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Cryptic - Thankyou for the Quantum Phase torpedo!

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  • gradiigradii Member Posts: 2,824 Arc User
    samt1996 wrote: »
    AOE in this game IS simply out of control period.

    DPS in this game is out of control.

    "He shall be my finest warrior, this generic man who was forced upon me.
    Like a badass I shall make him look, and in the furnace of war I shall forge him.
    he shall be of iron will and steely sinew.
    In great armour I shall clad him and with the mightiest weapons he shall be armed.
    He will be untouched by plague or disease; no sickness shall blight him.
    He shall have such tactics, strategies and machines that no foe will best him in battle.
    He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
    He is Tovan Khev... and he shall know no fear."
  • pweistheworstpweistheworst Member Posts: 986 Arc User
    gradii wrote: »
    samt1996 wrote: »
    AOE in this game IS simply out of control period.

    DPS in this game is out of control.

    Well ... crazy-high DPS wouldn't be so bad if there was also a push from the devs for crazy-high damage resistance in STO. That's the other side of the coin and one of the many things preventing PVP from coming back in any serious way.

    If I'm playing my main Tac or main Sci characters there are only a handful of players who don't die in 2-5 SECONDS when I start my attack in PVP if it's a 1-on-1 fight. The last six PVP space battles I've had with other players in 1-on-1 combat ended with me obliterating my opponents 15-to-0 each time.

    Yes, you can simply say that I'm able to get my DPS too high ... but it's more accurate to say that I'm getting too much DPS at the same time my opponents aren't able to get high enough damage resistance to make it a fair fight.

    This is "Star Trek" Online and the only times I can think of a major starship getting destroyed in a couple of seconds by another starship are when the shields were completely offline. Sure, a weaker ship like a freighter might get blown up quickly by a Klingon warship even if the freighter had shields, but we never witnessed two similarly equipped "combat-ready" starships exchanging fire and one starship completely destroying the other with only 2-3 seconds of sustained fire.

    Damage is one thing, but we shouldn't be able to completely destroy another player with similar stats so quickly. (It might be fun the first couple times you obliterate someone in a couple seconds, but it quickly stops feeling fun ... even for the victor.)
    In the immortal words of Captain Sisko: "It may not be what you believe, but that doesn't make it wrong."

    Don't believe the lies in this forum. I am NOT an ARC user. I play STO on Steam or not at all.
  • gradiigradii Member Posts: 2,824 Arc User
    gradii wrote: »
    samt1996 wrote: »
    AOE in this game IS simply out of control period.

    DPS in this game is out of control.

    Well ... crazy-high DPS wouldn't be so bad if there was also a push from the devs for crazy-high damage resistance in STO. That's the other side of the coin and one of the many things preventing PVP from coming back in any serious way.

    If I'm playing my main Tac or main Sci characters there are only a handful of players who don't die in 2-5 SECONDS when I start my attack in PVP if it's a 1-on-1 fight. The last six PVP space battles I've had with other players in 1-on-1 combat ended with me obliterating my opponents 15-to-0 each time.

    Yes, you can simply say that I'm able to get my DPS too high ... but it's more accurate to say that I'm getting too much DPS at the same time my opponents aren't able to get high enough damage resistance to make it a fair fight.

    This is "Star Trek" Online and the only times I can think of a major starship getting destroyed in a couple of seconds by another starship are when the shields were completely offline. Sure, a weaker ship like a freighter might get blown up quickly by a Klingon warship even if the freighter had shields, but we never witnessed two similarly equipped "combat-ready" starships exchanging fire and one starship completely destroying the other with only 2-3 seconds of sustained fire.

    Damage is one thing, but we shouldn't be able to completely destroy another player with similar stats so quickly. (It might be fun the first couple times you obliterate someone in a couple seconds, but it quickly stops feeling fun ... even for the victor.)

    This is a good argument for PVP but in PVE on enemy NPCs this would only make content impossible for lower dps players.

    "He shall be my finest warrior, this generic man who was forced upon me.
    Like a badass I shall make him look, and in the furnace of war I shall forge him.
    he shall be of iron will and steely sinew.
    In great armour I shall clad him and with the mightiest weapons he shall be armed.
    He will be untouched by plague or disease; no sickness shall blight him.
    He shall have such tactics, strategies and machines that no foe will best him in battle.
    He is my answer to cryptic logic, he is the Defender of my Romulan Crew.
    He is Tovan Khev... and he shall know no fear."
  • meimeitoomeimeitoo Member Posts: 12,587 Arc User
    edited December 2015
    lucho80 wrote: »
    Well, the devs are back to pushing major changes on Tribble (TS function) with no consideration to feedback. Torpedoes are back to TRIBBLE.

    All hail BFAW. It's the best ability ever and players love it.

    Why, that's the problem with ppl gleefully cheering on Bort and his nerfs. Be careful what you wish for, and all that.

    Seriously, though, Cryptic always goes overboard on these matters: either it's OP-broken, or they nerf it to death. Someone ought to tell them that 'Balance starts at the design table, and shouldn't be a post-facto hack.'
    3lsZz0w.jpg
  • tfomegatfomega Member Posts: 812 Arc User
    edited December 2015
    meimeitoo wrote: »
    lucho80 wrote: »
    Well, the devs are back to pushing major changes on Tribble (TS function) with no consideration to feedback. Torpedoes are back to TRIBBLE.

    All hail BFAW. It's the best ability ever and players love it.

    Why, that's the problem with ppl gleefully cheering on Bort and his nerfs. Be careful what you wish for, and all that.

    Seriously, though, Cryptic always goes overboard on these matters: either it's OP-broken, or they nerf it to death. Someone ought to tell them that 'Balance starts at the design table, and shouldn't be a post-facto hack.'

    No no no..STO PvP is perfect the way it is. Thank you, Cryptic for making PvP so fun and enjoyable and perfect for all players! Thank you for BFAW and for high partgens and FBP!!! We really appreciate it! We also thank you for all the immunities and rock'n'roll which, without the nerfs, make torps mostly ineffective anyway without a perfectly timed hit! And above all, thank you for spreading the immunities to pets too! There is nothing like seeing the word immunity stack like 10 times per object with torp spread when trying to get rid of spam! Thank you thank you thank you!

    I AM NOT A FAN OF PWE!!!!
    MEMBER SINCE JANUARY 2010
  • meimeitoomeimeitoo Member Posts: 12,587 Arc User
    tfomega wrote: »
    meimeitoo wrote: »
    lucho80 wrote: »
    Well, the devs are back to pushing major changes on Tribble (TS function) with no consideration to feedback. Torpedoes are back to TRIBBLE.

    All hail BFAW. It's the best ability ever and players love it.

    Why, that's the problem with ppl gleefully cheering on Bort and his nerfs. Be careful what you wish for, and all that.

    Seriously, though, Cryptic always goes overboard on these matters: either it's OP-broken, or they nerf it to death. Someone ought to tell them that 'Balance starts at the design table, and shouldn't be a post-facto hack.'

    No no no..STO PvP is perfect the way it is. Thank you, Cryptic for making PvP so fun and enjoyable and perfect for all players! Thank you for BFAW and for high partgens and FBP!!! We really appreciate it! We also thank you for all the immunities and rock'n'roll which, without the nerfs, make torps mostly ineffective anyway without a perfectly timed hit! Thank you thank you thank you!

    Is this one of them reverse-psychology deals I've come across the last few days?! :P
    3lsZz0w.jpg
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    ltminns wrote: »
    As I said many pages ago 'No good thank you goes unpunished'.

    Also, new regulations have been issued by all Faction's Fleet Commands to not lace more than one Torpedo per spread with Kemocite. Or to only have one Neutronic Torpedo actually explode with a radiation effect.

    We are going to need to retrain the crew now to ensure that the Torpedoes that they lace actually hit the Main Target or the one that will have a radiation effect, and blah, blah. I wonder if there will be new Skill Books for that.

    'Main Target' you ask, what Main Target? This is a spread to blast anything out there, you know like BFAW. There is no 'Main Target'.

    The explanations given really make no sense other than we don't know how to fix the real problem so here goes instead.

    Everytime Torpedoes seem to get a rise, the 'Whack a Mole' bat comes out.

    I've re-read this 4 times, and laughed each and every time. THANKS!
    @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
    reyan01 wrote: »
    Thank you devs for BFAW! It's the most compelling, engaging, in-depth, and skillful skill in the game! I know it's hard to use correctly, and most don't use beams, but this skill makes them totally worth it!

    I'll second this. Thankyou for BFAW Devs - it's not OP in the least and it doesn't make anything else redundant!

    No no no.. this needs it's own thread in order for the desired affect to be enacted.
    @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.
  • meimeitoomeimeitoo Member Posts: 12,587 Arc User
    ltminns wrote: »
    As I said many pages ago 'No good thank you goes unpunished'.

    Also, new regulations have been issued by all Faction's Fleet Commands to not lace more than one Torpedo per spread with Kemocite. Or to only have one Neutronic Torpedo actually explode with a radiation effect.

    We are going to need to retrain the crew now to ensure that the Torpedoes that they lace actually hit the Main Target or the one that will have a radiation effect, and blah, blah. I wonder if there will be new Skill Books for that.

    'Main Target' you ask, what Main Target? This is a spread to blast anything out there, you know like BFAW. There is no 'Main Target'.

    The explanations given really make no sense other than we don't know how to fix the real problem so here goes instead.

    Everytime Torpedoes seem to get a rise, the 'Whack a Mole' bat comes out.


    Yeah, LOL. Reminds me of the end of Serenity,

    The Operative: Target the Reavers... Target the Reavers! Target everyone! .... *Somebody*, fire!
    3lsZz0w.jpg
  • allocaterallocater Member Posts: 289 Arc User
    R.I.P. Quantum Phase Torpedo Spread (2015-10-29 to 2015-12-03) https://www.youtube.com/watch?v=6FbXSzNbuWc

    It was fun.
  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    meimeitoo wrote: »
    ltminns wrote: »
    As I said many pages ago 'No good thank you goes unpunished'.

    Also, new regulations have been issued by all Faction's Fleet Commands to not lace more than one Torpedo per spread with Kemocite. Or to only have one Neutronic Torpedo actually explode with a radiation effect.

    We are going to need to retrain the crew now to ensure that the Torpedoes that they lace actually hit the Main Target or the one that will have a radiation effect, and blah, blah. I wonder if there will be new Skill Books for that.

    'Main Target' you ask, what Main Target? This is a spread to blast anything out there, you know like BFAW. There is no 'Main Target'.

    The explanations given really make no sense other than we don't know how to fix the real problem so here goes instead.

    Everytime Torpedoes seem to get a rise, the 'Whack a Mole' bat comes out.


    Yeah, LOL. Reminds me of the end of Serenity,

    The Operative: Target the Reavers... Target the Reavers! Target everyone! .... *Somebody*, fire!


    I miss this TV show :(. one of my fav science fiction tv show with farscape
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited December 2015
    meimeitoo wrote: »

    Seriously, though, Cryptic always goes overboard on these matters: either it's OP-broken, or they nerf it to death. Someone ought to tell them that 'Balance starts at the design table, and shouldn't be a post-facto hack.'

    Problem is 80% of the time, Bort goes too far crippling science things, while damage increasing things tend to get crippled 20% of the time. And I'm talking crippling, not adjusting downwards. Shield drains in general are crippled in this game except for tachyon beam and the 2nd Solanae deflector effect added to it.

    Next time they release some nice science boosted item, please don't say how awesome it is. It just ends up being hammered to the ground.
  • thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    lucho80 wrote: »
    meimeitoo wrote: »

    Seriously, though, Cryptic always goes overboard on these matters: either it's OP-broken, or they nerf it to death. Someone ought to tell them that 'Balance starts at the design table, and shouldn't be a post-facto hack.'

    Problem is 80% of the time, Bort goes too far crippling science things, while damage increasing things tend to get crippled 20% of the time. And I'm talking crippling, not adjusting downwards. Shield drains in general are crippled in this game except for tachyon beam and the 2nd Solanae deflector effect added to it.

    Next time they release some nice science boosted item, please don't say how awesome it is. It just ends up being hammered to the ground.

    The first rule of "Don't Nerf It To The Ground Club" is you do not talk about it, unless it's BFAW, then it's safe to crow about.
    This is my Risian Corvette. There are many like it, but this one is mine.
  • pyrogxmk3pyrogxmk3 Member Posts: 206 Arc User
    Well ... crazy-high DPS wouldn't be so bad if there was also a push from the devs for crazy-high damage resistance in STO.

    You mean like, say, an innate +75% kinetic resist on everything in the game except a handful of destructible torpedoes and immobile STF borg buildings? In ADDITION to all the powers, equipment, sets, gear, abilities and all the rest?
  • kyrrokkyrrok Member Posts: 1,352 Arc User
    Don't worry about the QPT nerf. It's just their way of saying "You're welcome." =)
  • chastity1337chastity1337 Member Posts: 1,606 Arc User
    I am totally confused. They said they were going to nerf Kemocite and the Quantum Phase Torpedo, but instead the nerfed Kemocite and the Neutronium Torpedo.

    Whiskey Tango Foxtrot, over?

  • dalolorndalolorn Member Posts: 3,655 Arc User
    I am totally confused. They said they were going to nerf Kemocite and the Quantum Phase Torpedo, but instead the nerfed Kemocite and the Neutronium Torpedo.

    Whiskey Tango Foxtrot, over?

    Quantum Phase also got nerfed. It now triggers one 35k proc in a 4km radius around the main target. Previously, It triggered 2-4 2km procs on each target, which could provide up to 120k on the same (extremely well-specced into Flow Capacitors) ship that now achieves 35k.

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    dalolorn wrote: »
    Quantum Phase also got nerfed. It now triggers one 35k proc in a 4km radius around the main target. Previously, It triggered 2-4 2km procs on each target, which could provide up to 120k on the same (extremely well-specced into Flow Capacitors) ship that now achieves 35k.

    It went from awesome uber drain boat weapon to why bother maxing flow caps with it. I'm back to draining power. Works 100% of the time.
  • chastity1337chastity1337 Member Posts: 1,606 Arc User
    lucho80 wrote: »
    dalolorn wrote: »
    Quantum Phase also got nerfed. It now triggers one 35k proc in a 4km radius around the main target. Previously, It triggered 2-4 2km procs on each target, which could provide up to 120k on the same (extremely well-specced into Flow Capacitors) ship that now achieves 35k.

    It went from awesome uber drain boat weapon to why bother maxing flow caps with it. I'm back to draining power. Works 100% of the time.

    Lucho, I don't really understand, surely you hadn't removed your Plasmonic Leech console while using Quantum Phase Torp? Is there a torpedo which drains power?
  • psych2lpsych2l Member Posts: 79 Arc User
    lucho80 wrote: »
    meimeitoo wrote: »

    Seriously, though, Cryptic always goes overboard on these matters: either it's OP-broken, or they nerf it to death. Someone ought to tell them that 'Balance starts at the design table, and shouldn't be a post-facto hack.'

    Problem is 80% of the time, Bort goes too far crippling science things, while damage increasing things tend to get crippled 20% of the time. And I'm talking crippling, not adjusting downwards. Shield drains in general are crippled in this game except for tachyon beam and the 2nd Solanae deflector effect added to it.

    Next time they release some nice science boosted item, please don't say how awesome it is. It just ends up being hammered to the ground.

    after the SS nerf, 4 successive neutronium nerfs and now this, I'm inclined to agree. I've taken to informally thinking of him as aBort with this track record.
  • e30erneste30ernest Member Posts: 1,794 Arc User
    @lucho80 as one of the guys who was really pushing for/celebrating the kemocite nerf, you'd have to admit that the previous version of QPT was way overpowered and lag-inducing. While I would agree that the adjustment may have been a tad too much (I'd say the same for kemocite), this really needed adjusting.
  • gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited December 2015
    lucho80 wrote: »
    dalolorn wrote: »
    Quantum Phase also got nerfed. It now triggers one 35k proc in a 4km radius around the main target. Previously, It triggered 2-4 2km procs on each target, which could provide up to 120k on the same (extremely well-specced into Flow Capacitors) ship that now achieves 35k.

    It went from awesome uber drain boat weapon to why bother maxing flow caps with it. I'm back to draining power. Works 100% of the time.

    I've only run the HY version and observationally and audibly-the shield facing down audible notice, the shield drain seems to do less, after the update, in the three missions I've run. I'm going to have to run it more.
    Joined STO in September 2010.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    e30ernest wrote: »
    @lucho80 as one of the guys who was really pushing for/celebrating the kemocite nerf, you'd have to admit that the previous version of QPT was way overpowered and lag-inducing. While I would agree that the adjustment may have been a tad too much (I'd say the same for kemocite), this really needed adjusting.

    I'm not saying anything about the damage of the torp, it's the shield drain portion that got the hose. Damage in this game is out of control and there is plenty of it. Shield drains are, in general, in a sad state.
  • kyrrokkyrrok Member Posts: 1,352 Arc User
    The QPT drain nerf may seem like just another in a long line of sciences related nerfs, but if it's causing the same problems Kemo is, action must be taken. Noone volunteered to get frozen or thrown out of the game so that others can have their torpedo drain proc.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    kyrrok wrote: »
    The QPT drain nerf may seem like just another in a long line of sciences related nerfs, but if it's causing the same problems Kemo is, action must be taken. Noone volunteered to get frozen or thrown out of the game so that others can have their torpedo drain proc.

    Yes but as has been mentioned already up-thread it's gone way too far.

    I'll accept the lag caused by multiple procs going off was bad, i mean we're talking what 5 procs on 3 targets at least when using TS so that could be a lot of stuff for the server to calculate. It's the same with the kemocite, which was a similar issue causing lag but also did ridiculous overpowered damage as well.

    The QPT did tha lot of shield drain but outside of that it's damage is not any worse than a normal quantum torp, so the power of the thing is not the thing that was the problem. You could do a billion shield drain and it would be no better than 10K because once shields are gone they are gone.

    Now though the drain is utterly useless in all but tightly grouped enemies like those in a grav well or formation when using a spread ability.

    A much better fix would have been to give it a single powerful proc for shield drain per target from the 1st torp to hit that target. So you'd have 3 procs on 3 different targets, but with a decent enough drain to equal how good it was initially and give torp users something to cheer about.
    Alternatively just tone down the visuals but leave it all the same.
    SulMatuul.png
  • e30erneste30ernest Member Posts: 1,794 Arc User
    lordsteve1 wrote: »
    A much better fix would have been to give it a single powerful proc for shield drain per target from the 1st torp to hit that target. So you'd have 3 procs on 3 different targets, but with a decent enough drain to equal how good it was initially and give torp users something to cheer about.
    Alternatively just tone down the visuals but leave it all the same.

    It wasn't the visuals that was causing the performance issues though. I do agree with your assessment. The same should have been done with Neutronic. I'd say remove the AOE proc altogether and just make it proc as you described.
  • lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Just been testing this in Counterpoint (normal) as it's pretty target rich, and even without numbers and a parse or anything (which doesn't read it's shield drain anyway) it seems dead in the water now.

    Before the nerf could easily do serious damage to groups of NPC's in there, especially with those caught in a grav well or close together.
    Now it barely takes a facing off a cruiser and there seems to be a delay in the proc as well so that means the rest of the salvo hits the shields whilst they are still up...making it next to useless.
    This is not a high flow caps build or anything but prior to the nerf this was the best thing going on my build, now it's trash. If it wasn't for the 3pc beam attack i'd drop it straight away.
    SulMatuul.png
  • allocaterallocater Member Posts: 289 Arc User
    The saddest part in all of this is, that the server probably even could have handled the 20 triggers for TS3. But the old version had hundreds of triggers due to the 0.5km AoE of each torpedo or something like that. So they could have changed it from hundreds to 20 (1 for each torpedo) or even from hundreds to 5 (one for each target). But they went full chain-saw and changed it from hundreds to 1.
  • allocaterallocater Member Posts: 289 Arc User
    edited December 2015
    Also Torpedo Spread is just a confusing mess now.
    • Some procs trigger once per main target
    • Some procs trigger once per any target
    • Some procs trigger per torpedo per main target
    • Some procs trigger per torpedo per any target

    So if you fire a 4x5 Torpedo Spread, it could be the proc triggers 4 times (because you shot 4 torpedoes on the main target) or 5 times (because you hit 5 targets) or 20 times (because you shot 20 torpedoes) or 1 time (because you activate 1 ability)

    Add to this that some procs trigger with 100% and others with 33% (Grav Torp) and I don't know what's going on.

    And also some procs are debuffs and it's unclear if they stack or not.
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