...... ha... haha... ahahahahaahaha... AHAHAHAHAHAHAHA... RIP pvp. So what do you guys think about a boff version of subnuk... or torpedoes you can teleport past shields? Or turning your enemies mines against themselves?
Not to say I don't like the expansion so far.
...... ha... haha... ahahahahaahaha... AHAHAHAHAHAHAHA... RIP pvp. So what do you guys think about a boff version of subnuk... or torpedoes you can teleport past shields? Or turning your enemies mines against themselves?
Not to say I don't like the expansion so far.
so far the boff layouts are not going to allow for the superships.
are you to run the escort with only three tac powers? the commander slot is where the intel goes.
Intelligence Team:
"30 sec recharge, 15 global cool down.
after 1 sec +4680 stealth for 9 sec
75% less threat for 10sec
+20% defense for 10sec
remove “Expose Vulnerability” debuffs for 10sec
Is this for real? So running 2 of these or running aux2bat, a ship can be shooting and killing whomever and be invisible and fire this off every 15 seconds and be invisible and 20% defense 9 of those 15 seconds.
So basically during pvp 60% of the time this ship will be running 20%+ defense, be invisible to nearly everyone, while it can shoot and do whatever it likes to you while you can't see it. Not to mention when you do get to shoot at it, they can be running APO or evasive and have 100+ defense at all times.
So to sum it up:
your chance to hit, ~25% - ~50% (even with [Acc]x4). Your opportunity to even attempt to target, ~40%. and between those, your ability to damage (damaged reduced by ~50% by shields or more, and then another ~50% for hull.)
The ship would be unkillable. You could probably have 4 xindi escorts strait up chasing and shooting, and you couldn't kill it.
EDIT: To explain, that isn't what it does. It isn't a cloak. You can be seen. If the ship fails a stealth vs perception check it can be targeted. The ranks are 10, 15, and 20 % defense. Its additive, not a multiplier. It's more of a 'hey gotta have it now if I don't want to be imploded by a penetrating scan skill". So...your average decent sci build could see right through this. So to speak.
Intel abilities in general are nice ways for ships to reach abilities that they don't normally have the seating for if they desire to do so.
It seems like the tac intel ships are weakest of all, but I think no one has really taken a hard look at surgical strikes yet. And keep in mind it isn't like you need to use ALL of the commander boff seat for intel. Pick two. And you still get LtCmder full tac.
There's a lot of interactions that haven't even been tried out yet. No one is sixty yet, no one has ships fully unlocked yet. No one has specials yet. At least not on holodeck anyway.
EDIT: To explain, that isn't what it does. It isn't a cloak. You can be seen. If the ship fails a stealth vs perception check it can be targeted. The ranks are 10, 15, and 20 % defense. Its additive, not a multiplier. It's more of a 'hey gotta have it now if I don't want to be imploded by a penetrating scan skill". So...your average decent sci build could see right through this. So to speak.
Intel abilities in general are nice ways for ships to reach abilities that they don't normally have the seating for if they desire to do so.
It seems like the tac intel ships are weakest of all, but I think no one has really taken a hard look at surgical strikes yet. And keep in mind it isn't like you need to use ALL of the commander boff seat for intel. Pick two. And you still get LtCmder full tac.
There's a lot of interactions that haven't even been tried out yet. No one is sixty yet, no one has ships fully unlocked yet. No one has specials yet. At least not on holodeck anyway.
yeah I would call it more of a Battle MES rather than a Battle Cloak.
intel team only makes you look invisible. ~4k stealth apparently isn't enough to even hide you from npcs, wile a cloak that gives ~5k and makes you super invisible. stealth is so TRIBBLE in this game. its uptime is so good, no reason not to throw it on the tac skill macro, fire it off every time you CRF, etc. higher defense score is always nice when your mixing it up, and on a warbird you can look visible approximately never with this. great for RPing movie scimitar functionality.
fail safe the first absolutely must have so far, available at ENS too. ether +30 or 40 power to all subsystems, that ignores any hard caps, making your first volley deal an extra 60% to 80% more damage, and it slowly lowers back to normal over 20 seconds. afterward a subsystem will go off line, but i hardy even notice. whats more annoying is that on AtB builds, wile its on your aux is flat lined at 0 the whole time, due to you engaging AtB at a higher energy level, then what its slowly draining too. seems on pretty often too, not sure what the cool down is exactly, but it seems like i can use it every other CRF. probably similar to APO
surgical strike is another gem, but only available LTC and up so its unfortunately limited only to true intle ships. DPS goes down, but every shot crits and wont miss. you fire half as many shots per cycle but they all deal almost twice normal damage. shield facing wont survive a volley, so the drop in DPS isnt losing you any effective damage, its increasing it. only against sponge, regenerating, redistributing dreadnought npcs are you losing ground with this skill. it works on all energy weapons too, pair up DBB and turrets, works like a charm. its got the same up time as CRF, and can pretty much replace energy weapon skills, all except maybe BO. its also not a tac skill, im using SS2 in the COM eng on my intel cruiser, the LTC tac isn't really doing much for me, other then getting me APO. best of all, this skill makes my ship look like it might be from start trek, you know that sci fi show that had really minimalistic weapons fireing? instead of machine gun cannons and beams firing from all 200 emitters on an array?
ionic turbulence is an i win button plain and simple. every second there's a 50% chance you flop around in this stun animation were you can activate any skill or do anything, and this can chain itself over then cloudes entire duration. and its cast on top of you like a GW. if it instantly procs, or you get held up at all, you are 100% dead. its also hilarious to watch voth citadels and borg cubes goin nuts on this.
several others are really powerful too, i'll give them a shot when i try out some sci ships.
intel team only makes you look invisible. ~4k stealth apparently isn't enough to even hide you from npcs, wile a cloak that gives ~5k and makes you super invisible. stealth is so TRIBBLE in this game. its uptime is so good, no reason not to throw it on the tac skill macro, fire it off every time you CRF, etc. higher defense score is always nice when your mixing it up, and on a warbird you can look visible approximately never with this. great for RPing movie scimitar functionality.
I can't give you the link, cause I can't, but the mechanic the Scimitar uses for cloaked barrage is similar to this. Stealth vs Perception check to be targeted. So yes with good enough aux/skills you could also essentially not be targeted by your average ship. On paper. If you want to test it out in practice, let me know.
fail safe the first absolutely must have so far, available at ENS too. ether +30 or 40 power to all subsystems, that ignores any hard caps, making your first volley deal an extra 60% to 80% more damage, and it slowly lowers back to normal over 20 seconds. afterward a subsystem will go off line, but i hardy even notice. whats more annoying is that on AtB builds, wile its on your aux is flat lined at 0 the whole time, due to you engaging AtB at a higher energy level, then what its slowly draining too. seems on pretty often too, not sure what the cool down is exactly, but it seems like i can use it every other CRF. probably similar to APO
Yes this one simply rocks. Combine this with nadion inversion, or some other drain resists like say a cruiser command and the new lobi set, a couple copies of Surgical Strikes and enjoy the lulz.
surgical strike is another gem, but only available LTC and up so its unfortunately limited only to true intle ships. DPS goes down, but every shot crits and wont miss. you fire half as many shots per cycle but they all deal almost twice normal damage. shield facing wont survive a volley, so the drop in DPS isnt losing you any effective damage, its increasing it. only against sponge, regenerating, redistributing dreadnought npcs are you losing ground with this skill. it works on all energy weapons too, pair up DBB and turrets, works like a charm. its got the same up time as CRF, and can pretty much replace energy weapon skills, all except maybe BO. its also not a tac skill, im using SS2 in the COM eng on my intel cruiser, the LTC tac isn't really doing much for me, other then getting me APO. best of all, this skill makes my ship look like it might be from start trek, you know that sci fi show that had really minimalistic weapons fireing? instead of machine gun cannons and beams firing from all 200 emitters on an array?
Who knew? In all seriousness if this isn't the end of FAW, I don't know what it would take. Just a gut feeling looking at the mechanic says this would do for beam arrays and Dual Cannons what CRF does for Dual Heavies. If the tool tip is believable this converts your energy weapons to [Acc]x2 [CrtH]x10 at rank 2 of the ability. Sure. Yes. No kidding. x10
ionic turbulence is an i win button plain and simple. every second there's a 50% chance you flop around in this stun animation were you can activate any skill or do anything, and this can chain itself over then cloudes entire duration. and its cast on top of you like a GW. if it instantly procs, or you get held up at all, you are 100% dead. its also hilarious to watch voth citadels and borg cubes goin nuts on this.
Yes once your flopping your done. I don't want to disagree with this by pointing out that its easy to just fly away from before it gets to you, but obviously in PVP that won't always be the case. I imagine smart players will bomb it on you from one kilometer or something to make it almost impossible to avoid. I mean I would never do that, but someone like [EDITED] or [EDITED] from [EDITED] wouldn't hesitate.
several others are really powerful too, i'll give them a shot when i try out some sci ships.
Viral impulse seems effed up, have you tried that one out yet?
EDIT: Ionic Turbulence does have a travel time. Similar to a couple of the 'bomb tosser' type consoles. They travel to where the target was when triggered, but don't track. So you could actually get away even without trying to if someone used it at max range. If you're already CC'd or someone bombs it from 1 k or less, sure you're cooked. That's how it SHOULD be working. If you see it tracking or popping instantly on someone from long range, its a bug and report it.
So one can take a look at what their Perception would be...what the Intel Team gives...and play Math. :P
As far as NPCs, don't forget that NPC Perception does not work like PC Perception...it's how folks have exploited NPCs to track cloaked targets for years.
So one can take a look at what their Perception would be...what the Intel Team gives...and play Math. :P
As far as NPCs, don't forget that NPC Perception does not work like PC Perception...it's how folks have exploited NPCs to track cloaked targets for years.
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Poor wee Thissler, can't read borts stuffs.
Yah NPC's are OP. They stare at my intell ship right through its real cloak.
Comments
so far the boff layouts are not going to allow for the superships.
are you to run the escort with only three tac powers? the commander slot is where the intel goes.
I posted this in the another thread...
http://sto-forum.perfectworld.com/showthread.php?t=1252181
But here is the copy-paste for the lazy:
Intelligence Team:
"30 sec recharge, 15 global cool down.
after 1 sec +4680 stealth for 9 sec
75% less threat for 10sec
+20% defense for 10sec
remove “Expose Vulnerability” debuffs for 10sec
Is this for real? So running 2 of these or running aux2bat, a ship can be shooting and killing whomever and be invisible and fire this off every 15 seconds and be invisible and 20% defense 9 of those 15 seconds.
So basically during pvp 60% of the time this ship will be running 20%+ defense, be invisible to nearly everyone, while it can shoot and do whatever it likes to you while you can't see it. Not to mention when you do get to shoot at it, they can be running APO or evasive and have 100+ defense at all times.
So to sum it up:
your chance to hit, ~25% - ~50% (even with [Acc]x4). Your opportunity to even attempt to target, ~40%. and between those, your ability to damage (damaged reduced by ~50% by shields or more, and then another ~50% for hull.)
The ship would be unkillable. You could probably have 4 xindi escorts strait up chasing and shooting, and you couldn't kill it.
Please tell me I'm wrong."
EDIT: To explain, that isn't what it does. It isn't a cloak. You can be seen. If the ship fails a stealth vs perception check it can be targeted. The ranks are 10, 15, and 20 % defense. Its additive, not a multiplier. It's more of a 'hey gotta have it now if I don't want to be imploded by a penetrating scan skill". So...your average decent sci build could see right through this. So to speak.
Intel abilities in general are nice ways for ships to reach abilities that they don't normally have the seating for if they desire to do so.
It seems like the tac intel ships are weakest of all, but I think no one has really taken a hard look at surgical strikes yet. And keep in mind it isn't like you need to use ALL of the commander boff seat for intel. Pick two. And you still get LtCmder full tac.
There's a lot of interactions that haven't even been tried out yet. No one is sixty yet, no one has ships fully unlocked yet. No one has specials yet. At least not on holodeck anyway.
yeah I would call it more of a Battle MES rather than a Battle Cloak.
intel team only makes you look invisible. ~4k stealth apparently isn't enough to even hide you from npcs, wile a cloak that gives ~5k and makes you super invisible. stealth is so TRIBBLE in this game. its uptime is so good, no reason not to throw it on the tac skill macro, fire it off every time you CRF, etc. higher defense score is always nice when your mixing it up, and on a warbird you can look visible approximately never with this. great for RPing movie scimitar functionality.
fail safe the first absolutely must have so far, available at ENS too. ether +30 or 40 power to all subsystems, that ignores any hard caps, making your first volley deal an extra 60% to 80% more damage, and it slowly lowers back to normal over 20 seconds. afterward a subsystem will go off line, but i hardy even notice. whats more annoying is that on AtB builds, wile its on your aux is flat lined at 0 the whole time, due to you engaging AtB at a higher energy level, then what its slowly draining too. seems on pretty often too, not sure what the cool down is exactly, but it seems like i can use it every other CRF. probably similar to APO
surgical strike is another gem, but only available LTC and up so its unfortunately limited only to true intle ships. DPS goes down, but every shot crits and wont miss. you fire half as many shots per cycle but they all deal almost twice normal damage. shield facing wont survive a volley, so the drop in DPS isnt losing you any effective damage, its increasing it. only against sponge, regenerating, redistributing dreadnought npcs are you losing ground with this skill. it works on all energy weapons too, pair up DBB and turrets, works like a charm. its got the same up time as CRF, and can pretty much replace energy weapon skills, all except maybe BO. its also not a tac skill, im using SS2 in the COM eng on my intel cruiser, the LTC tac isn't really doing much for me, other then getting me APO. best of all, this skill makes my ship look like it might be from start trek, you know that sci fi show that had really minimalistic weapons fireing? instead of machine gun cannons and beams firing from all 200 emitters on an array?
ionic turbulence is an i win button plain and simple. every second there's a 50% chance you flop around in this stun animation were you can activate any skill or do anything, and this can chain itself over then cloudes entire duration. and its cast on top of you like a GW. if it instantly procs, or you get held up at all, you are 100% dead. its also hilarious to watch voth citadels and borg cubes goin nuts on this.
several others are really powerful too, i'll give them a shot when i try out some sci ships.
Viral impulse seems effed up, have you tried that one out yet?
EDIT: Ionic Turbulence does have a travel time. Similar to a couple of the 'bomb tosser' type consoles. They travel to where the target was when triggered, but don't track. So you could actually get away even without trying to if someone used it at max range. If you're already CC'd or someone bombs it from 1 k or less, sure you're cooked. That's how it SHOULD be working. If you see it tracking or popping instantly on someone from long range, its a bug and report it.
lol. i said report a bug.
Here's a thread where vonamicus gives us the formula for Perception values: http://sto-forum.perfectworld.com/showthread.php?t=823621
So one can take a look at what their Perception would be...what the Intel Team gives...and play Math. :P
As far as NPCs, don't forget that NPC Perception does not work like PC Perception...it's how folks have exploited NPCs to track cloaked targets for years.
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Poor wee Thissler, can't read borts stuffs.
Yah NPC's are OP. They stare at my intell ship right through its real cloak.
Ah, I missed a number on it... /facepalm ...truncating the 1 for some reason.
http://sto-forum.perfectworld.com/showthread.php?p=8504891
Lol...I'll fix the other one as well.