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Temporal Bridge Officers

pwlaughingtrendypwlaughingtrendy Member Posts: 2,966 Arc User
In the ongoing battle to safeguard the sanctity of the timelines, talented officers from all different disciplines are undergoing specialized training to understand and manipulate the flow of time itself!

Upon the release of Agents of Yesterday, existing Bridge Officers will now have the ability to train in this new Specialization through the use of Specialization Qualifications.


~Morrigan "LaughingTrendy"
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Comments

  • zedbrightlander1zedbrightlander1 Member Posts: 14,782 Arc User
    edited June 2016
    Wow. How could my Star Trek sense be so wrong? :o


    ;)
    Post edited by zedbrightlander1 on
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    Sig? What sig? I don't see any sig.
  • tessaravejgantessaravejgan Member Posts: 276
    edited June 2016
    Paradox Bomb seems interesting.
  • iconiansiconians Member Posts: 6,987 Arc User
    Heisenberg Amplifier
    The targeted foe, and all of their allies within 5km, are instantly teleported in a random direction, facing a random direction, and are Confused for several seconds
    The teleport will not function on very large or stationary foes, but the Confuse will
    Builder: All effected foes receive +1 Entropy

    tT4R22o.gif​​
    ExtxpTp.jpg
  • davefenestratordavefenestrator Member Posts: 10,661 Arc User
    Have you also considered adding some boffs to the Temportal Pack like in the Delta Pack? Some for each faction would be appreciated. And some level-up TOS phaser pistols and rifles while I'm being greedy :)
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    Have you also considered adding some boffs to the Temportal Pack like in the Delta Pack? Some for each faction would be appreciated. And some level-up TOS phaser pistols and rifles while I'm being greedy :)

    The pack will include Specialization Qualifications - items which allow you to add the Temporal Operative specialization to any existing Bridge Officer.

    We chose to go this route, rather than clog up the already-rather-full Bridge Crew Rosters of existing players.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • orondisorondis Member Posts: 1,447 Arc User
    edited June 2016
    There is currently a hard cap on the amount of damage that can be stored


    Which, while entirely sensible from a balance perspective, it makes it virtually as useless as the Intel boff power Kinetic Magnet. Especially if it ends up being beaten by DEM3.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
  • daveynydaveyny Member Posts: 8,227 Arc User
    Heh...

    "...Because that wouldn't be very fun..."

    Who's definition of "FUN" are You using?

    bad-influence-minion-1429537792kn48g.jpg
    STO Member since February 2009.
    I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
    Forever a STO Veteran-Minion
    upside-down-banana-smiley-emoticon.gif
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    I wonder how many stacks one really can realistically get, considering the short life expectancy of NPCs. Might be more interesting at higher difficulty levels than at lower ones.
    orondis wrote: »
    There is currently a hard cap on the amount of damage that can be stored


    Which, while entirely sensible from a balance perspective, it makes it virtually as useless as the Intel boff power Kinetic Magnet. Especially if it ends up being beaten by DEM3.
    Depends on the damage cap it has, doesn't it? Cryptic might just need to raise these caps a bit for such powers when it's too low.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    orondis wrote: »
    There is currently a hard cap on the amount of damage that can be stored


    Which, while entirely sensible from a balance perspective, it makes it virtually as useless as the Intel boff power Kinetic Magnet. Especially if it ends up being beaten by DEM3.

    The design of this ability has changed since the Blog was submitted. The new description is thus:

    * Compares target's Hull value at the time of application, and at time of expiration (5sec), and re-applies a portion of that missing value.

    In other words, if a target started at 100,000 Hull and 5sec later (at expiration) had 50,000 Hull remaining, a percentage of that missing 50,000 would get re-applied as Physical damage.

    This means that healing and regeneration are 'soft' counters to the ability. It also removed the need for a damage cap - the new design no longer has one.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    I wonder how many stacks one really can realistically get, considering the short life expectancy of NPCs. Might be more interesting at higher difficulty levels than at lower ones.

    This is one of the primary aspects of the feature we're going to be watching for feedback on. We want to make sure that Builders from this set of abilities are useful in that regard, even when used against smaller enemies.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • questeriusquesterius Member Posts: 8,488 Arc User
    It's almost like adding a necromancer to the team. Decay everywhere.
    It may be advantageous and maybe after rereading the article I'll get exited, but for now i simply don't feel the connection.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • orondisorondis Member Posts: 1,447 Arc User
    orondis wrote: »
    There is currently a hard cap on the amount of damage that can be stored


    Which, while entirely sensible from a balance perspective, it makes it virtually as useless as the Intel boff power Kinetic Magnet. Especially if it ends up being beaten by DEM3.

    The design of this ability has changed since the Blog was submitted. The new description is thus:

    * Compares target's Hull value at the time of application, and at time of expiration (5sec), and re-applies a portion of that missing value.

    In other words, if a target started at 100,000 Hull and 5sec later (at expiration) had 50,000 Hull remaining, a percentage of that missing 50,000 would get re-applied as Physical damage.

    This means that healing and regeneration are 'soft' counters to the ability. It also removed the need for a damage cap - the new design no longer has one.

    Now that does sound good, thanks for the information. :)
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Have you also considered adding some boffs to the Temportal Pack like in the Delta Pack? Some for each faction would be appreciated. And some level-up TOS phaser pistols and rifles while I'm being greedy :)

    The pack will include Specialization Qualifications - items which allow you to add the Temporal Operative specialization to any existing Bridge Officer.

    We chose to go this route, rather than clog up the already-rather-full Bridge Crew Rosters of existing players.
    Goood, Goooood, not all of my Borg Boffs have a spec yet. :) Hmm.... I need to update the chart with that.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • nadiezjanadiezja Member Posts: 629 Arc User
    I like this. The teleporty abilities sound like a blast. Tell me the Heisenberg whatsit will be a kit module too?
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    nadiezja wrote: »
    I like this. The teleporty abilities sound like a blast. Tell me the Heisenberg whatsit will be a kit module too?

    Uncertainty Burst is the ground equivalent. And yes, there will be Kit Modules for captains, of all of the listed ground abilities.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • nebfabnebfab Member Posts: 672 Arc User
    Could be interesting if builder/consumer balance is just right... But I'm far more excited by the main spec tree.

    And then, there's Heisenberg amplifier and its ground version... IMO, It's thematically the most fitting one in the bunch, and can be at least situationally useful but... Imagine, say, grav-welling spheres in the ISA, and then someone, by mistake or for sheer trololol uses this.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    The "teleport-y" powers (Uncertainty Burst/Heisenberg Amplifier) seem especially... interesting... but it seems a bit complex to have included coding within both abilities to prevent ending up stuck in an object or off the map. For the player that would simply be an aggravating trigger for "/stuck", but certain NPC's could completely prevent completion of a mission/objective. Whether triggered by accident or intent, that could lead to issues...

    The other potential hangup is the distance teleported. One of the big reasons to avoid Overwhelming Force is that, other than significant limitations on the CPB/PSW it generates, is that the knock is capable of scattering enemies outside the convenient clumps our CC is creating*; a big enough distance could make the ability entirely undesirable, and one that scales with the rank of the ability would make a lower-rank version superior to a higher-rank version for general gameplay.

    It's a neat idea in concept, but I'm wondering just how useful it'd actually be... and if NPC's are using it against us it could get obnoxious fast.



    *You really ought to create a DOff that converts KnockBack to KnockTo, or even just one that affects PSW that way. Assuming it also worked with Overwhelming Force, which most things don't.
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    I am concerned by the new abilities. Depending on the numbers, they can be either very OP or very useless. I'm hoping that hey end up at least being useful. It looks like to use them to their most effectiveness, you'll want at least one entropy builder and one consumer. A build I already have in my head is to Use GW3, fly into the center of the enemies and use shared fate 1, then use timeline collapse 1. As stated before, depending in the numbers, this tactic could be devastatingly OP or underwhelmingly useless.
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    Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
  • nebfabnebfab Member Posts: 672 Arc User
    It's a neat idea in concept, but I'm wondering just how useful it'd actually be... and if NPC's are using it against us it could get obnoxious fast.
    Well, Tarantulas use a hostile TP regularly, it's annoying but nowhere near as dangerous as, say, Na'Kuhl swarms in their queue. Actually they or other swarms of enemies with cone-type weapons may be one possible use for this, or any other situation where you pulled too much aggro.

    Grief potential is definitely there, though.
  • bberge1701bberge1701 Member Posts: 726 Bug Hunter
    Have you also considered adding some boffs to the Temportal Pack like in the Delta Pack? Some for each faction would be appreciated. And some level-up TOS phaser pistols and rifles while I'm being greedy :)

    The pack will include Specialization Qualifications - items which allow you to add the Temporal Operative specialization to any existing Bridge Officer.

    We chose to go this route, rather than clog up the already-rather-full Bridge Crew Rosters of existing players.

    I see that the pack includes 6 Specialization Qualifications, which unlocks once per account on a character of your choice. Am I correct in assuming that the qualifications are bound to account? In other words, can I distribute them amongst my existing captains?
  • nadiezjanadiezja Member Posts: 629 Arc User
    Borty - can I call you Borty?

    You just made my day.

    I'mma go teleport the Harbringer of M'Tara around a bit. It'll be great!
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited June 2016
    nebfab wrote: »
    It's a neat idea in concept, but I'm wondering just how useful it'd actually be... and if NPC's are using it against us it could get obnoxious fast.
    Well, Tarantulas use a hostile TP regularly, it's annoying but nowhere near as dangerous as, say, Na'Kuhl swarms in their queue. Actually they or other swarms of enemies with cone-type weapons may be one possible use for this, or any other situation where you pulled too much aggro.

    Grief potential is definitely there, though.

    Hehe, yeah, Tarantulas do do the teleport... but that generally lobs you in front of their super-duper-spinny-cone-of-webs attack.

    The potential issue with the new abilities isn't necessarily the teleport itself, but rather the random direction, AoE, and possibility of a faster cooldown or greater number of enemies using it. I know from experience that a "well aimed" Singularity Jump can teleport you inside of a gate or starbase, for example. The random direction is even more interesting on the Ground, however, because it has the potential to interact badly with sloped/tiered terrain, environmental objects, etc... there's just more stuff to teleport into/through.
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    The random direction is even more interesting on the Ground, however, because it has the potential to interact badly with sloped/tiered terrain, environmental objects, etc... there's just more stuff to teleport into/through.

    According to my testing, and general understanding of our engine, teleports on ground make a raycast check before moving entities, so that they don't end up moving thru solid objects or into unplayable/inaccessible volumes.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    According to my testing, and general understanding of our engine, teleports on ground make a raycast check before moving entities, so that they don't end up moving thru solid objects or into unplayable/inaccessible volumes.

    I try to report them as I "discover" them, but I've run into quite a few areas that this check would probably consider acceptable, but cannot be escaped from. Typically low walls/railings that you can jump over from one side, but not the other.
  • breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    edited June 2016
    According to my testing, and general understanding of our engine, teleports on ground make a raycast check before moving entities, so that they don't end up moving thru solid objects or into unplayable/inaccessible volumes.

    I try to report them as I "discover" them, but I've run into quite a few areas that this check would probably consider acceptable, but cannot be escaped from. Typically low walls/railings that you can jump over from one side, but not the other.

    Yeah, I've definitely managed to do it myself. I figured it was canon and sort of wrote it off as a lapse in situational awareness; with Singularity Jump, for example, I tried paying more attention to where my ship was aimed before triggering the ability. The new ability has no control, however, and teleports multiple targets in random directions... seems problematic, especially if you've ever encountered Thralls-in-Walls.

    How big is the ray that's cast in this check, btw? Is it an actual ray (that might easily fit through openings and environmental gaps), or does it factor in the size of the subject's hitbox?
    Ym9x9Ji.png
    meimeitoo wrote: »
    I do not like Geko ether.
    iconians wrote: »
    With each passing day I wonder if I stepped into an alternate reality. The Cubs win the world series. Donald Trump is President. Britain leaves the EU. STO gets a dedicated PvP season. Engineers are "out of control" in STO.​​
  • stobg2015stobg2015 Member Posts: 800 Arc User
    One thing I'm not seeing here is an ability that removes Entropy defensively (from the caster). Seems to me that 'Chronoplasty' and 'Causal Reversion' should have that built in.
    (The Guy Formerly And Still Known As Bluegeek)
  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    that seems interesting, but could you please make the visuals of all these new skills less flashy? the foes don't need abilities to blind me in combat, because most of the time I am overwhelmed by too many flashy visuals (ground and space).

    or you could add in the options a way to disable these visuals or at least lowering the lighting of these visuals. thx
  • iconiansiconians Member Posts: 6,987 Arc User
    The random direction is even more interesting on the Ground, however, because it has the potential to interact badly with sloped/tiered terrain, environmental objects, etc... there's just more stuff to teleport into/through.

    According to my testing, and general understanding of our engine, teleports on ground make a raycast check before moving entities, so that they don't end up moving thru solid objects or into unplayable/inaccessible volumes.

    Ub8cHdB.jpg

    But it's canon!​​
    ExtxpTp.jpg
  • banatinebanatine Member Posts: 250 Arc User
    The only thing that makes me slightly sad about this is the lack of intention of adding Temporal boff stations to any older ships...

    i mean, Seriously, if the Wells/Mobius/Paradox/Annorax dont deserve Temporal tricks, i don't know what's going on with this crazy timeline anymore :)
    Real Temporal Operative: Purchased the Special Temporal Agent pack before it was even officially announced!
  • delerouxdeleroux Member Posts: 478 Arc User
    A new Boff and a bunch of new abilities I'll never be able to use with any of my current ships.

    Excuse me while I contain my excitement.
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