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Kemocite laced weapons - really?

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    darkknightucfdarkknightucf Member Posts: 1,546 Media Corps

    It kinda sounds like a complex bug, and how much this is Torp Spreads & Fire At Will code's fault and how much it's Kemos will be left to the devs to figure out.

    Fixed for truth.
    @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.
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    alfiedonoalfiedono Member Posts: 122 Arc User

    It kinda sounds like a complex bug, and how much this is Torp Spreads & Fire At Will code's fault and how much it's Kemos will be left to the devs to figure out.

    Fixed for truth.


    Oh you forgot cannon scatter volley, it's potentially bugged with that, just haven't gotten around to testing it.
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    sarosssaross Member Posts: 248 Media Corps
    Here's the thing many of you are missing, the skill is procing without being used. You literally can stack Kemocite skills, not use them and they still work without fail. Unless Kemocite was meant to be more like a trait and naturally go off without use and the actual use from the BOFF meant other procs or bonuses, it isn't working as intended.

    What other skill can you utilize without actually having to click to activate that requires and has activation and cool downs?​​
    Need help with a mission to beat it? Visit http://pilotreviewshow.com to learn how we can help!

    Top DPS 102k
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    where2r1where2r1 Member Posts: 6,054 Arc User
    This is getting very confusing to me. It seems everything being suggested as an "improvement" is something broken.

    Part of the reason I just threw my hands up in the air and left the FB Builds Group and decided it was mostly a waste of effort to bother including any of the suggestions made there.

    Please start including information on builds NOT relying on broken traits, consoles, or skills.
    Start teaching about how to make ships that use "normal" gear, "average" traits and how skills and teaming effect performance.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
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    delerouxdeleroux Member Posts: 478 Arc User
    grimjax69 wrote: »
    lucho80 wrote: »
    .... Devs underestimated the extent to which players will go to for a bit more DPS, specially since they made it an Ensign ability that's more powerful that all the other tac abilities available at Ensign level.

    No they didn't, they knew it would help sell lockboxes.

    $$$ Working as intended $$$
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    darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited September 2015
    where2r1 wrote: »
    This is getting very confusing to me. It seems everything being suggested as an "improvement" is something broken.

    Part of the reason I just threw my hands up in the air and left the FB Builds Group and decided it was mostly a waste of effort to bother including any of the suggestions made there.

    Please start including information on builds NOT relying on broken traits, consoles, or skills.
    Start teaching about how to make ships that use "normal" gear, "average" traits and how skills and teaming effect performance.

    Here's the thing, we didn't know the specifics of what was broken with Kemocite (or other things that we're suspicious of) until we test for them. We have to take time out of our game/relax/fun time to devise tests, conduct them, analyze the logs, work out the mathematics and/or mechanics, retest/devise a new test, and repeat the process again.

    With respect to Kemocite, we were confused initially because we did not expect it to behave like this. Sometimes, during testing, we make an accidental discovery; we find something we're not looking for. In this case, it was the work of several of us that spanned months before it all clicked together and we zero'd in on the issue, because we were attentive enough to notice an anomaly by accident and home in on the potential root cause.

    @where2r1 as to your request, we've done that on The SHOW. Specifically, you'll want to focus on the episode where we had @saross and featured MBagel21's Cheap Deeps series (Video at the end of this post).

    @saross we had that aspect figured out in the video I posted. Once @alfiedono and I did our initial test, we broke off into two different testing groups and came to the same conclusion almost simultaneously. This strengthen our confidence level to where we were certain we had the problems pinned down. Everything else we tested, and either concluded wasn't affecting/affected, or was a false positive that we were able to remove by running an additional test.

    Two Bug Hunters wrote reports on the issue. Thank you both for your time.

    https://youtu.be/NGuOYJqDCQ0
    @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.
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    azniadeetazniadeet Member Posts: 1,871 Arc User
    ...and if anyone's wondering why the T6 Prometheus has 3 ensign tac slots...
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    somebobsomebob Member Posts: 556 Arc User
    saross wrote: »
    Here's the thing many of you are missing, the skill is procing without being used. You literally can stack Kemocite skills, not use them and they still work without fail. Unless Kemocite was meant to be more like a trait and naturally go off without use and the actual use from the BOFF meant other procs or bonuses, it isn't working as intended.

    What other skill can you utilize without actually having to click to activate that requires and has activation and cool downs?
    This, this right here.

    I want to see someone go nuts. See how many Kemocites they can stuff onto one ship and see if they can crash entire zones by firing off TS3.​​
    Owner and Lead Moderator for the Primus Database. Post your Hero today!
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    sarosssaross Member Posts: 248 Media Corps
    edited September 2015
    @saross we had that aspect figured out in the video I posted. Once @alfiedono and I did our initial test, we broke off into two different testing groups and came to the same conclusion almost simultaneously. This strengthen our confidence level to where we were certain we had the problems pinned down. Everything else we tested, and either concluded wasn't affecting/affected, or was a false positive that we were able to remove by running an additional test.

    Two Bug Hunters wrote reports on the issue. Thank you both for your time.

    Wasn't in reference to you @darkknightucf, it was in reference to some other people who seemed to not understand the dynamics of what was going on.
    somebob wrote: »
    saross wrote: »
    Here's the thing many of you are missing, the skill is procing without being used. You literally can stack Kemocite skills, not use them and they still work without fail. Unless Kemocite was meant to be more like a trait and naturally go off without use and the actual use from the BOFF meant other procs or bonuses, it isn't working as intended.

    What other skill can you utilize without actually having to click to activate that requires and has activation and cool downs?
    This, this right here.

    I want to see someone go nuts. See how many Kemocites they can stuff onto one ship and see if they can crash entire zones by firing off TS3.

    Someone has. They did CCA and their Kemocite did 75%+ of their total DPS for that run with a 90k DPS run. He had 2x kemo 1, 2x kemo 2, and 1x kemo 3.
    where2r1 wrote: »
    This is getting very confusing to me. It seems everything being suggested as an "improvement" is something broken.

    Part of the reason I just threw my hands up in the air and left the FB Builds Group and decided it was mostly a waste of effort to bother including any of the suggestions made there.

    Please start including information on builds NOT relying on broken traits, consoles, or skills.
    Start teaching about how to make ships that use "normal" gear, "average" traits and how skills and teaming effect performance.

    Not every build on the FB page includes the use of broken skills to utilize a busted mechanic. Most are suggesting things that they use. Rather or not you make a build just like theirs is your choice. What you should be doing is taking their suggestions and building their concepts into your ship build. Kemo, despite it's busted metrics is still very useful. During the week or so where you could use the krenim lab consoles and get infinite DPS we didn't tell people to get a ton of those consoles. Advised against it in fact because they were busted. Very few builds I see on there suggest busted metrics. The high end builds may be costly to replicate. But most people want to be known for the build they have, not the ideal build that cost nothing to gather and make. Most people don't ask for a cost effective build. They want a build to chase the high dps in most cases, so they are given a costly build as a result.

    Most of the time you can see close relations between each build on there anymore. Some dynamics are changing, and that in part maybe due to some skills being relevant to use again and other new items that add the wow factor to the item. But they aren't changing based on a busted console, BOFF skill or trait.​​
    Need help with a mission to beat it? Visit http://pilotreviewshow.com to learn how we can help!

    Top DPS 102k
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    where2r1where2r1 Member Posts: 6,054 Arc User
    edited September 2015
    Uh oh...my response disappeared. :( Well, that sucks...
    Well....this one seems to be working.. ::pout::

    And, now, I can't delete this "test" (and my coffee is cold).
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
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    tacticalrooktacticalrook Member Posts: 810 Arc User
    ruinthefun wrote: »
    saross wrote: »
    Someone has. They did CCA and their Kemocite did 75%+ of their total DPS for that run with a 90k DPS run. He had 2x kemo 1, 2x kemo 2, and 1x kemo 3.
    Pssh, that's nothing. Fill an entire Breen Raider with Kemocides and a Torp Spread, then you'll be cooking with gas.
    I was going through old ships recently and noticed that, as well. To a lesser degree, a B'rel would work, if you weren't fortunate enough to get in on the exclusivity of the winter ship.
    /channel_join grind
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    neomodiousneomodious Member Posts: 428 Arc User
    so kemo1 + kemo 3 + spread2 would proc
    somebob wrote: »
    saross wrote: »
    Here's the thing many of you are missing, the skill is procing without being used. You literally can stack Kemocite skills, not use them and they still work without fail. Unless Kemocite was meant to be more like a trait and naturally go off without use and the actual use from the BOFF meant other procs or bonuses, it isn't working as intended.

    What other skill can you utilize without actually having to click to activate that requires and has activation and cool downs?
    This, this right here.

    I want to see someone go nuts. See how many Kemocites they can stuff onto one ship and see if they can crash entire zones by firing off TS3.

    Birds of prey have all universal seating so that's I think 4 + 3 + 2 + 2 - 1 for the torp spread.

    10 copies of kemocite, average price like 120m on all those? Maybe higher?

    1.2b. I've got kemo 1 and 3 already, anyone wants to donate the other 8 I'll stick it all on my b'rel and we shall have a see!

    well, given that KLW and TS3 both stop at LtCom, 3+3+2+2-1=9 slots for KLW I believe. Still kinda hilarious.​​
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    potencethe1stpotencethe1st Member Posts: 257 Arc User
    edited September 2015
    I did ANRA last night using my sci pilot ship on my tac Vulcan.

    A lvl 4 wave lasted 7 seconds. Kemo1 and kemo2 with spread 3 and grab well 1.

    386k dps.

    40 attacks with FAW2
    40 attacks with gravwell1.
    62 attacks with torp spread 3
    426 attacks with kemo.

    The packs (with the exception of rank 5 wave, only mothership left) all died during buffs so no regular Torps or beams even fired.

    That's 60 kemo procs per second.

    Two players asked how I was vaporizing them instantly before they could even arrive so I told them kemo, and that its broken.
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    tyriniussstyriniusss Member Posts: 317 Arc User
    so kemo1 + kemo 3 + spread2 would proc
    somebob wrote: »
    saross wrote: »
    Here's the thing many of you are missing, the skill is procing without being used. You literally can stack Kemocite skills, not use them and they still work without fail. Unless Kemocite was meant to be more like a trait and naturally go off without use and the actual use from the BOFF meant other procs or bonuses, it isn't working as intended.

    What other skill can you utilize without actually having to click to activate that requires and has activation and cool downs?
    This, this right here.

    I want to see someone go nuts. See how many Kemocites they can stuff onto one ship and see if they can crash entire zones by firing off TS3.​​

    Birds of prey have all universal seating so that's I think 4 + 3 + 2 + 2 - 1 for the torp spread.

    10 copies of kemocite, average price like 120m on all those? Maybe higher?

    1.2b. I've got kemo 1 and 3 already, anyone wants to donate the other 8 I'll stick it all on my b'rel and we shall have a see!


    There's always Tribble and Redshirt. Buy KLW 1, 2 and 3 on Holodeck, copy that char over to the test server multiple times, sell it on holodeck. Full kemocite B'Rel. I'd love to see what happens there!
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    where2r1where2r1 Member Posts: 6,054 Arc User
    To saross: I figured out I am looking at it all wrong.

    What I am looking for is NOT build related. Though, build and knowledge of various synergies between all the gear is very important to know. My problem is: I am missing an understanding of how Sci works with Eng works with Tac. I am pretty sure a build won't fix that.

    So, carry on….you are doing a great job and providing a much needed service helping folks tweak their builds.




    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
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    where2r1where2r1 Member Posts: 6,054 Arc User
    Here's the thing, we didn't know the specifics of what was broken with Kemocite (or other things that we're suspicious of) until we test for them. We have to take time out of our game/relax/fun time to devise tests, conduct them, analyze the logs, work out the mathematics and/or mechanics, retest/devise a new test, and repeat the process again.

    You are not required to use your game time in that way. Turn it over to Bug Hunters and let them devise/test/analyze/retest and so forth. That is what they volunteered for. Go make your radio show! Go make the fancy videos! Go play!

    I bookmarked the video but I don't believe "Cheep Deeps" is what I am looking for. I realized the part that I am missing is: how the different careers work in tandem with each other.

    What I prefer to see is: what happens BEFORE you guys do your runs...before you start the recordings?
    How do you build a team effectively? How do you decide who is in the team in which types of ships? Tacs? Eng?? Sci?? Do they concentrate on their own part or everything?

    So, you are in there with your Big Ol’ Torpedo Machine sponging up as many of the kills for “damage points” (or DPS or whatever). WHAT IS EVERYONE ELSE DOING???

    What “signs of trouble” do Science or an Engineer or even a Tactical look for? What do they see in that MESS of flying colors on the screen? Or are they constantly spamming buffs, debuffs and heals? What does the team cover while you are blowing things up? How do they know when to leap into action with “something” to make it work for you?

    Hopefully, you guys can come up with some videos showing team work or explain your team set ups "on air". But that is probably old hat to you and a boring topic. I will just continue digging for more information in the forums and You Tube.
    "Spend your life doing strange things with weird people." -- UNK

    “Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
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    bobs1111bobs1111 Member Posts: 471 Arc User
    edited September 2015
    Don't worry guys the Quarter ends right away... then the Devs will be ordered to admit its broken (but not that they knew that the day they released it)... and fix it in the following patch. Then we can all wait 2 months for the next "woopsie" to hit for a good Q4 sales push. (my money is on a new Lobi store 3 pc that is just stupid OP... where due for one with the next lockbox and those are always super great $$ makers... so good that sometimes they stick around for 2 quarters of sales push to the DPS chasers and PvPsploiters) :) hehe
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    darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    where2r1 wrote: »
    Here's the thing, we didn't know the specifics of what was broken with Kemocite (or other things that we're suspicious of) until we test for them. We have to take time out of our game/relax/fun time to devise tests, conduct them, analyze the logs, work out the mathematics and/or mechanics, retest/devise a new test, and repeat the process again.

    You are not required to use your game time in that way. Turn it over to Bug Hunters and let them devise/test/analyze/retest and so forth. That is what they volunteered for. Go make your radio show! Go make the fancy videos! Go play!

    This was before the Bug Hunters Initiative was even conceived....
    where2r1 wrote: »
    I bookmarked the video but I don't believe "Cheep Deeps" is what I am looking for. I realized the part that I am missing is: how the different careers work in tandem with each other.

    What I prefer to see is: what happens BEFORE you guys do your runs...before you start the recordings?
    How do you build a team effectively? How do you decide who is in the team in which types of ships? Tacs? Eng?? Sci?? Do they concentrate on their own part or everything?

    So, you are in there with your Big Ol’ Torpedo Machine sponging up as many of the kills for “damage points” (or DPS or whatever). WHAT IS EVERYONE ELSE DOING???

    What “signs of trouble” do Science or an Engineer or even a Tactical look for? What do they see in that MESS of flying colors on the screen? Or are they constantly spamming buffs, debuffs and heals? What does the team cover while you are blowing things up? How do they know when to leap into action with “something” to make it work for you?

    Hopefully, you guys can come up with some videos showing team work or explain your team set ups "on air". But that is probably old hat to you and a boring topic. I will just continue digging for more information in the forums and You Tube.

    Now this is something specific and concrete that we can answer. Some of Timberwolf's vids and Valikin's streams already address this. At least two of my own vids have some brief coordination aspects, but based on what you wrote, you want the Beginner's Guide to Career Paths and Team coordination. We're already in the works of doing tandem live streams to YouTube and Twitch so you can see things from start to finish. We'll be sure to include how the DPS After Dark crew coordinates their runs (@lordprotius would be pleased to hear this request).

    Now, if you scrutinize my own work, you can see the evolution of what I do as a Tactical Heavy Fire Support player; drop big nukes quickly and move to the next target. It means that I have to anticipate what other players do, whether they be dedicated wingmen and women, or random people when I choose to live dat PuG LyFe. That means working out the possibilities of what actions people will take next, and anticipate the most likely course of action (adjusting for mistakes, stupidity, or trolls). Then there's also shot timing and range tests, which are quite boring, but necessary for myself to be able to figure out when and where to launch whatever shot I want to have available for the target(s) at hand.

    My "Big Ol’ Torpedo Machine" destroys things easily because I practiced fundamentals to the point that it becomes second nature. Much like box-out drills for basketball, most people find it 'not worth their time', until you win rebounding records,defensive player titles, and save games just by utilizing one fundamental mechanic very well.

    @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.
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