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Kemocite-Laced Weaponry is broken with projectile weapons. Plus other problems

pottsey5gpottsey5g Member Posts: 3,729 Arc User
edited May 2015 in PC Gameplay Bug Reports
Kemocite-Laced Weaponry is broken I have over 100+ mine hits, cluster and normal and 2 procs from a 100% proc chance!

Why is it projectile weapons always feel like 2nd class citizens? Most of our stuff seems to come out either broken, or massively over nerfed. Why is it time and time again the expansive hard to get projectile gear has worse performance than basic gear? When we have to grind and/or spend real money we don't expect to end up worse off.

The Advanced Quantum torpedo has been setup to do under half the damage of normal Quantum torpedo. Why? that makes it useless. Why would anyone use it? its not very advance when it cuts performance drastically.

The lobi corrosive torpedo launcher has got a 10% proc rate making its performance massively worse than cheap normal torpedo that have a 100% proc chance. Why spend real money on something this bad?

Lobi Quantum mines do under half the damage of normal quantum mines making them useless, again why spend real money on something this bad?

Doff powers that drop mines are x20 fold worse than other doffs. Why would anyone want to use them? What is it 3 doffs slots to gain 1 mine over a 1 minuet on average? Something almost unnoticeable in game compared to other doffs.

Why is it different torpedo’s get a different damage boost from torpedo spread or high yield? For example Transphasic with High Yield 3 gets a 222% damage boost or 55.5% per torpedo. While Quantum gets a 294% damage boost or 73.4% per torpedo?

Why are we still missing Transphasic mines from the fleet store? (last time I looked)

Worse of all over a year later R&D projectile tactical console upgrading is still broken!!!!
Post edited by Unknown User on

Comments

  • rakija879rakija879 Member Posts: 646 Arc User
    edited May 2015
    Where do you get those kemocite weapons?
  • primar13primar13 Member Posts: 1,896 Bug Hunter
    edited May 2015
    Xindi Terestrial Lockbox.

    It is a Tactical Boff Ability.
  • rakija879rakija879 Member Posts: 646 Arc User
    edited May 2015
    primar13 wrote: »
    Xindi Terestrial Lockbox.

    It is a Tactical Boff Ability.

    It must be worth millions then!:P
  • pottsey5gpottsey5g Member Posts: 3,729 Arc User
    edited May 2015
    rakija879 wrote: »
    It must be worth millions then!:P
    Prices for rank 1 and 2 have shot up to over 30mill and even over 40million a skill. Its really fun to spend that much and finding out its broken for half my weapons.
  • pottsey5gpottsey5g Member Posts: 3,729 Arc User
    edited May 2015
    Another day of testing and I still have not managed to get Kemocite-Laced Weaponry to work with my projectile weapons.
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited May 2015
    You don't notice the gigantic yellow flash? It procs 100% of the time, as designed, when I use a neutronic, whether in spread or just on its own.
    EnYn9p9.jpg
  • pottsey5gpottsey5g Member Posts: 3,729 Arc User
    edited May 2015
    You don't notice the gigantic yellow flash? It procs 100% of the time, as designed, when I use a neutronic, whether in spread or just on its own.
    Not tested it with a neutronic. Yesterday I had 4 procs with around 100 hits over 2 front projectile weapons and 2 rear projectile weapons. Zero procs today.
  • thoth36thoth36 Member Posts: 52 Arc User
    edited May 2015
    I just watched this video of some testing made by Snipey47a & Odenknight

    https://www.youtube.com/watch?v=QWh1FouHLv8

    Nope not bugged at all lol :rolleyes:
  • pottsey5gpottsey5g Member Posts: 3,729 Arc User
    edited May 2015
    thoth36 wrote: »
    I just watched this video of some testing made by Snipey47a & Odenknight

    https://www.youtube.com/watch?v=QWh1FouHLv8

    Nope not bugged at all lol :rolleyes:

    Thanks for posting that as it very clearly shows its bugged in a lot of different ways and not working as intended for all situations. I hope the devs look at this and all the other projectile bugs.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited May 2015
    pottsey5g wrote: »
    Thanks for posting that as it very clearly shows its bugged in a lot of different ways and not working as intended for all situations. I hope the devs look at this and all the other projectile bugs.

    Thank you for your write-up. It helps alleviate the user QA strain, as well as helps us focus on other areas as well after we confirm the results.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    pottsey5g wrote: »
    Prices for rank 1 and 2 have shot up to over 30mill and even over 40million a skill. Its really fun to spend that much and finding out its broken for half my weapons.

    Yeah, I kind of wish I'd bought a bunch of them when it dropped - they were so damn cheap.

    * * * * *

    But yeah, it's er - not new - to torps with the KLW stuff. There are several such things out there where certain are on launch, some are on impact, some are on both launch and impact...the Mystical World of Projectiles.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2015
    Forgot to mention, the double on the Spread...most likely tied into the same issue that used to exist with FAW and doubles.

    1) Select target (this is a hit).
    2) Hit target (this is a hit).

    Two "hits"...because of the "autohit" component that comes into play with target selection (but still applies to a selected target).

    Would likely be a case of implementing the same fix or same type of fix to resolve that.
  • jaydenomega812jaydenomega812 Member Posts: 149 Arc User
    edited May 2015
    To me it would seem that projectile weapons are by no means second class citizens in the game.

    Just because the radiant quantum doesn't do as much or more then the neutronic doesn't mean it's garbage persay.

    It just means the neutronic is still doing too much damage.

    I mean the neutronic has a nice proc on it for the energy drain as well as power transfer rate (timed right and procs right it will mess with an a2b build or even a epte), but combined with it's extremely high damage amounts from spreads alone leaves it still the 'best' torpedo launcher in the game to get high damage numbers.

    Until they nerf the neutronic more people will keep thinking everything besides it is garbage. Or until they make a more op torp launcher than the neutronic in terms of damage numbers alone which the game doesn't need in my opinion.

    As well, it's worth mentioning that there is no global cooldown with multiple torp launchers and they can benefit from buffs as well. Hit Spread3, hold for 15 seconds then release the neutronics followed by a hy3 of a biomolecular is instant death for even the most buffed up kinetic res ships. Since like I said there is no global cd on multiple torp launchers.

    Far as the part where you mention kemocite as being op...I don't follow that. I've done testing with kemocite and its a nice power. I don't find it to be op or underpowered. What is op though is using integrity collapse, resonance beam, and isokinetic cannon on a high part gen build along with tbr3 as well as having all the plasma exploding console you possibly can. Hope you got a big hull and a quick to turn ship for that one cause if not rock n roll wont save you.

    All these big damage numbers come from part gens and torps. Neither of which are second class citizens apparently.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited May 2015
    Forgot to mention, the double on the Spread...most likely tied into the same issue that used to exist with FAW and doubles.

    1) Select target (this is a hit).
    2) Hit target (this is a hit).

    Two "hits"...because of the "autohit" component that comes into play with target selection (but still applies to a selected target).

    Would likely be a case of implementing the same fix or same type of fix to resolve that.

    Spot on what we thought, because TS is treated as a hit on launch. Thanks, Virus.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited May 2015
    To me it would seem that projectile weapons are by no means second class citizens in the game.

    Just because the radiant quantum doesn't do as much or more then the neutronic doesn't mean it's garbage persay.

    It just means the neutronic is still doing too much damage.

    I mean the neutronic has a nice proc on it for the energy drain as well as power transfer rate (timed right and procs right it will mess with an a2b build or even a epte), but combined with it's extremely high damage amounts from spreads alone leaves it still the 'best' torpedo launcher in the game to get high damage numbers.

    Until they nerf the neutronic more people will keep thinking everything besides it is garbage. Or until they make a more op torp launcher than the neutronic in terms of damage numbers alone which the game doesn't need in my opinion.

    As well, it's worth mentioning that there is no global cooldown with multiple torp launchers and they can benefit from buffs as well. Hit Spread3, hold for 15 seconds then release the neutronics followed by a hy3 of a biomolecular is instant death for even the most buffed up kinetic res ships. Since like I said there is no global cd on multiple torp launchers.

    Far as the part where you mention kemocite as being op...I don't follow that. I've done testing with kemocite and its a nice power. I don't find it to be op or underpowered. What is op though is using integrity collapse, resonance beam, and isokinetic cannon on a high part gen build along with tbr3 as well as having all the plasma exploding console you possibly can. Hope you got a big hull and a quick to turn ship for that one cause if not rock n roll wont save you.

    All these big damage numbers come from part gens and torps. Neither of which are second class citizens apparently.

    I'm not sure you're getting the entire picture here, or that you're missing the memo about powercreep and some game mechanics not being adjusted to said powercreep as much as others have.

    First off, nowhere did I ever say that KLW was OP. There are bugs that work for and against the player, depending on the weapon and firing mode.

    Many things in your statements are demonstrably incorrect. For example, in the example of chaining a TS3 w/ a HY3, you have to activate TS3, then wait 15sec to activate HY3, then ~0.25s wait for HY3 to be granted , and then fire the HY3 (shot priority), then ~1.0s wait, then you can fire TS3 of another torp, because of a torpedo GCD (Global CoolDown). NEVER in the game's history could you ever fire a back-to-back TS3 Neut and then HY3 Enh Bio in that order without a delay. Now, the reverse I have done. Go look up any of my 1v1's w/ AstroZombie, who did stack kinetic resists. See how that turns out. FYI, if you think that I do not hit hard enough with kinetics, you can ask any member of the DPS leagues for numbers.

    I'll continue this after dinner.
    EDIT:

    Neutronic is seen as the best torpedo because it actually is effective for a torpedo in DR content. Increased shields and hull (primarily shields) renders other kinetics painfully far behind the powercurve. Add to it that HY mode is underperforming in scale compared to a crafted quantum, the radiation damage is weaker than in TS mode, and that the power drain isn't working properly (pre and post resist fix), it still has problems to this date. It doesn't mean that it's not useful, but one firing mode makes it much more useful than the other in almost all situations. That is not right.

    Now, if you're talking about PvP, go see my vids. Plenty of instances where I either wreck people who do not build appropriately, or suffer tremendously vs people who do. AstroZombie is literally a hard counter to me. Snipey47a has a ship that takes elements of AstroZombie's ship to the next level, but designed it well vs other weapon types as well.

    What they did w/ KLW is to help alleviate the problem with the other torps. Does it put them on a better footing vs other weapons? It depends on the content and the build. For Normals, it makes people feel OP. In Advanced, it's about even depending on what you face. Forget the Iconian Elites. You're decent vs smaller craft, and you have to K.O. shields to do any real damage to hull. Now, since energy weapons have multiple mechanics to drain shields, do direct damage to shields, and bypass shields ALL AT THE SAME TIME, you'd be hard pressed to say that "torpedoes are fine", especially when people would forgo the set bonuses to slot another beam/energy weapon because of all the perks granted to energy weapons. Even the new Transphasic that applies a debuff that would benefit the team can be dropped for a beam weapon, because there's no gain in benefit for keeping the Transphasic.

    Neutronic needs to be nerfed? Sure, when all torpedo issues are fixed, and some core mechanics that are in place for a 2012 game are changed to keep up with the powercreep.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • pottsey5gpottsey5g Member Posts: 3,729 Arc User
    edited May 2015
    To me it would seem that projectile weapons are by no means second class citizens in the game.

    Just because the radiant quantum doesn't do as much or more then the neutronic doesn't mean it's garbage persay.

    It just means the neutronic is still doing too much damage.
    I wasn’t comparing it to a neutronic I was comparing it to a normal torpedo. It does half the damage of basic quantum torpedo with torpedo spread 3 due to half as many hits. With or without Spread 3 its average damage is far worse then a basic quantum torpedo .

    Just to be clear the advanced radiant quantum has lower damage per hit then normal quantum’s and if that wasn’t bad enough the advanced radiant quantum has half as many torpedoes in spread 3 which effectively means worse than half the damage of a normal quantum.

    What about all the other torpedo bugs and problems I posted? What about all the paid for via real cash items that are broken or worse than the free cheap items? What about all the projectile items like mines where you spend ages grinding and spending resources to get to gold level only to find out its broken and you get nothing. Do you think devs would leave beam R&D and upgrades broken for 1year+


    Thank you for your write-up. It helps alleviate the user QA strain, as well as helps us focus on other areas as well after we confirm the results.
    If there is interest we could post all the projectile problems in this thread and I could rewrite the first post so its easy for the devs to get a collection. I just thought of some more that need editing in the first post. The mine upgrading system is broke as well but I need to head to work now. Not got time for a rewrite till later.
  • farktoid5000farktoid5000 Cryptic EQAH Member Posts: 72 Cryptic Developer
    edited May 2015
    I've marked down the kemocite issue. Mines and high yield torpedoes aren't getting the bonus and that has been bugged.

    You also mentioned projectile upgrading is not working? Can you be more specific? Which mines/torpedoes/consoles are you referring to?
    Follow your friendly neighborhood EQAH on Twitter! @CrypticEQAH
  • pottsey5gpottsey5g Member Posts: 3,729 Arc User
    edited May 2015
    I've marked down the kemocite issue. Mines and high yield torpedoes aren't getting the bonus and that has been bugged.

    You also mentioned projectile upgrading is not working? Can you be more specific? Which mines/torpedoes/consoles are you referring to?

    Thanks. When you upgrade any mine to gold level you get an ACC mod which doesn’t work on mines. We do not even get acc overflow. It is a very high resource cost to upgrading to gold level. Personally I would like to see something like radius added over ACC.

    Any Projectile Vulnerability Exploiter or Exploiter Tactical console for any torpedo type cannot be upgraded with projectile tech.

    Transphasic mines are also missing from the fleet store. I also could not get kemocite working with any of the cluster torpdeos. It triggers as you fire the Cluster, not on hit.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited May 2015
    Tricobalt torpedo mods not working

    Tricobalt torpedo not working properly with Torpedo Barrage and Concentrate Firepower. The TDD functions properly with both.

    Corrosive Plasma Torp in Spread mode has a chance to remove the corrosive debuff as well as apply it on hit within the same salvo. Also, plasma damage on the torp is abysmally low.

    Quantum Exploiter Tac Consoles, when upgraded, do not add quantum damage to quantum torpedoes. Screenshots here.

    Neutronic HY radiation damage is the same as the base torpedo radiation damage. Spread is boosted slightly (which Borticus stated is intended).

    There are others (both kinetic and non-kinetic related) that have had bug reports or have been posted for literally years.


    Still working on a couple of other items and getting the match checked to see if it's a bug, a possible design oversight, or working as intended.

    Thank you.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • pottsey5gpottsey5g Member Posts: 3,729 Arc User
    edited May 2015
    The Plasma Torpedo DoT seems to be all over the place. Omega and Corrosive is so tiny it’s almost unnoticeable. Like other plasma torpedoes hit for over triple the DoT damage.
  • psych2lpsych2l Member Posts: 79 Arc User
    edited May 2015
    Glad to see torp mechanics are getting looked into. I'd just like add a request for an elaboration on what torp traits and abilities should work with the AP energy torp and the rationale behind them. As I understand it only some of the torpedo traits such as kinetic precision work for this weapon, whereas others don't (i.e. Omega kinetic shearing). "All energy" buffs such as emergency power to weapons boosts it's damage, however none of the other directed energy traits such as the nukara shield penetration trait or abilities like directed energy modulation apply. As it stands, it's extremely confusing figuring out what applies and what doesn't, and any insight would be appreciated. Reading Borticus' description, I was under the impression energy traits and procs (e.g. fluidic cocoon, embassy plasma) would apply while kinetic traits would not since it was described as akin to an extremely slow firing cannon. Any feedback would be greatly appreciated.
  • t0ffik1#9170 t0ffik1 Member Posts: 134 Arc User
    edited May 2015
    Bio torp from CC set HY3 doestn proc kemocite 2 at all...

    I wished they would fix torp so that they are usable vs shields on similar lvl as neutornic, as its the only torp that can half way can be considered - if not the firing bugs on TS and HY when the torp doesnt fire and goes to cd - to replace BO3 who isnt buffed by overpowered OSS. Currently the radiation dmg on neutronic makes it mostly the only usefull torp vs shields to some degree.


    !!!!!!!!!!!!!!Also there is a bug with Kemocite 3 abiilty that it allowst to crit for 11-12k per hit on TS3 Antiproton torp, while having avarage 150crtD stats on toon and no any other type of partgen or radiation dmg increase - its around 750% to much dmg to what it should make on crits with current crtD and dmg mostly base of the ability.

    Am not shure why it proced but it happend to me on Antiproton torp (could be some mixup as its energy torp and got console scaling).
  • pottsey5gpottsey5g Member Posts: 3,729 Arc User
    edited May 2015
    I've marked down the kemocite issue. Mines and high yield torpedoes aren't getting the bonus and that has been bugged.

    You also mentioned projectile upgrading is not working? Can you be more specific? Which mines/torpedoes/consoles are you referring to?

    Any updates on the R&D upgrades problems? Any chance the lobi projectile items can have a rebalance so they are not worse then basic free torpdeos and mines?
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