I am going to be very hesitant to add plasma proc dps to my list namely because tactical officer fully buffing them is really the only potential issue and that's assuming it even crits. Yes I agree a weapon proc should not provide so much damage but at the same time there are hard counters in game for sci and tact just not engy. It is possible to achieve a base 60 energy damage resist in game now even with weak armors. If you get one shot by a plasma proc one per month I would not call that broken.
After further testing I have reported DoTs as a bug given the changes made by borticus to the space +Pla embassy consoles.
With this many issues and concerns honestly PvP system needs revamped 100% . Take a page from Never winter and give PvP its own grind. Separate equipment, powers .. No macro and script zones new maps cause this is just out of control. Everytime a new power doff equipment is introduced it causes an issue.
Tribble is being brought down for maintenance to update it to build ST.50.20150425a.4.
Commando Specialization - Juggernaut Systems:
Resolved an issue that was causing the lockout period to be removed from the target when the owner of the ability stopped Sprinting.
This ability now only has a 50% chance to Knock when used in PvP.
If it does not Knock, it will instead apply a Repel to the target.
Both effects cause the same 12 second lockout period to apply.
Resolved an issue where the Blood of the Warrior set bonus from the Klingon Honor Guard and Adapted M.A.C.O. sets were not applying Critical Chance and Critical Severity.
Juggernaut Systems is getting fixed!. Now, unrelated, has anyone had time to test Trajectory Bending? A +66% Critical Severity buff is quite strong on top of all flanking bonuses. The interaction could also be quite lethal when combined with Sonic Suppression Field from the Intel kit module store.
Juggernaut Systems is getting fixed!. Now, unrelated, has anyone had time to test Trajectory Bending? A +66% Critical Severity buff is quite strong on top of all flanking bonuses. The interaction could also be quite lethal when combined with Sonic Suppression Field from the Intel kit module store.
Wow. Good to see. I have trajectory bending and it seems pretty nice. I haven't bothered to grind any specialization enough to get kits out of but the combination sounds pretty nasty.
Wow. Good to see. I have trajectory bending and it seems pretty nice. I haven't bothered to grind any specialization enough to get kits out of but the combination sounds pretty nasty.
Yeah, sonic suppression field IV grants 40% shield bypass and applies -80 all damage resistance rating to any target that is flanked. Stack that ability with piercing strikes and you're looking at -134 armor bypass from these kit modules. That's going to negate almost all of a player's armor. Really, all these "bypass armor" kit modules should be sharing a cooldown much like grenades do currently. It would be a fix very similar to what Cryptic did with Exothermic and Hyperonic.
Yeah, sonic suppression field IV grants 40% shield bypass and applies -80 all damage resistance rating to any target that is flanked. Stack that ability with piercing strikes and you're looking at -134 armor bypass from these kit modules. That's going to negate almost all of a player's armor. Really, all these "bypass armor" kit modules should be sharing a cooldown much like grenades do currently. It would be a fix very similar to what Cryptic did with Exothermic and Hyperonic.
Seems like a good excuse to use plasma feedback module
Seems like a good excuse to use plasma feedback module
Oh, don't get me started on that one. Tactical buffs are increasing that module's damage AND damage resistance rating debuff. The former is probably intended, but the latter is most defiantly a bug.
Tribble is being brought down for maintenance to update it to build ST.51.20150525a.3.
Systems:
Fluidic Antiproton Wrist Lance now gains the standard [Dm/CrH] on reaching Epic rarity.
Existing Epic rarity lances will also gain this mod.
Characters that have unlocked the following Traits will no longer benefit from them unless they are actively slotted:
Orbital Devastation
Situational Awareness
Subspace Manipulator
Tactical Vigilance
Radiant Detonation and Radiant Detonation Matrix now remove 1 buff, instead of all buffs.
Powers:
Adjusting Run Speed debuff for Graviton Spike down to 50% to match most other Run Speed debuffs.
Patch notes affecting Ground combat for anyone that is interested. Anyone have an idea what 'Graviton Spike" is mentioned under powers? It is run speed and thus a ground ability, but I've never heard of it. Overall fantastic changes to ground PvP. Also removed Automated Adrenaline Hypo from the list as Radiant Detonation Module gives us a viable counter against it.
The Risians have agreed to put their expertise in terraforming to good use and are offering a new Kit Module for each career. The new Kit Modules are:
Fabrication Kit Module – Hurricane Generator. Engineering Captains can deploy a stationary Hurricane Generator. Once deployed, the generator alters atmospheric conditions to cause a powerful storm in the vicinity. This storm deals continual cold damage to foes as they’re pelted by heavy rain and hail. Foes also have a chance to be struck by lightning for additional electrical damage, or be knocked over by gale-force winds.
Research Kit Module – Seismic Agitation Field. Science Captains can repurpose Risa’s terraforming technology to create a localized seismic event under their targets. The seismic waves deal kinetic damage to targets within the event, with a chance to cause enemies to lose their footing.
Assault Kit Module – Graviton Spike. Tactical Captains can enhance their weapons fire with charged Graviton particles to create a miniature singularity on impact. Enemies caught within the singularity’s radius are pulled toward it, taking kinetic damage. While the singularity dissipates almost instantaneously, residual Gravitons slow the movement speed of enemies for a short duration.
The new kit modules from the Risian summer event look quite interesting. Now we know what that "Graviton Spike" statement in the patch notes is referencing. From the look of things we have a new version of Forcefield Dome, Electro-Gravitic Field, and Suppressing Fire.
The new kit modules from the Risian summer event look quite interesting. Now we know what that "Graviton Spike" statement in the patch notes is referencing. From the look of things we have a new version of Forcefield Dome, Electro-Gravitic Field, and Suppressing Fire.
I don't think the Hurricane Generator is like the Forcefield Dome, but we'll see.
I'm curious to see how the Graviton Spike module works. Is it like Ambush, where it modifies the next shot, or is it a duration buff, like Supressing Fire?
Doesn't really matter so much now does it? Two things remain constant we get maybe 2 matches or so a week and you have to face me in them. The winter event ones never really ended up op so I think these modules may just be build compliments with nothing being op.
I am disappointed though was expecting a combat horgon device. Placate for 5 seconds and causes your toon to use a /rip clothes off emote
I don't think the Hurricane Generator is like the Forcefield Dome, but we'll see.
I'm curious to see how the Graviton Spike module works. Is it like Ambush, where it modifies the next shot, or is it a duration buff, like Supressing Fire?
Ultimately the Hurricane Generator turned out to act as a stationary turret. Unfortunately the damage on said turret is quite weak. Graviton Spike works just like Ambush in effectiveness and is excessively strong when combined with Ambush. The Science earthquake module is fairly nice at area denial and the damage is rather reasonable.
But I'm sure it will be deemed okay for your use as long as it doesn't keep getting you killed. I am starting to see a shift back to tacts favor slowly but surely. But it's okay I've been adapting for 4 years now I'll be here Concussive now grav spike. Base kinetic resist at 70 plus now a must for gpvp.
Graviton Spike is dealing 2.5k damage easily under ambush and therefore needs to be looked at by a dev. I reported the issue to Borticus the day the module was released after we tested it under controlled conditions.
Graviton Spike is dealing 2.5k damage easily under ambush and therefore needs to be looked at by a dev. I reported the issue to Borticus the day the module was released after we tested it under controlled conditions.
Even so if my tact were pvp ready I doubt I would combo it with ambush anyway. We are actually getting quite a few tact modules that can easily be first choice for a lot of tact builds now. I have been rolling pve with trajectory, photonic, piercing strikes, graviton, and motion accel with a 100 severity split beam and fleet recoil armor, as well as the usual severity boosting traits. Suffice it to say I am shocked the borg npc's haven't filed complaint tickets yet. I kind of like the options we have now. I would even say tact has a lot more first choice modules than sci now.
Both radiations have fallen out of favor with me since dr launch. Tachyon harmonic is mostly great for an extra expose chance now more than then shield strip/fire combo. Both sonic pulse require close range play to be useful which is risky. My current main sci build is hammer and anvil, exothermic, medical tricorder, vascular regen, and take cover.
But as usual release of a module like this clearly shows a lack of foresight by the devs. Ambush one of the oldest and most popular tact modules to ever grace this game gets this new graviton module released knowing full well it would stack with ambush. Just further proof these devs don't know their game half as well as we do. Off topic a bit how much do you want to bet we will have mk 14 kit frames that have 6 module slots sometime in 2016?
Tira,
You should make a 5.0, there has been enough trash added to this game to restart this thread with more concerns. The latest being the Chroniton Jolt kit module. Look at this and tell me a team of tacs are not abusing this module.
Tira,
You should make a 5.0, there has been enough trash added to this game to restart this thread with more concerns. The latest being the Chroniton Jolt kit module. Look at this and tell me a team of tacs are not abusing this module.
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Well I suppose be thankful they aren't trying to pvp with this exploit. I have far less issues with these being used on mindless npcs. In fact it's kind of fun to use broken mechanics in pve just for ish and giggles. I once kit swapped ambush to gain multiple stacks of ambush dot doffs. I literally one kicked the mugato from colony invasion and watched him tick down to zero. This was awhile ago of course but was fun. I do have a feeling if we ran into them a team of experienced gpvpers would wipe the floor with them anyway Just saying. Do you guys want to setup a 5 on 5 tact escort vs escort match while this bug exists? No players would be allowed to shoot or use powers besides tact init and the jolt. Whoevers escorts get wiped first wins LOL!
I would also consider adding graviton spike as an issue few people have experienced it coming out of my hand and I am not talking about stacking with ambush either . I am mainly referring to it's "pullback" which is essentially a free knockback. Coupled with suppressing fire. Let's try getting a 5 tact on 5 tact ground match going and see how "fun" the match becomes. A module like this forces a player from being able to take hard cover in a way that shouldn't be allowed. Now the only thing that makes this module even moderately playable is the fact that all players with choice can attain 70 base kinetic resist.
Tira,
You should make a 5.0, there has been enough trash added to this game to restart this thread with more concerns. The latest being the Chroniton Jolt kit module. Look at this and tell me a team of tacs are not abusing this module.
The weakness of Chroniton Jolt is the fact that you must be within 5 meters of 6 allies in order to get the full effect of the ability. Additionally, the cooldown reduction is only triggered on the initial activation. This means that any abilities triggered after Jolt is used will not be reduced.
The only flaw with Chroniton Jolt is the fact that this ability reduces the cooldown of Tactical Initiative. This is a problem because a single Tactical Officer can keep their copy of Tactical Initiative up 100% of the time just by having two teamates hitting him with Chroniton Jolt. (First Jolt drops Tactical Initiative to 48 seconds, second Jolt removes cooldown).
If Chroniton Jolt lost the ability to lower the cooldown of Tactical Initiative, or if Tactical Initiative got a minimum cooldown, then the ability wouldn't be a problem at all. However, it'd be nice to see Jolt gaining a bit more of a speed boost. Right now that ability is fairly unless there are six allies within 5 meters.
Now, as far as PvP is concerned, this exploit isn't going to work so well. Almost every AoE in the game has a radius of 5 meters or greater. It'd make it possible for a 5 man team of Science Officers to stack 5x Tricorder Scan on the Jolt using team for around -350 damage resistance rating...and then drop 5x Exothermic Induction Field on said Jolt using team.
Since nobody is really premading and team coordination tends to be lax in matches nowadays you are right the likelyhood of jolt becoming a serious issue is slim BUT don't you like to balance things off maximum potential? I really hope we end up 5 on 5 tacts using escort doffs. Maybe we can crash the server
They could just park somewhere behind the line and spam jolt + security team and have the pets attack other players (target an enemy player while using ST). With the spam of pets the opposite team will have trouble reaching the players spamming jolt.
They could just park somewhere behind the line and spam jolt + security team and have the pets attack other players (target an enemy player while using ST). With the spam of pets the opposite team will have trouble reaching the players spamming jolt.
(It would be fun to watch though...)
Fortunately for us; Chroniton Jolt has been nerfed on Tribble. Patch Notes read: "Resolved an issue where Chroniton Jolt's recharge time was resetting." As we well know, this is a fancy dev way of saying they added a shared minimum cooldown to the ability to prevent spamming.
Added Photonic Overcharge, the combination of Trajectory Bending + Sonic Suppression Field, and simplified the descriptions of all issues. Also, I have removed Site-to-site ensnare as testing in actual matches has proven viable counters (MACO 2pc gives 5 seconds of teleport immunity for example).
Not long time ago i start playing GPvP... well, now i understand why 70-80% STO players is Tactical Captains. Graviton and Radiation modules hits like God Hammer... majority doesn't have radiation DR at all, so this module actually double or even triple Tac. Captain damage. And army of Security Escort (they have more HP and damage then regular player) stun you every 5-10 sec. Lol, in 1 match i see those army camp other team (they respawn and die... respawn and die). I'm really not complaining, it actually good experience... trying to absorb all this damage, and stay alive :smile:
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I just found this on the bottom of the STO homepage, you know, the place that convinces players to play the game. I cried.
Possibly not an issue, but I wonder if this reduction might make certain builds very difficult to kill.
Until Ambush and Graviton Spike get a shared cooldown, Trajectory Bending and Sonic Suppression Field get a shared cooldown, and Photonic Overcharge loses the ability to double dip on Critical Severity no build is difficult to kill right now.
Comments
After further testing I have reported DoTs as a bug given the changes made by borticus to the space +Pla embassy consoles.
URL="http://sto-forum.perfectworld.com/showthread.php?t=1420991"]Bug report here[/URL
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Juggernaut Systems is getting fixed!. Now, unrelated, has anyone had time to test Trajectory Bending? A +66% Critical Severity buff is quite strong on top of all flanking bonuses. The interaction could also be quite lethal when combined with Sonic Suppression Field from the Intel kit module store.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Wow. Good to see. I have trajectory bending and it seems pretty nice. I haven't bothered to grind any specialization enough to get kits out of but the combination sounds pretty nasty.
Vanilla Ground PvP information
Yeah, sonic suppression field IV grants 40% shield bypass and applies -80 all damage resistance rating to any target that is flanked. Stack that ability with piercing strikes and you're looking at -134 armor bypass from these kit modules. That's going to negate almost all of a player's armor. Really, all these "bypass armor" kit modules should be sharing a cooldown much like grenades do currently. It would be a fix very similar to what Cryptic did with Exothermic and Hyperonic.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Seems like a good excuse to use plasma feedback module
Oh, don't get me started on that one. Tactical buffs are increasing that module's damage AND damage resistance rating debuff. The former is probably intended, but the latter is most defiantly a bug.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Patch notes affecting Ground combat for anyone that is interested. Anyone have an idea what 'Graviton Spike" is mentioned under powers? It is run speed and thus a ground ability, but I've never heard of it. Overall fantastic changes to ground PvP. Also removed Automated Adrenaline Hypo from the list as Radiant Detonation Module gives us a viable counter against it.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
I don't think the Hurricane Generator is like the Forcefield Dome, but we'll see.
I'm curious to see how the Graviton Spike module works. Is it like Ambush, where it modifies the next shot, or is it a duration buff, like Supressing Fire?
I am disappointed though was expecting a combat horgon device. Placate for 5 seconds and causes your toon to use a /rip clothes off emote
Ultimately the Hurricane Generator turned out to act as a stationary turret. Unfortunately the damage on said turret is quite weak. Graviton Spike works just like Ambush in effectiveness and is excessively strong when combined with Ambush. The Science earthquake module is fairly nice at area denial and the damage is rather reasonable.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Graviton Spike is dealing 2.5k damage easily under ambush and therefore needs to be looked at by a dev. I reported the issue to Borticus the day the module was released after we tested it under controlled conditions.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Even so if my tact were pvp ready I doubt I would combo it with ambush anyway. We are actually getting quite a few tact modules that can easily be first choice for a lot of tact builds now. I have been rolling pve with trajectory, photonic, piercing strikes, graviton, and motion accel with a 100 severity split beam and fleet recoil armor, as well as the usual severity boosting traits. Suffice it to say I am shocked the borg npc's haven't filed complaint tickets yet. I kind of like the options we have now. I would even say tact has a lot more first choice modules than sci now.
Both radiations have fallen out of favor with me since dr launch. Tachyon harmonic is mostly great for an extra expose chance now more than then shield strip/fire combo. Both sonic pulse require close range play to be useful which is risky. My current main sci build is hammer and anvil, exothermic, medical tricorder, vascular regen, and take cover.
But as usual release of a module like this clearly shows a lack of foresight by the devs. Ambush one of the oldest and most popular tact modules to ever grace this game gets this new graviton module released knowing full well it would stack with ambush. Just further proof these devs don't know their game half as well as we do. Off topic a bit how much do you want to bet we will have mk 14 kit frames that have 6 module slots sometime in 2016?
You should make a 5.0, there has been enough trash added to this game to restart this thread with more concerns. The latest being the Chroniton Jolt kit module. Look at this and tell me a team of tacs are not abusing this module.
https://www.youtube.com/watch?v=byZH-3PRExI
i wouldn't worry about that one...if it's on youtube, it won't last long - no exploit ever does
#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!"
I would also consider adding graviton spike as an issue few people have experienced it coming out of my hand and I am not talking about stacking with ambush either . I am mainly referring to it's "pullback" which is essentially a free knockback. Coupled with suppressing fire. Let's try getting a 5 tact on 5 tact ground match going and see how "fun" the match becomes. A module like this forces a player from being able to take hard cover in a way that shouldn't be allowed. Now the only thing that makes this module even moderately playable is the fact that all players with choice can attain 70 base kinetic resist.
Also let's please get some ground pvp going again. This is what I have been doing with my free time. It's getting boring here. http://s27.photobucket.com/user/BossmanBiggs/media/Politics And BS/screenshot_2015-06-30-00-56-33_zpsvmluv24t.jpg.html?o=2
PS Thanks for the good time the other late night
The weakness of Chroniton Jolt is the fact that you must be within 5 meters of 6 allies in order to get the full effect of the ability. Additionally, the cooldown reduction is only triggered on the initial activation. This means that any abilities triggered after Jolt is used will not be reduced.
The only flaw with Chroniton Jolt is the fact that this ability reduces the cooldown of Tactical Initiative. This is a problem because a single Tactical Officer can keep their copy of Tactical Initiative up 100% of the time just by having two teamates hitting him with Chroniton Jolt. (First Jolt drops Tactical Initiative to 48 seconds, second Jolt removes cooldown).
If Chroniton Jolt lost the ability to lower the cooldown of Tactical Initiative, or if Tactical Initiative got a minimum cooldown, then the ability wouldn't be a problem at all. However, it'd be nice to see Jolt gaining a bit more of a speed boost. Right now that ability is fairly unless there are six allies within 5 meters.
Now, as far as PvP is concerned, this exploit isn't going to work so well. Almost every AoE in the game has a radius of 5 meters or greater. It'd make it possible for a 5 man team of Science Officers to stack 5x Tricorder Scan on the Jolt using team for around -350 damage resistance rating...and then drop 5x Exothermic Induction Field on said Jolt using team.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
(It would be fun to watch though...)
STO Screenshot Archive
Fortunately for us; Chroniton Jolt has been nerfed on Tribble. Patch Notes read: "Resolved an issue where Chroniton Jolt's recharge time was resetting." As we well know, this is a fancy dev way of saying they added a shared minimum cooldown to the ability to prevent spamming.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Graviton and Radiation modules hits like God Hammer... majority doesn't have radiation DR at all, so this module actually double or even triple Tac. Captain damage.
And army of Security Escort (they have more HP and damage then regular player) stun you every 5-10 sec. Lol, in 1 match i see those army camp other team (they respawn and die... respawn and die).
I'm really not complaining, it actually good experience... trying to absorb all this damage, and stay alive :smile:
I just found this on the bottom of the STO homepage, you know, the place that convinces players to play the game. I cried.
Possibly not an issue, but I wonder if this reduction might make certain builds very difficult to kill.
STO Screenshot Archive
Until Ambush and Graviton Spike get a shared cooldown, Trajectory Bending and Sonic Suppression Field get a shared cooldown, and Photonic Overcharge loses the ability to double dip on Critical Severity no build is difficult to kill right now.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)