Quoted by SOB: "This is a quite a bit worse than anything else IMO, 7.5k hull healing per second will make many so hard to kill, it is just simply insane."
Yeah, Cryptic, this sorta trend you guys are having over Delta Rising is way over the top. These intel abilities are superior to the standard abilities we have now, bringing back the placate isn't smart, and now this frankly outrageous passive healing is crazy.
All these changes are great for PvE content, since the enemies don't receive these bonuses, but for PvP, they're awful and overpowered.
Delta Alliance 3 pc set: High Frequency Electromagnetic Pulse;
The tray icon should be have a small white "down" arrow or small white "x" in the bottom right corner, as it's a Damage and/or Debuff. Currently it's an "up" arrow as if it's a heal/buff.
Set visuals I'm assuming are not yet fully implemented?
And for the love of Spock, please tell me that you have a different skin for the Rep Store weapons? We already have one clone (Nanite Disruptor and Romulan Plasma) where the art team got lazy, please don't re-use those gawd awful Polaron weapon skins on these new weapons ... Pwease???
This is a quite a bit worse than anything else IMO, 7.5k hull healing per second will make many so hard to kill, it is just simply insane.
The ground version doesn't stack, further crit just refresh the duration, so we can assume that stacking the hot for the space trait is not intended and will get fixed.
Hopefully removing the stacking is all they do and they don't put some stupid cooldown on it like some noobs sugested a few post earlier, that would completly render this trait worthless. If they remove stacking at best you can maintain a 1000 hp hot going on full time , that's weak given the damage ennemies deal on elite now. I mean, really, weak.
Hopefully they also fix rending shot, like I said before ground version work fine, you shot target, get stack of buff until you crit, but the space version, I have never been able to even just see the buff appear before a crit erase it, it's pretty sad.
as a cruiser player i like having a placate ability, its one of the reasons that i got the Rom one, though it was a bit overpowered.
not everyone flies a nimble pew pew pew escort and not everyone pvps. :eek:
weapons with a placate proc would be nice against said escorts.... including npc ships in missions. the conduit stf comes to mind since u need to keep the ships from reaching the gates. i have seen ppl say there is no need for placate, but thats exactly why people use eject warp plasma/tractor beam/etc. there are times u need to immobilize an enemy and as difficulty goes up the boff abilities alone arent enough.
if u want to talk balance then make placate weapons a cruiser only item, since they are the ships with the reduced speed and turn rate and could use it the most.
escorts get the perk of their own exclusive weapons (dual heavy cannons), this would make a nice cruiser only perk.
as bort said, lets see what happens when the playerbase actually uses them.... and not just the escort few.
ive seen a lot of criticism of an item that no one has even used yet that could be handy to a section of the game population.
the nerf hammer gets wielded a little too often in sto
"Tickle us, do we not laugh? Prick us, do we not bleed? Wrong us, shall we not revenge?" -General Chang
Is anyone else having issues with the graphics for the Neutronic Torpedo? Like with the immense violet sploosh just filling half your screen with every hit?
Just me?
I'm not seizure-prone nor a migraineur, but even just one of those things is like Antimatter Spread on my retinas.
I noticed the reputation rifles are not affected by the deadly intent module. The secondary doesn't get refreshed. Although I might understand why if you don't want people calling down multiple orbital strikes in quick succession.
I noticed the reputation rifles are not affected by the deadly intent module. The secondary doesn't get refreshed. Although I might understand why if you don't want people calling down multiple orbital strikes in quick succession.
This is the same problem that the Dyson proton rifle has with its different secondaries. From what I can tell, it isn't completely non-functional, because sometimes it triggers, but I can't figure out how to consistently make it work...seems to have something to do with which secondary is active or something when you use the primary mode under deadly intent or something.. I really have no idea though. Lots of different variables at play in those conditions.
Maybe this is what they mean by the line in the Known Issues of every recent patch that says "Deadly Intent Module does not work on some weapons."
i was ready to come here and go off on how the Neutronic torp got nerfed again, its torp spread is now down to 1 torp per spread level, but after doing more cross checking with the other torps in my inventory, i see that its still very favorable over alternatives for raw damage.
for every other torpedo, visually for each damage entry there is 2 torps visible, looks like there are 8 approaching the target. wile visibly sort of cool, thats just confusing, if there are 4 damage entries there should be 4 torps flying per target. the Neutronic correctly viably only fires 3 torps with TS3, and 3 damage entries show up for what it does too. not only that, when spread is used the damage per torp increases, instead of nearly being cut in half. HY has normal salvo behavior.
in theory this is balanced by it fireing less torps, but its not even close to a wash. with less torps, but more damage per torp, crits can be much more dramatic too. the rad damage is also a nice extra, mainly because its a form of energy damage and shields don't have near the resistance to that, that they have to kinetic damage.
the Neutronic is still really powerful, like, probably 2 or 3 times as powerful as any of these others. i hope this is intential because its a torp thats actually not really underpowered when compared to beam overload. this is a good thing, because torps are so terribly underpowered, down right non-applicable wile they only really can damage hull with direct hits, and shields can be redistributed and regenerate constantly. not even in pve is a torp better then just running another energy weapon. you've have TRIBBLE on the Neutronic enough now, though its damage is great its long cooldown can be quite intrusive, another factor in its balance to consider.
i say leave it alone as it is, its actually a good fit with energy weapons/knetic builds. see about having other torps react to spread like the neutronic does instead of nerfing the TRIBBLE out of this one to bring it in line with the suck that is every other torp.
all unbuffed launches at a fully healthy shielded target. it was on elite difficulty at the time too
Your Neutronic Torpedo - Spread III gives 800 (1384) to Vaadwaur Interdictor Cruiser's Shields. Your Neutronic Torpedo - Spread III gives 1363 (9436) to Vaadwaur Interdictor Cruiser's Shields. Your Neutronic Torpedo - Spread III deals 180 (1051) Radiation Damage to Vaadwaur Interdictor Cruiser. Your Neutronic Torpedo - Spread III deals 1226 (7164) Kinetic Damage to Vaadwaur Interdictor Cruiser.
Your Neutronic Torpedo - Spread III gives 709 (1228) to Vaadwaur Interdictor Cruiser's Shields. Your Neutronic Torpedo - Spread III gives 1317 (9117) to Vaadwaur Interdictor Cruiser's Shields. Your Neutronic Torpedo - Spread III deals 160 (932) Radiation Damage to Vaadwaur Interdictor Cruiser. Your Neutronic Torpedo - Spread III deals 1185 (6921) Kinetic Damage to Vaadwaur Interdictor Cruiser.
Your Neutronic Torpedo - Spread III gives 713 (1235) to Vaadwaur Interdictor Cruiser's Shields. Your Neutronic Torpedo - Spread III gives 1473 (10198) to Vaadwaur Interdictor Cruiser's Shields. Your Neutronic Torpedo - Spread III deals 160 (937) Radiation Damage to Vaadwaur Interdictor Cruiser. Your Neutronic Torpedo - Spread III deals 1325 (7742) Kinetic Damage to Vaadwaur Interdictor Cruiser.
Your Grav Torp - Spread III gives 942 (6524) to Vaadwaur Interdictor Cruiser's Shields. Your Grav Torp - Spread III deals 848 (4953) Kinetic Damage(Critical) to Vaadwaur Interdictor Cruiser. Your Grav Torp - Spread III gives 564 (3907) to Vaadwaur Interdictor Cruiser's Shields. Your Grav Torp - Spread III deals 508 (2966) Kinetic Damage to Vaadwaur Interdictor Cruiser. Your GravTorp - Spread III gives 516 (3574) to Vaadwaur Interdictor Cruiser's Shields. Your Grav Torp - Spread III deals 464 (2713) Kinetic Damage to Vaadwaur Interdictor Cruiser. Your Grav Torp - Spread III gives 537 (3714) to Vaadwaur Interdictor Cruiser's Shields. Your GravTorp - Spread III deals 483 (2820) Kinetic Damage to Vaadwaur Interdictor Cruiser.
Your Bio Torp - Spread III gives 552 (3824) to Vaadwaur Assault Vessel's Shields. Your Bio Torp - Spread III deals 497 (2903) Kinetic Damage to Vaadwaur Assault Vessel. Your Bio Torp - Spread III gives 513 (3552) to Vaadwaur Assault Vessel's Shields. Your Bio Torp - Spread III deals 462 (2696) Kinetic Damage to Vaadwaur Assault Vessel. Your Bio Torp - Spread III gives 528 (3655) to Vaadwaur Assault Vessel's Shields. Your Bio Torp - Spread III deals 475 (2775) Kinetic Damage to Vaadwaur Assault Vessel. Your Bio Torp - Spread III gives 521 (3608) to Vaadwaur Assault Vessel's Shields. Your Bio Torp - Spread III deals 469 (2739) Kinetic Damage to Vaadwaur Assault Vessel.
Your Thoron Quantum Torp - Spread III gives 540 (3736) to Vaadwaur Scout Vessel's Shields. Your Thoron Quantum Torp - Spread III deals 415 (2789) Kinetic Damage to Vaadwaur Scout Vessel. Your Thoron Quantum Torp - Spread III gives 530 (3667) to Vaadwaur Scout Vessel's Shields. Your Thoron Quantum Torp - Spread III deals 477 (2784) Kinetic Damage to Vaadwaur Scout Vessel. Your Thoron Quantum Torp - Spread III gives 546 (3777) to Vaadwaur Scout Vessel's Shields. Your Thoron Quantum Torp - Spread III deals 491 (2868) Kinetic Damage to Vaadwaur Scout Vessel. Your Thoron Quantum Torp - Spread III gives 589 (4077) to Vaadwaur Scout Vessel's Shields. Your Thoron Quantum Torp - Spread III deals 530 (3095) Kinetic Damage to Vaadwaur Scout Vessel.
*edited several times, information all finally accurate
got tier 5 rep, yay! only special thing you get for it is a direct transwarp to the DQ, but the little symbol for it in the transwarp menu for my fed, looks a lot like a kdf symbol
i was ready to come here and go off on how the Neutronic torp got nerfed again, its torp spread is now down to 1 torp per spread level, but after doing more cross checking with the other torps in my inventory, i see that its still very favorable over alternatives for raw damage.
*snip*
pretty sure thats a bug and will be fixed over the time, its like the switched around + and -.
single damage is 6030/torp, spread is 7245/torp thats ~17% more.
with the current spread you do 3,6 times more damage then a single torp.
If you do the same math for gravimetric, bio, thoron quantum all others come around 2,3-2,5 damage modifier for TS3 compared to single torpedo.
Now if you subtract the 17% and a single torp suddenly becomes 5240, that 3 times = 15.7k which is 2,6 times more then a single torp.
still slightly better then the others but just in line with the others.
Comments
They are randomly dropping. I claimed 100-150 beam arrays to get 7 each of crtH & crtD.
Here is the info of it, 4500 HoT over 5s without Biotech Patch, 5400 with, more with other buffs.
http://i.imgur.com/hg9uTJf.png
And how powerful is it?
It stacks, had 7 stacks of it up, @ 5400 per stack, HoT over 5s, that means I was being healed 7560 per second. OP
I tried a solo NWS for fun with it (lost civ at 5, soo much HP on NPC's), it did twice the healing the Valdore console did.
Here's a pic of it from Combatlog Reader, showing the healing:
http://i.imgur.com/OJsnChp.png
This is a quite a bit worse than anything else IMO, 7.5k hull healing per second will make many so hard to kill, it is just simply insane.
Yeah, Cryptic, this sorta trend you guys are having over Delta Rising is way over the top. These intel abilities are superior to the standard abilities we have now, bringing back the placate isn't smart, and now this frankly outrageous passive healing is crazy.
All these changes are great for PvE content, since the enemies don't receive these bonuses, but for PvP, they're awful and overpowered.
The tray icon should be have a small white "down" arrow or small white "x" in the bottom right corner, as it's a Damage and/or Debuff. Currently it's an "up" arrow as if it's a heal/buff.
Set visuals I'm assuming are not yet fully implemented?
And for the love of Spock, please tell me that you have a different skin for the Rep Store weapons? We already have one clone (Nanite Disruptor and Romulan Plasma) where the art team got lazy, please don't re-use those gawd awful Polaron weapon skins on these new weapons ... Pwease???
The ground version doesn't stack, further crit just refresh the duration, so we can assume that stacking the hot for the space trait is not intended and will get fixed.
Hopefully removing the stacking is all they do and they don't put some stupid cooldown on it like some noobs sugested a few post earlier, that would completly render this trait worthless. If they remove stacking at best you can maintain a 1000 hp hot going on full time , that's weak given the damage ennemies deal on elite now. I mean, really, weak.
Hopefully they also fix rending shot, like I said before ground version work fine, you shot target, get stack of buff until you crit, but the space version, I have never been able to even just see the buff appear before a crit erase it, it's pretty sad.
not everyone flies a nimble pew pew pew escort and not everyone pvps. :eek:
weapons with a placate proc would be nice against said escorts.... including npc ships in missions. the conduit stf comes to mind since u need to keep the ships from reaching the gates. i have seen ppl say there is no need for placate, but thats exactly why people use eject warp plasma/tractor beam/etc. there are times u need to immobilize an enemy and as difficulty goes up the boff abilities alone arent enough.
if u want to talk balance then make placate weapons a cruiser only item, since they are the ships with the reduced speed and turn rate and could use it the most.
escorts get the perk of their own exclusive weapons (dual heavy cannons), this would make a nice cruiser only perk.
as bort said, lets see what happens when the playerbase actually uses them.... and not just the escort few.
ive seen a lot of criticism of an item that no one has even used yet that could be handy to a section of the game population.
the nerf hammer gets wielded a little too often in sto
-General Chang
THANK THE UNHOLY STAR OF CTHULHU THAT NO RACE SPECIFIC BONUSES WERE APPLIED TO THIS GEAR.
RACE SPECIFIC GEAR SUKKSTHABIGONE YO! ~Oo'</COLOR="REDALERT">
Just me?
I'm not seizure-prone nor a migraineur, but even just one of those things is like Antimatter Spread on my retinas.
This is the same problem that the Dyson proton rifle has with its different secondaries. From what I can tell, it isn't completely non-functional, because sometimes it triggers, but I can't figure out how to consistently make it work...seems to have something to do with which secondary is active or something when you use the primary mode under deadly intent or something.. I really have no idea though. Lots of different variables at play in those conditions.
Maybe this is what they mean by the line in the Known Issues of every recent patch that says "Deadly Intent Module does not work on some weapons."
Looks very, very cool BTW, looking forward to seeing what (if any?) the helmet looks like.
http://youtu.be/N-f_flCQ5-I?t=1m45s
for every other torpedo, visually for each damage entry there is 2 torps visible, looks like there are 8 approaching the target. wile visibly sort of cool, thats just confusing, if there are 4 damage entries there should be 4 torps flying per target. the Neutronic correctly viably only fires 3 torps with TS3, and 3 damage entries show up for what it does too. not only that, when spread is used the damage per torp increases, instead of nearly being cut in half. HY has normal salvo behavior.
http://s28.postimg.org/t8et6teh7/neutronic_spread.png
in theory this is balanced by it fireing less torps, but its not even close to a wash. with less torps, but more damage per torp, crits can be much more dramatic too. the rad damage is also a nice extra, mainly because its a form of energy damage and shields don't have near the resistance to that, that they have to kinetic damage.
the Neutronic is still really powerful, like, probably 2 or 3 times as powerful as any of these others. i hope this is intential because its a torp thats actually not really underpowered when compared to beam overload. this is a good thing, because torps are so terribly underpowered, down right non-applicable wile they only really can damage hull with direct hits, and shields can be redistributed and regenerate constantly. not even in pve is a torp better then just running another energy weapon. you've have TRIBBLE on the Neutronic enough now, though its damage is great its long cooldown can be quite intrusive, another factor in its balance to consider.
i say leave it alone as it is, its actually a good fit with energy weapons/knetic builds. see about having other torps react to spread like the neutronic does instead of nerfing the TRIBBLE out of this one to bring it in line with the suck that is every other torp.
all unbuffed launches at a fully healthy shielded target. it was on elite difficulty at the time too
Your Neutronic Torpedo - Spread III gives 800 (1384) to Vaadwaur Interdictor Cruiser's Shields.
Your Neutronic Torpedo - Spread III gives 1363 (9436) to Vaadwaur Interdictor Cruiser's Shields.
Your Neutronic Torpedo - Spread III deals 180 (1051) Radiation Damage to Vaadwaur Interdictor Cruiser.
Your Neutronic Torpedo - Spread III deals 1226 (7164) Kinetic Damage to Vaadwaur Interdictor Cruiser.
Your Neutronic Torpedo - Spread III gives 709 (1228) to Vaadwaur Interdictor Cruiser's Shields.
Your Neutronic Torpedo - Spread III gives 1317 (9117) to Vaadwaur Interdictor Cruiser's Shields.
Your Neutronic Torpedo - Spread III deals 160 (932) Radiation Damage to Vaadwaur Interdictor Cruiser.
Your Neutronic Torpedo - Spread III deals 1185 (6921) Kinetic Damage to Vaadwaur Interdictor Cruiser.
Your Neutronic Torpedo - Spread III gives 713 (1235) to Vaadwaur Interdictor Cruiser's Shields.
Your Neutronic Torpedo - Spread III gives 1473 (10198) to Vaadwaur Interdictor Cruiser's Shields.
Your Neutronic Torpedo - Spread III deals 160 (937) Radiation Damage to Vaadwaur Interdictor Cruiser.
Your Neutronic Torpedo - Spread III deals 1325 (7742) Kinetic Damage to Vaadwaur Interdictor Cruiser.
Your Grav Torp - Spread III gives 942 (6524) to Vaadwaur Interdictor Cruiser's Shields.
Your Grav Torp - Spread III deals 848 (4953) Kinetic Damage(Critical) to Vaadwaur Interdictor Cruiser.
Your Grav Torp - Spread III gives 564 (3907) to Vaadwaur Interdictor Cruiser's Shields.
Your Grav Torp - Spread III deals 508 (2966) Kinetic Damage to Vaadwaur Interdictor Cruiser.
Your GravTorp - Spread III gives 516 (3574) to Vaadwaur Interdictor Cruiser's Shields.
Your Grav Torp - Spread III deals 464 (2713) Kinetic Damage to Vaadwaur Interdictor Cruiser.
Your Grav Torp - Spread III gives 537 (3714) to Vaadwaur Interdictor Cruiser's Shields.
Your GravTorp - Spread III deals 483 (2820) Kinetic Damage to Vaadwaur Interdictor Cruiser.
Your Bio Torp - Spread III gives 552 (3824) to Vaadwaur Assault Vessel's Shields.
Your Bio Torp - Spread III deals 497 (2903) Kinetic Damage to Vaadwaur Assault Vessel.
Your Bio Torp - Spread III gives 513 (3552) to Vaadwaur Assault Vessel's Shields.
Your Bio Torp - Spread III deals 462 (2696) Kinetic Damage to Vaadwaur Assault Vessel.
Your Bio Torp - Spread III gives 528 (3655) to Vaadwaur Assault Vessel's Shields.
Your Bio Torp - Spread III deals 475 (2775) Kinetic Damage to Vaadwaur Assault Vessel.
Your Bio Torp - Spread III gives 521 (3608) to Vaadwaur Assault Vessel's Shields.
Your Bio Torp - Spread III deals 469 (2739) Kinetic Damage to Vaadwaur Assault Vessel.
Your Thoron Quantum Torp - Spread III gives 540 (3736) to Vaadwaur Scout Vessel's Shields.
Your Thoron Quantum Torp - Spread III deals 415 (2789) Kinetic Damage to Vaadwaur Scout Vessel.
Your Thoron Quantum Torp - Spread III gives 530 (3667) to Vaadwaur Scout Vessel's Shields.
Your Thoron Quantum Torp - Spread III deals 477 (2784) Kinetic Damage to Vaadwaur Scout Vessel.
Your Thoron Quantum Torp - Spread III gives 546 (3777) to Vaadwaur Scout Vessel's Shields.
Your Thoron Quantum Torp - Spread III deals 491 (2868) Kinetic Damage to Vaadwaur Scout Vessel.
Your Thoron Quantum Torp - Spread III gives 589 (4077) to Vaadwaur Scout Vessel's Shields.
Your Thoron Quantum Torp - Spread III deals 530 (3095) Kinetic Damage to Vaadwaur Scout Vessel.
*edited several times, information all finally accurate
http://cloud-4.steampowered.com/ugc/38603820105305911/3A757BF2C5C60F3B7409D59247DD4579C7FD2EDC/
Does anyone know the primary and secondary ranges for the compression rifles?
pretty sure thats a bug and will be fixed over the time, its like the switched around + and -.
single damage is 6030/torp, spread is 7245/torp thats ~17% more.
with the current spread you do 3,6 times more damage then a single torp.
If you do the same math for gravimetric, bio, thoron quantum all others come around 2,3-2,5 damage modifier for TS3 compared to single torpedo.
Now if you subtract the 17% and a single torp suddenly becomes 5240, that 3 times = 15.7k which is 2,6 times more then a single torp.
still slightly better then the others but just in line with the others.
So don't get your hopes up for an obvious bug. :P