Because right now, after this so-called patch, there is nothing but one-shot kills.
    Science for the win. / Czechoslovak Fleet 1st Division
  • captaind3captaind3 Member Posts: 2,449 Arc User
    edited July 2014

    Leave beam overload alone and put a new beam skill in that increases DPS against a single target similar to cannon rapid fire. What is the obsession with refusing to introduce new space BOFF skills into the game? Do you really believe the Season 1 designers had such good bridge officer skill ideas that they should be preserved for all time?
    Agree absolutely. 100%, in several space time domains.

    And it's not that they can't come up with new abilities, they just go on to consoles.
    Stop trying to cater to PvE beam players, PLEASE!!! PvE is so easy none of this even matters.

    If you want to make balance changes start looking at why 90%+ of the game plays Tactical Officers...

    I"m sorry but catering to PvP players is just as bad. Not everyone reaches mastery or seeks to reach that level of mastery of this game and its mechanics. Catering to PvE players oversimplifies, but catering to PvP players cranks the curve too high.
    eh, not really

    i'm still going to keep using FAW, because BO still only works for one shot on one weapon...and to be honest, most of my ships that use FAW deal so much damage it's like i'm firing off overloads anyway

    Very true.
    I was actually thinking something similar on the way home. The concept I was thinking of was providing both cannons and beams with 3 abilities each. An ability for targeting multiple enemies (FAW and Scatter Volley), an ability for single targets (rapid fire and a new beam ability), and an ability that would allow you to cause a spike. (Beam overload and a cannon overcharge like ability.) The overload or overcharge ability would be capable of doing some significant damage but the trade off would probably be a charge up period and possibly a brief cooldown while the affected weapon cools off. I always pictured overloading a weapon as charging it up beyond the recommended levels so it kind of made sense that it would need some time to reset.

    That's an excellent idea.
    This change is interesting.

    I still miss the old BO from way back when at the very beginning where BO caused each of your arrays to fire off an overloaded shot rather than just 1. Having a succession of slightly more powerful shots from all of your arrays rather than one nuke from a single array would even out the issue of your arrays getting the BO instead of a DBB, and could affect the alpha and impact of various mods a bit.

    That must've been nice.
    This seems to be the cornerstone motivation so I would like to address it.

    A beam boat can kill almost any single target with high-intensity pressure damage, without using FAW at all. Over-capping weapon power, attack patterns, DEM3, ..., a solid beam boat can kill anything that isnt running 125 power to shields and aux-to-damp on full rotation. FAW is certainly helpful in stacking a little more power onto a target but it is not needed. Thus your premise that FAW fills the role is mistaken, it is optional but wholly unnecessary and there are a lot of reasons not to use it.

    The problem is that FAW does too much damage to all targets. It should be debuffed a bit. Maybe you could divide damage across multiple targets, and reduce weapon drain so that consistent damage across multiple targets is higher, while removing the buff to spike.

    Why am I talking to a tree?

    It's fascinating that the class that is "designed" to work with the cruiser can't get the most out of it. As an Engineer I can't stack Attack Pattern Alpha with everything else, I've never seen such a monstrous boost with a Beam Overload, my highest crit was in the 60k arena. Nor do I get such impressive pressure damage. I can kill almost anything but it does take time.

    Debuffing FAW would certainly diminish my ability to contribute in a team battle however. That can't be the only answer.
    so, basically, they made it realistic...finally something they managed to do right

    now they just need to remove the idiotic 'look at me, i'm sniping you!' lines from every other sniper rifle in the game, too, as well as the chargeup time

    sniper shots are supposed to be instant - that and the fact you don't know a sniper is around until it's too late is what makes them so feared by armies around the world

    Simho (The White Death) Hayha
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  • razar2380razar2380 Member Posts: 1,187 Arc User
    edited July 2014
    Well, I tried the changes to BO on holodeck. The damage reduction has reduced my BO2 down to the same damage BO1 did when it crit. So, the 25% reduction cut my crit damage by more than half. I was averaging about 27k-30k per crit. Now, on the same ship, and build, I am getting about 12k-13k per crit.

    I am not complaining, this is still better than running a torps on my builds. I am killing things faster than before, because I replaced FAW with BO, and still using the cannon rapid fire skill. Sustained damage, and two different skills that offer spike damage is way better than before.

    Though, this is only in the end game content, and not PVP. So, the highest DPS builds are only hurting more with this, because it puts them further behind in kills, unless they incorporate BO into their builds.
    Leader of Elite Guardian Academy.Would you like to learn how to run a fleet? Would you like to know how to do ship builds (true budget as well as high end)?The join the Academy today!
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited July 2014
    lucho80 wrote: »
    Hawk, this is in your court now to fix. We're still knee deep in the one-shot territory and PvP has become a BO fest where the fastest to shoot and land a hit wins.

    That was the case already, saw people get one-shotted plenty of times before this landed. Would be nice to know if this is part of some massive balance pass across the game and we're just seeing a small fraction of it, something no one else in here has considered?

    Edit: Would be nice to get a dev response on that but probably won't happen.
    Ten soldiers wisely led will beat a hundred without a head. - Euripides
    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
  • edited July 2014
    This content has been removed.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited July 2014
    That was the case already, saw people get one-shotted plenty of times before this landed. Would be nice to know if this is part of some massive balance pass across the game and we're just seeing a small fraction of it, something no one else in here has considered?

    Edit: Would be nice to get a dev response on that but probably won't happen.

    Why in the name of all that is sane would they start with a DPS tactical ability that is already a one shot kill without the 100% crit hit chance? The 25% damage reduction was nothing compared to the massive hits people are now getting at 125 weapons power every 15 seconds boosted by all the power creep they added left and right.

    They could have first done their work on science and engineering and finished off with tactical, but no, they had to go with DPS first.
  • cerritourugcerritourug Member Posts: 1,376 Arc User
    edited July 2014
    mikiiy wrote: »
    To bad they were actually listening to this uninformed feedback. 20% penetration wasn't to bad, now they tweaked it to 100% penetration which makes shields completely useless... including anything thats related to that. Maco armor, the engineer class....

    As stated by the dev's the TR116-b wasn't performing as intended, guess the intention then was to kill the engineer class off, cause thats what this gun will do now.. maybe ground pvp even alltogether.. cause one-shotting has never been any easier:

    http://youtu.be/oXLxKe0Duvg

    That "sniper" type of gun also has no red-line same as the other low level TR-116 gun, which means in a pvp game you never know anyone even shot that at you... until you suddenly fall over dead, which will no doubt now happen a lot in pvp.

    So yea, great job on that gun, also cool that we had a whole day of testing on tribble before that nonsense went to holodeck. Maybe cryptic should hire some new developer for ground, one with an actual feeling for balance on ground, cause that seems to have gone completely missing since the xindi lockbox apparently.



    Really cryptic.. first motivation and now the 100% shield pen of this gun? Do you really hate PVP that much? I mean, it really sems that you guys really take an effort to brake it..
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  • sarkonissarkonis Member Posts: 0 Arc User
    edited August 2014
    lucho80 wrote: »
    Why in the name of all that is sane would they start with a DPS tactical ability that is already a one shot kill without the 100% crit hit chance? The 25% damage reduction was nothing compared to the massive hits people are now getting at 125 weapons power every 15 seconds boosted by all the power creep they added left and right.

    They could have first done their work on science and engineering and finished off with tactical, but no, they had to go with DPS first.

    This is because cryptic have absolutely no idea what they are doing.:(:mad:

    Majority of the games population play tac officers, this is because people like to kill targets fast.

    It's like how in Elder Scrolls Online everyone was picking Nightblade, cause it was the DPS class.

    The difference is, cryptic and its weak willed dev team decided to pander to the masses.

    While Zenimax online decided to look at 'WHY' people were picking one class. Then they made the other classes more appealing and useful.

    I mean this change is obviously not going to benefit the already ignored Engineer Class. Or the falling behind science class.
    They will benefit tac officers.


    Cryptic need to pull their head out and start actually looking at their own game mechanics, clean up the convoluted code. And spend the next few patches fixing everything. They need to stop pandering to one class because majority play it. And give some love to the others.

    In hindsight games like these don't need the holy trinity of gaming. A game like this is in much greater need to classless character creation. Where players pick passives that augment their gameplay style.
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited August 2014
    Yes, absolutely. We've made multiple passes at tweaking eSTF Borg difficulty over the years, and they still burst higher than we wish they did, due to at least one hard-to-reproduce bug and several design flaws. If you look at elite content in any of the critter groups we've made over the last 2 years, you'll find that one-shots only occur if they're both highly telegraphed and avoidable. For example, the Undine Planet Killer attack will likely one-shot you - but given how long it takes to spin up, you have ample time to hit Evasive Maneuvers, EPTS, etc.

    I'll look at Borg again soon.

    Are you aware that the Undine Planet Killer does not seem to have much of a range limit?

    I was flying toward one as the only ship around and it started hitting me with its charge up beam attack starting at about 20k or so, basically as soon as it was drawn on my long range view I was being hit by the beam. Since I was in Red Alert it took a long time to fly in from there, and I was constantly shot at the entire time.

    Not sure on its actually range, but I know that after I have been shooting it for awhile it started shooting beams out in a completely different direction. I don't know what it was shooting at though since nothing was shown on my screen. I even tried to see what it was shooting, but it was not shooting me, or any of my pets, or any of my projectiles. So someone was having a bad day.
  • voporakvoporak Member Posts: 5,621 Arc User
    edited August 2014
    Hawk, I sent a PM to you but in case you don't get it for whatever reason, here is a video I made of beam overload fights.

    https://www.youtube.com/watch?v=MJrplCwXB8Y&feature=youtu.be
    I ask nothing but that you remember me.
  • puttenhamputtenham Member Posts: 1,052 Arc User
    edited August 2014
    I call shinnanigans on the devs in this one.. telling us they had a clue what they were doing, when clearly they didn't.. lol..

    I just got done doing a series of estfs, the new bo build is al the rave, and boom, they were oneshotting almost everything they looked at..

    further more, my fleet mate who pvp's said its basically a who can beam overload someone first fest in pvp now.. they run in, hit with their bo and what ever combo strike they have, and then they run out..

    guys, setting up a dart board in the break room, taping numbers and ideas on how a skill should work, and then writing down what you hit with a few darts is not how you draft a good nerf/buff... in this case, I can see what you were trying to do, but anyone who knows this game, and the builds that are floating around, know how broken this was before it even hit the servers..

    I honsestly applaud the effort, and give thanks that someone wants to try to better the skills that are out there.

    but who the TRIBBLE idea, (and why) was it to have less than a day of testing on the test server, then go live with it before any dev had a chance to even read feedback on it? this part miffs me.

    its stuff like this that has me worried about x2....
  • ikuruyoikuruyo Member Posts: 132 Arc User
    edited August 2014
    Wait... these changes went live TODAY? I thought for sure they were for a later patch after testing and feedback.

    Shows what you miss when you lose power for 20h or so, have only had time to log in and kick off projects.
  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited August 2014
    lucho80 wrote: »
    Why in the name of all that is sane would they start with a DPS tactical ability that is already a one shot kill without the 100% crit hit chance? The 25% damage reduction was nothing compared to the massive hits people are now getting at 125 weapons power every 15 seconds boosted by all the power creep they added left and right.

    They could have first done their work on science and engineering and finished off with tactical, but no, they had to go with DPS first.

    Probably because BO is a bit of an outlier, I mean it and the related skills such as the lance-type stuff were the only powers in the game except maybe A2B that have a directly applied negative impact from using them.

    Also, you want to know how much of a damage difference things like this make to damage output so you can adjust the defences accordingly, I mean I'd certainly like to know the mechanics behind what I need to defend against before I work the defences to consider that.

    Like I said though, I am leaning towards the view that there's going to be a decent balance pass across the game the way things have looked in the patch notes up to now. It's just a shame people keep crying for nerfs instead of balance or even for something that falls short to be buffed. Undine Ground Traits come to mind.

    That's half the problem, everyone's knee-jerk reaction is to just cry foul and nerf instead of being sensible and finding a solution that makes the game work properly.
    f2pdrakron wrote: »
    You serious?

    YOU SERIOUS?

    There is a guy here that complained a lot because Engs have minies and since he apparently does not want to have to deal with AoD he complained again and again and again about mines because "they were OP", never mind they are destructible and easy spotted and avoidable.

    I come to the conclusion on this game everything you dont want to deal is, becomes automatic OP ... oh and Engs can just shut down it down with weapons malfunction, nevermind that right because you dont want to deal with.

    I approve of this statement :D
    Ten soldiers wisely led will beat a hundred without a head. - Euripides
    I no longer do any Bug Hunting work for Cryptic. I may resume if a serious attempt to fix the game is made.
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited August 2014
    voporak wrote: »
    Hawk, I sent a PM to you but in case you don't get it for whatever reason, here is a video I made of beam overload fights.

    https://www.youtube.com/watch?v=MJrplCwXB8Y&feature=youtu.be
    Players just need to adapt. I tried an anti beam overload setup today and had no problem in PvP. Even after a cloak unaware I survived without too much problem.

    The problem is most players focus on DPS only with 90% to 100% of gear towards DPS. 2 consoles that boost both hull resistance and extra hitpoint consoles is about all you need to survive beam overload at least with a cruiser. I did think about using 4 consoles towards tanking but found the x2 shield hitpoint consoles was over the top.

    So far I am finding the new beam overload pretty balanced. No more crazy 100k crit hits, no more loss to DPS from using it. The damage range is far more reasonable.
  • chemist6lpchemist6lp Member Posts: 0 Arc User
    edited August 2014
    pottsey5g wrote: »
    The problem is most players focus on DPS only with 90% to 100% of gear towards DPS. 2 consoles that boost both hull resistance and extra hitpoint consoles is about all you need to survive beam overload at least with a cruiser.

    And that's exactly the problem. Cruisers can survive it because of their strong hull. Escorts can evade it quite often. But science ships got shafted.
    Science for the win. / Czechoslovak Fleet 1st Division
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited August 2014
    voporak wrote: »
    Hawk, I sent a PM to you but in case you don't get it for whatever reason, here is a video I made of beam overload fights.

    https://www.youtube.com/watch?v=MJrplCwXB8Y&feature=youtu.be
    chemist6lp wrote: »
    And that's exactly the problem. Cruisers can survive it because of their strong hull. Escorts can evade it quite often. But science ships got shafted.

    Sci ships get extra shield hit points like cruisers get extra hull. A sci ship with x2, shield hitpoint boost consoles added in with the free sci hit point bonus should be more then enough to survive beam overload. Shields should stay up with that setup. Perhaps even add in the trait that boost shield hitpoints. 20k shields and watch that BO 3 bounce off.
  • chemist6lpchemist6lp Member Posts: 0 Arc User
    edited August 2014
    pottsey5g wrote: »
    Sci ships get extra shield hit points like cruisers get extra hull. A sci ship with x2 shield hitpoint boost consoles added in with the free sci hit point bonus should be more then enough to survive beam overload. Shields should stay up with that setup. Perhaps even add in the trait that boost shield hitpoints. 20k shields and watch that BO 3 bounce off.

    x2 shield hitpoint bonus? Why, I'd love a console like that. But if you mean Field Generators, these add 20% hit point tops.
    Science for the win. / Czechoslovak Fleet 1st Division
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited August 2014
    chemist6lp wrote: »
    x2 shield hitpoint bonus? Why, I'd love a console like that. But if you mean Field Generators, these add 20% hit point tops.

    Sorry I missed a comma. I should have typed x2 consoles that boost shield hitpoints.
  • chemist6lpchemist6lp Member Posts: 0 Arc User
    edited August 2014
    pottsey5g wrote: »
    Sorry I missed a comma. I should have typed x2 consoles that boost shield hitpoints.

    Well, that one would be nice to have now.
    Science for the win. / Czechoslovak Fleet 1st Division
  • janetza#4790 janetza Member Posts: 0 Arc User
    edited August 2014
    Lol, there is no point to boost shield hit points. Elachi DBB + 3 Shield ignore doffs shall take care of that.
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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited August 2014
    +30k BO punches a hole through sci ship shields too and leaves small hull to clear with CRF

    Up until yesterday, this kind of power was balanced by the opportunity cost of using BO. Now there is no cost.
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited August 2014
    +30k BO punches a hole through sci ship shields too and leaves small hull to clear with CRF

    Up until yesterday, this kind of power was balanced by the opportunity cost of using BO. Now there is no cost.
    30k should never punch a whole though a decent sci ships shields. That wouldn’t even be enough to take down my cruiser shields let alone a sci ships.
  • chemist6lpchemist6lp Member Posts: 0 Arc User
    edited August 2014
    pottsey5g wrote: »
    30k should never punch a whole though a decent sci ships shields. That wouldn’t even be enough to take down my cruiser shields let alone a sci ships.

    So... you managed to get a shield facing on a sci ship to more than 30K hitpoints? How exactly? No irony here, I really want to know. Because no matter how many skillpoints I squeeze in my shield skills and no matter how many Field Generators I slot, I barely get to 20K.
    Science for the win. / Czechoslovak Fleet 1st Division
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited August 2014
    chemist6lp wrote: »
    So... you managed to get a shield facing on a sci ship to more than 30K hitpoints? How exactly? No irony here, I really want to know. Because no matter how many skillpoints I squeeze in my shield skills and no matter how many Field Generators I slot, I barely get to 20K.
    My cruiser is on 15.5k shields with very little focus on shield hit points. I do not even have the best 22% hit point consoles nor the x% shield hit point trait fitted, nor the best deflectors for boosting hit points. Assuming a super low resistance at only 50% which is unrealistically low I can take a direct 30k BO blast and shields stay up. Add some realistic resistances and tanking the hit isn’t a problem.

    I assume a Sci ships with 20% or better mods and the inbuilt shield HP bonus will have an even easier time of it.

    EDIT: Due to the change I have started to PvP again and since the chance I have not been 1 shot killed. The max spike damage BO does has goond down so now I can handel the hits.
  • oakland4lifeoakland4life Member Posts: 545 Arc User
    edited August 2014
    Gonna put it is simple words for u Cryptic to deal with BO...

    100% Crit is not needed... 25% less dmg than the pre-change BO would not matter since ppl can exploit the 100% Crit Hit BO by stacking mutiple Crit Sev from Traits, Rom BOff traits, [CritD] mods on weapons, Universal and Fleet Tactical Consoles that can increase Cirt Sev by 200-300% max.

    the only real buff that BO really needs is just the ability that does not drain weapons power...
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