Yeah and you're trying to claim this is somehow overpowered? I tell you now I'll stick to my sword if I want to bypass shields, the rifle is of no consequence at all in this regard, I don't even need it as a back-up, complete waste of time.
Also, if you need that to get past the shields on a firearm, then you need to do better, because my firearms character can still tear through an Elachi without issue.
This isn't a competition, I'm not the one saying the gun is in any way necessary to deal with any NPC in this game, because it isn't. As I said a couple posts ago, there is no challenging content in this game. The question is more whether or not the tr-116 is a balanced weapon, and I don't think it is regardless of your ranting/sarcasm and poor attitude. :rolleyes: If after seeing some data the devs also think it's unbalanced, they'll change it. If they don't, they won't.
I can see where this module is a major issue in PvP. because Tacs like to go for the blow your load one shot and it is a guaranteed critical hit.
In PvE however it actually brought the Tac back on par with the Eng as far as damage output. (Parsed for all elite ground events)
Changing the critical to damage is fine but leave the healing alone, I am tired of my red shirt being blood red from the agro.
Why did Cryptic even bring the motivation module into the game? So they can nerf Squad Command, a core skill ability that has been in the game for 3+ years.
I cannot remember the last time they had to change a base CPT skill, can you.
But now everyone is distracted by the new shiny to even notice.
Jeez, that'll teach me for taking a day off from the forums... Sorry I didn't get a chance to reply here before the thread got completely out of control.
Another change is already in the works for Motivation, and is likely to appear in the next patch.
- Increased duration slightly (up to 12 from 10)
- Reduced cooldown (down to 35 from 45)
- Allows the healing cap to benefit from Squad Command skill
As for why these changes are taking place to begin with... well, that comes down to Design Intent vs. Unintended/Unforeseen Use.
This kit module ability was always intended to focus on Team Healing. Since we originally decided to go with Heal-On-Crit, the module by necessity had to come with a rather meaty +Crit bonus, in order to allow all players to have a reasonable chance of benefiting from the Heal-On-Crit functionality.
Little did we realize - yes, an embarassing oversight - that creating a large +Crit bonus would completely overshadow the intentions behind the ability.
This necessitated changing the power's core functionality, so as to allow the original intent to shine through. Hence changing out +Crit for +Dmg, and changing Heal-on-Crit to Heal-On-Hit.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
*Bender voice* Well that was fun while it lasted. *tosses Motivation module into a trash can*
heh, actually motivation is now basically a version of Vascular Regenerator that buffs your damage rather than your damage resistance...and applies team wide.
heh, actually motivation is now basically a version of Vascular Regenerator that buffs your damage rather than your damage resistance...and applies team wide.
Just with the little difference that most people slot vascular regenerator rather for those 2 things:
a) buffing hp resists
b) curing exposes
rather then the actual slow healing part. And the new tac-heal has nothing of that. Maybe its team-portion of it will make up for it.. but then i dunno i never saw the old motivation help to much with healing either, most of it was rather over healing (or in the wrong moment) and when it comes to healing i think resists are much more worth then pure healing anyway.
Jeez, that'll teach me for taking a day off from the forums... Sorry I didn't get a chance to reply here before the thread got completely out of control.
Another change is already in the works for Motivation, and is likely to appear in the next patch.
- Increased duration slightly (up to 12 from 10)
- Reduced cooldown (down to 35 from 45)
- Allows the healing cap to benefit from Squad Command skill
As for why these changes are taking place to begin with... well, that comes down to Design Intent vs. Unintended/Unforeseen Use.
This kit module ability was always intended to focus on Team Healing. Since we originally decided to go with Heal-On-Crit, the module by necessity had to come with a rather meaty +Crit bonus, in order to allow all players to have a reasonable chance of benefiting from the Heal-On-Crit functionality.
Little did we realize - yes, an embarassing oversight - that creating a large +Crit bonus would completely overshadow the intentions behind the ability.
This necessitated changing the power's core functionality, so as to allow the original intent to shine through. Hence changing out +Crit for +Dmg, and changing Heal-on-Crit to Heal-On-Hit.
Interesting, Bort. I can understand why you would release a new ability like that, providing a unique kind of healing. I don't agree with how that came about, but I'll leave it at that, as there's been enough negativity about it, and you'll put it through another change soon.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Interesting, Bort. I can understand why you would release a new ability like that, providing a unique kind of healing. I don't agree with how that came about, but I'll leave it at that, as there's been enough negativity about it, and you'll put it through another change soon.
If Bort realized what I can do on top of what everyone else is doing with these. Then take in consideration he thought I was BS'ing about the older draw fire doff being bugged. Now take that other bugged doff so I can slot in space got this toon in question the 6th active one opened too. So now I have 7 slots going on ground roster where I am doing weapons malfunction and self heal on draw fire. Then add in what motivation does, target optics debuff doff, overwatch removal of debuffs on self doff, 2x extra heal/rez rally cry doffs, and a security team for extra pets lol. Then a smoke grenade for enemies to have difficulty seeing my team mates lol
Yep they will have to nerf motivation some more and fixed a bug they claimed to me that didn't exist lol Unless they are completely fine with what motivation will do with this setup plus letting a potentially OP bug to exist They can't say I didn't report this because I remember off hand 5 bug reports about a billion posts on the subject that could easily be found digging thru the forums so I did report it lol.
Jeez, that'll teach me for taking a day off from the forums... Sorry I didn't get a chance to reply here before the thread got completely out of control.
Another change is already in the works for Motivation, and is likely to appear in the next patch.
- Increased duration slightly (up to 12 from 10)
- Reduced cooldown (down to 35 from 45)
- Allows the healing cap to benefit from Squad Command skill
As for why these changes are taking place to begin with... well, that comes down to Design Intent vs. Unintended/Unforeseen Use.
This kit module ability was always intended to focus on Team Healing. Since we originally decided to go with Heal-On-Crit, the module by necessity had to come with a rather meaty +Crit bonus, in order to allow all players to have a reasonable chance of benefiting from the Heal-On-Crit functionality.
Little did we realize - yes, an embarassing oversight - that creating a large +Crit bonus would completely overshadow the intentions behind the ability.
This necessitated changing the power's core functionality, so as to allow the original intent to shine through. Hence changing out +Crit for +Dmg, and changing Heal-on-Crit to Heal-On-Hit.
What about the current #### storm with Beam Overload? Are you guys just going to trial and error. Shoot in the dark until you nail it down?
As of current it's killing the game. PvE has just become 'sit at 9.5km and Bo the boss to death'. Pets using BO have become massively over powered. And PvP is a vape fest that has rendered all but cloaked vapers viable.
What about the current #### storm with Beam Overload? Are you guys just going to trial and error. Shoot in the dark until you nail it down?
As of current it's killing the game. PvE has just become 'sit at 9.5km and Bo the boss to death'. Pets using BO have become massively over powered. And PvP is a vape fest that has rendered all but cloaked vapers viable.
The motivation issue makes the BO issue look like BO is a spitball compared to an atomic bomb which was the original motivation setup.
If Bort realized what I can do on top of what everyone else is doing with these. Then take in consideration he thought I was BS'ing about the older draw fire doff being bugged. Now take that other bugged doff so I can slot in space got this toon in question the 6th active one opened too. So now I have 7 slots going on ground roster where I am doing weapons malfunction and self heal on draw fire. Then add in what motivation does, target optics debuff doff, overwatch removal of debuffs on self doff, 2x extra heal/rez rally cry doffs, and a security team for extra pets lol. Then a smoke grenade for enemies to have difficulty seeing my team mates lol
I'm sorry to be the bearer of bad news, but the old Weapon Malfunction on damage with Draw Fire duty officers are not working. See issue 11 on the concerns directory.
Beam Overload won't be fixed with this tho. Please remove 100% Crit chance and return power drain for this skill. (This is Sci-Fi game and it has to work on laws of the common sense.)
For example activating Emergency Power to Weapons grants no weapon drain for the Beam Overload for the Duration of the EPtW.
Arguably the power drain is the non-canon portion. Beam Overload is more like the full phaser array shot that we saw the Enterprise use. That version doesn't create a power drain, but rather has a preceding build up of power before it fires. If it were to be canon, then the Beam Overload would say if your weapons power was at 75, build it up to 125 and then fire before returning to 75, instead of starting at 125 and dropping to 75.
I think your EPtW suggestion is an excellent compromise however.
I would say that they should remove the 100% crit and give something like 90% accuracy. It's the sniper shot of phaser abilities, it should be hard to miss with it.
Huh, the TR116 ignores Perfect Shields? That sounds terribly wrong.
I seriously hope it's a bug.
Actually though it is canon. Recall Picard's Tommy Gun. Borg shields don't work against kinetic impact weapons, hence why melee weapons go right through them. Personal Shields are pretty much the same, but less adaptive. In one novel DS9 Mission Gamma, a Starfleet crew actually eradicated a Borg infestion on their ship with TR-116s because they got past their adaptive shielding, which don't stop solid projectiles.
If I were to think about how to stop the bullet, then I would enhance body armor with a structural integrity field to harden it against the impact. Or use an Inertial Dampening field in the armor to stop the impact, which would essentially turn the armor into a form of simulated Vibranium.
You guys ought to be glad this thing can't fire through walls and such, because that would actually make it more canon, seeing as this is supposed to be an 'upgrade' of the original weapon... I mean how unbalanced would it be if you could shoot at everyone through everything?
I know you're partially joking, but don't forget that the "original" TR-116A is in game as a preorder bonus (Target and Game.co.uk). And it doesn't need line of sight. The craftable 116B is a compromise. It gets the weapon into other people's hands without TRIBBLE over the preorder owners. I'm wondering if the 116A is actually being affected by these changes? It originally had 20% shield penetration. On that note, apparently they're all rare quality and the 116Bs that can be crafted will be Very Rare or Ultra Rare quality. Fascinating.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
This isn't a competition, I'm not the one saying the gun is in any way necessary to deal with any NPC in this game, because it isn't. As I said a couple posts ago, there is no challenging content in this game. The question is more whether or not the tr-116 is a balanced weapon, and I don't think it is regardless of your ranting/sarcasm and poor attitude. :rolleyes: If after seeing some data the devs also think it's unbalanced, they'll change it. If they don't, they won't.
I'm perfectly allowed to challenge someone's method of testing where I see fit, and yours is less than satisfactory.
I have also said in many previous posts that there is no challenging content in this game and that there is also a lack of people who actually understand HOW to test and the testing facility that we are provided to do this with is far from up to the task.
I mean to test this properly one should be using it on multiple enemies, using a fixed number of shots per enemy and noting down the damage each time, to then take an average and do the same thing with a current game mainstay that is a relevant competitor, in this case probably something like the MACO rifle.
You then take that data and do a few comparisons and from that come to an unbiased conclusion, something a lot of people don't understand the meaning of. I'd do this myself if I could be persuaded to waste the kind of money people are asking for one of these things.
Oh and just to finish, taking cheap shots at me won't get you anywhere, got a lot worse to take in real life than you could possibly level at me from your keyboard. I'll happily debate a topic with anyone but I'll only respect it if you back it up with logic and be civil.
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.
You don't have to convince me about that point, but if they made BO as powerful as using CFR, then it would be way to OP for PvP.
It's very difficult making CRF as powerfull as BO. BO is a massive spike damage, you can activate it and then have 30 secs to point at your enemy and see the shoot. When you activate CRF, you do not have 30 seconds to point at your opponent, and it's not a single powerfull shoot... your opponent has time to activate TT or shield/hull healing abilities. Moreover BO can be a direct massive hull damage (es. using elachi or doffs) despite of shields and it's always a critical hit (and you know thie mean up to 30k damage), CRF isn't always a critical hit neither a direct massive hull damage despite of shields.
Again, the best solution would be to split the way BO acts in PvP vs PvE. Then again, this solution might create problems for them ongoing with having to maintain two different mechanics for boff abilities. I can see why they don't want to go that route, but this particular boff power needs it.
it's a possible solution, but I think the best solution is reverting back to 6-7 days ago.
[SIGPIC][/SIGPIC]
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
It's very difficult making CRF as powerfull as BO. BO is a massive spike damage, you can activate it and then have 30 secs to point at your enemy and see the shoot. When you activate CRF, you do not have 30 seconds to point at your opponent, and it's not a single powerfull shoot... your opponent has time to activate TT or shield/hull healing abilities. Moreover BO can be a direct massive hull damage (es. using elachi or doffs) despite of shields and it's always a critical hit (and you know thie mean up to 30k damage), CRF isn't always a critical hit neither a direct massive hull damage despite of shields.
But CRF has a number of other advantages, as well: First, it fires ALL your cannon-type weapons, as opposed to BO, which fires only a SINGLE beam, leaving the rest of your beams sitting there with dumb looks on their faces, utterly useless. This means that BO simply is not a competitor to CRF, or FAW, at all, both of which share the property of operating all of the applicable weapons on the ship. BO is more a counterpart to a skill like THY, which operates only a single weapon. As such, BO would compete for your Tac and Weapon slots with a torpedo, NOT with FAW or CRF, as they do not share the same roles at all. In fact, it is typical for a boat operating in such a manner to carry both CRF to fire its cannons, and BO, to fire its single DBB, and possibly even THY, to follow this barrage with a torpedo. No boat intended to FAW should ever carry BO, simply because their shared CD and completely incompatible deployment renders them mutually incompatible.
Actually though it is canon. Recall Picard's Tommy Gun. Borg shields don't work against kinetic impact weapons, hence why melee weapons go right through them. Personal Shields are pretty much the same, but less adaptive. In one novel DS9 Mission Gamma, a Starfleet crew actually eradicated a Borg infestion on their ship with TR-116s because they got past their adaptive shielding, which don't stop solid projectiles.
Borg shields are not Perfect Shields. My concern was about Perfect Shields (no bleedthrough). Elachi shields are Perfect if I recall correctly. How would the TR-116 fare against them in canon? (Honest question because I don't watch the shows.)
I'm afraid that isn't an indicator of tactical captains' underpowered nature, but an indicator of the overpowered nature of engineers.
Just to straighten this QQ about ENG burst damage and player knowledge of instances. Sci officers have the best sustained dps in ground PvE. Excuses me for not giving a detailed report leaving myself open for this comment.
Jeez, that'll teach me for taking a day off from the forums... Sorry I didn't get a chance to reply here before the thread got completely out of control.
Another change is already in the works for Motivation, and is likely to appear in the next patch.
- Increased duration slightly (up to 12 from 10)
- Reduced cooldown (down to 35 from 45)
- Allows the healing cap to benefit from Squad Command skill
As for why these changes are taking place to begin with... well, that comes down to Design Intent vs. Unintended/Unforeseen Use.
This kit module ability was always intended to focus on Team Healing. Since we originally decided to go with Heal-On-Crit, the module by necessity had to come with a rather meaty +Crit bonus, in order to allow all players to have a reasonable chance of benefiting from the Heal-On-Crit functionality.
Little did we realize - yes, an embarassing oversight - that creating a large +Crit bonus would completely overshadow the intentions behind the ability.
This necessitated changing the power's core functionality, so as to allow the original intent to shine through. Hence changing out +Crit for +Dmg, and changing Heal-on-Crit to Heal-On-Hit.
There is Internal and Tribble testing available just to prevent things like this from happening.
I'm sure there are hundreds of voluntary "employees" on Tribble just aching to test it out for you for absolutely free!
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
But CRF has a number of other advantages, as well: First, it fires ALL your cannon-type weapons, as opposed to BO, which fires only a SINGLE beam, leaving the rest of your beams sitting there with dumb looks on their faces, utterly useless.
No, as I said CRF is not a massive single shoot, you can't click on the ability and you do not have 30 seconds to face your enemy just 1-2 seconds to see your beam firing. CRF start when you activate the ability, it last a few seconds and if you want to deal all the damage you must point at your enemy for the duration of the ability. Moreover it's not always a critical hit and your enemy has the time to activate TT or some healing ability while you are firing him.
While firing (with cannons) your energy level decrease, so your damage... and moreover cannons damage decrease based on the distance from your target.
[SIGPIC][/SIGPIC]
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
2-3 cycles of CRF will buzzsaw a target in half if they dont have a defensive shield ability running. Its actually better at burst damage than BO in most cases.
Just to straighten this QQ about ENG burst damage and player knowledge of instances. Sci officers have the best sustained dps in ground PvE. Excuses me for not giving a detailed report leaving myself open for this comment.
I can believe that, seeing as science officers have the best tanking. :P
That said, I do believe I have said on several occasions that the problem is in mines and bombs and stuff. The targets are dead before they even know it, leaving engineers to worry solely about getting close enough to trigger their explosives.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
2-3 cycles of CRF will buzzsaw a target in half if they dont have a defensive shield ability running. Its actually better at burst damage than BO in most cases.
if so, why pvp-ers choose BO3?
[SIGPIC][/SIGPIC]
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
Comments
Beam overload changes:
Lowering the overall damage isn't a bad way to go, I was doing 15k BO's with Spirals
^If that sounds horrible, keep in mind, this is with an Engineer in a Voth Palisade. >_>
This isn't a competition, I'm not the one saying the gun is in any way necessary to deal with any NPC in this game, because it isn't. As I said a couple posts ago, there is no challenging content in this game. The question is more whether or not the tr-116 is a balanced weapon, and I don't think it is regardless of your ranting/sarcasm and poor attitude. :rolleyes: If after seeing some data the devs also think it's unbalanced, they'll change it. If they don't, they won't.
Vanilla Ground PvP information
You might want to remove the Crafting Station as a construction project from the Tier 5 science path on the starbase fleet holdings.
Well, since boff abilities and equipment have the same effects both in PvE and PvP, the latter is the only relevant measure of balance.
Because Cryptic is too lazy to give abilities a different PVE and PVP effects.
In PvE however it actually brought the Tac back on par with the Eng as far as damage output. (Parsed for all elite ground events)
Changing the critical to damage is fine but leave the healing alone, I am tired of my red shirt being blood red from the agro.
Why did Cryptic even bring the motivation module into the game? So they can nerf Squad Command, a core skill ability that has been in the game for 3+ years.
I cannot remember the last time they had to change a base CPT skill, can you.
But now everyone is distracted by the new shiny to even notice.
Another change is already in the works for Motivation, and is likely to appear in the next patch.
- Increased duration slightly (up to 12 from 10)
- Reduced cooldown (down to 35 from 45)
- Allows the healing cap to benefit from Squad Command skill
As for why these changes are taking place to begin with... well, that comes down to Design Intent vs. Unintended/Unforeseen Use.
This kit module ability was always intended to focus on Team Healing. Since we originally decided to go with Heal-On-Crit, the module by necessity had to come with a rather meaty +Crit bonus, in order to allow all players to have a reasonable chance of benefiting from the Heal-On-Crit functionality.
Little did we realize - yes, an embarassing oversight - that creating a large +Crit bonus would completely overshadow the intentions behind the ability.
This necessitated changing the power's core functionality, so as to allow the original intent to shine through. Hence changing out +Crit for +Dmg, and changing Heal-on-Crit to Heal-On-Hit.
Cryptic - Lead Systems Designer
"Play smart!"
heh, actually motivation is now basically a version of Vascular Regenerator that buffs your damage rather than your damage resistance...and applies team wide.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Just with the little difference that most people slot vascular regenerator rather for those 2 things:
a) buffing hp resists
b) curing exposes
rather then the actual slow healing part. And the new tac-heal has nothing of that. Maybe its team-portion of it will make up for it.. but then i dunno i never saw the old motivation help to much with healing either, most of it was rather over healing (or in the wrong moment) and when it comes to healing i think resists are much more worth then pure healing anyway.
Interesting, Bort. I can understand why you would release a new ability like that, providing a unique kind of healing. I don't agree with how that came about, but I'll leave it at that, as there's been enough negativity about it, and you'll put it through another change soon.
If Bort realized what I can do on top of what everyone else is doing with these. Then take in consideration he thought I was BS'ing about the older draw fire doff being bugged. Now take that other bugged doff so I can slot in space got this toon in question the 6th active one opened too. So now I have 7 slots going on ground roster where I am doing weapons malfunction and self heal on draw fire. Then add in what motivation does, target optics debuff doff, overwatch removal of debuffs on self doff, 2x extra heal/rez rally cry doffs, and a security team for extra pets lol. Then a smoke grenade for enemies to have difficulty seeing my team mates lol
Yep they will have to nerf motivation some more and fixed a bug they claimed to me that didn't exist lol Unless they are completely fine with what motivation will do with this setup plus letting a potentially OP bug to exist They can't say I didn't report this because I remember off hand 5 bug reports about a billion posts on the subject that could easily be found digging thru the forums so I did report it lol.
What about the current #### storm with Beam Overload? Are you guys just going to trial and error. Shoot in the dark until you nail it down?
As of current it's killing the game. PvE has just become 'sit at 9.5km and Bo the boss to death'. Pets using BO have become massively over powered. And PvP is a vape fest that has rendered all but cloaked vapers viable.
The motivation issue makes the BO issue look like BO is a spitball compared to an atomic bomb which was the original motivation setup.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
I think your EPtW suggestion is an excellent compromise however.
I would say that they should remove the 100% crit and give something like 90% accuracy. It's the sniper shot of phaser abilities, it should be hard to miss with it.
Actually though it is canon. Recall Picard's Tommy Gun. Borg shields don't work against kinetic impact weapons, hence why melee weapons go right through them. Personal Shields are pretty much the same, but less adaptive. In one novel DS9 Mission Gamma, a Starfleet crew actually eradicated a Borg infestion on their ship with TR-116s because they got past their adaptive shielding, which don't stop solid projectiles.
If I were to think about how to stop the bullet, then I would enhance body armor with a structural integrity field to harden it against the impact. Or use an Inertial Dampening field in the armor to stop the impact, which would essentially turn the armor into a form of simulated Vibranium.
I know you're partially joking, but don't forget that the "original" TR-116A is in game as a preorder bonus (Target and Game.co.uk). And it doesn't need line of sight. The craftable 116B is a compromise. It gets the weapon into other people's hands without TRIBBLE over the preorder owners. I'm wondering if the 116A is actually being affected by these changes? It originally had 20% shield penetration. On that note, apparently they're all rare quality and the 116Bs that can be crafted will be Very Rare or Ultra Rare quality. Fascinating.
I'm perfectly allowed to challenge someone's method of testing where I see fit, and yours is less than satisfactory.
I have also said in many previous posts that there is no challenging content in this game and that there is also a lack of people who actually understand HOW to test and the testing facility that we are provided to do this with is far from up to the task.
I mean to test this properly one should be using it on multiple enemies, using a fixed number of shots per enemy and noting down the damage each time, to then take an average and do the same thing with a current game mainstay that is a relevant competitor, in this case probably something like the MACO rifle.
You then take that data and do a few comparisons and from that come to an unbiased conclusion, something a lot of people don't understand the meaning of. I'd do this myself if I could be persuaded to waste the kind of money people are asking for one of these things.
Oh and just to finish, taking cheap shots at me won't get you anywhere, got a lot worse to take in real life than you could possibly level at me from your keyboard. I'll happily debate a topic with anyone but I'll only respect it if you back it up with logic and be civil.
It's very difficult making CRF as powerfull as BO. BO is a massive spike damage, you can activate it and then have 30 secs to point at your enemy and see the shoot. When you activate CRF, you do not have 30 seconds to point at your opponent, and it's not a single powerfull shoot... your opponent has time to activate TT or shield/hull healing abilities. Moreover BO can be a direct massive hull damage (es. using elachi or doffs) despite of shields and it's always a critical hit (and you know thie mean up to 30k damage), CRF isn't always a critical hit neither a direct massive hull damage despite of shields.
it's a possible solution, but I think the best solution is reverting back to 6-7 days ago.
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
I'm afraid that isn't an indicator of tactical captains' underpowered nature, but an indicator of the overpowered nature of engineers.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Well, at least the strength of Engineers on Ground justifies their existence still...seeing as they're the worst Space-based class.
Yeah, Beam Overload has to be returned to where it was.
[Combat (Self)] You lose 6549 (7572) Cold from the torment of the underworld.
In-game handle @Janetza
Borg shields are not Perfect Shields. My concern was about Perfect Shields (no bleedthrough). Elachi shields are Perfect if I recall correctly. How would the TR-116 fare against them in canon? (Honest question because I don't watch the shows.)
STO Screenshot Archive
Just to straighten this QQ about ENG burst damage and player knowledge of instances. Sci officers have the best sustained dps in ground PvE. Excuses me for not giving a detailed report leaving myself open for this comment.
There is Internal and Tribble testing available just to prevent things like this from happening.
I'm sure there are hundreds of voluntary "employees" on Tribble just aching to test it out for you for absolutely free!
No, as I said CRF is not a massive single shoot, you can't click on the ability and you do not have 30 seconds to face your enemy just 1-2 seconds to see your beam firing. CRF start when you activate the ability, it last a few seconds and if you want to deal all the damage you must point at your enemy for the duration of the ability. Moreover it's not always a critical hit and your enemy has the time to activate TT or some healing ability while you are firing him.
While firing (with cannons) your energy level decrease, so your damage... and moreover cannons damage decrease based on the distance from your target.
Playing STO spamming FAW is like playing chess using always the computer's suggested moves
I can believe that, seeing as science officers have the best tanking. :P
That said, I do believe I have said on several occasions that the problem is in mines and bombs and stuff. The targets are dead before they even know it, leaving engineers to worry solely about getting close enough to trigger their explosives.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
if so, why pvp-ers choose BO3?
Playing STO spamming FAW is like playing chess using always the computer's suggested moves