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Official Feedback Thread for the Temporal Operative Captain Specialization

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Please use this thread to post issues and feedback for the new Temporal Operative Captain Specialization

Temporal Operative Captain Specialization
  • Temporal Operative is a new Primary Specialization, but captains may also slot it as a Secondary Specialization and benefit from the first 15 abilities available.
    • Abilities may be purchased in this Specialization even while it is inactive.
  • With the introduction of a new Primary Specialization, the cap on Specialization Points has been raised up to a new maximum of 150.
    • Players that exceed this amount will instead receive Dilithium Ore.
  • Temporal Operatives lean heavily on Exotic Damage and Kit Module abilities, belying their roots as a science-heavy specialization.
  • Advancing in the Temporal Operative Specialization will grant captains the ability to add the Temporal Operative Specialization to any existing Bridge Officers through crafting in R&D.
  • For more details, please visit the Temporal Specialization blog at: http://www.arcgames.com/en/games/star-trek-online/news/detail/10017283-star-trek-online:-temporal-specialization
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Comments

  • ladymyajhaladymyajha Member Posts: 1,428 Arc User
    You had me at movable anomalies. I LOVE this specialization. I will have to test it out a bit more to shake it out, but just on the initial trials and tribble-ations it's very nice.
  • silverserasilversera Member Posts: 55 Arc User
    I began testing some things and anomaly leash don't seem to work reliably . I am 90% sure it doesn't work at all with aftershock anomaly and that's a big problem because those a stable of any science captain toolkit, for a spec design to support sience captain it's a wee bit problematic
  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    silversera wrote: »
    I began testing some things and anomaly leash don't seem to work reliably . I am 90% sure it doesn't work at all with aftershock anomaly and that's a big problem because those a stable of any science captain toolkit, for a spec design to support sience captain it's a wee bit problematic

    Gravity Wells and Tyken's Rifts spawned by the 'aftershock' Gravimetric Scientists are moving for me on the current Tribble build. Anomaly Leash may be difficult to notice in most cases for Gravity Well, since Gravity Well will tend to pull its former target with it as it goes moving, and will often pull the target it's moving towards closer as well, but Tyken's Rift presents a very clear test case.
  • silverserasilversera Member Posts: 55 Arc User
    I'll check with tyken rift and confirm this, I think I got a doff for that stashed somewhere in my collection. Well I tried it againt romulan near new Romulus and I clearly saw the ennemy mogai moving away from the grav well, it seemed unlikely they could both resist the pull and have enough speed left to outrun the anomaly, my appologize for the wrong report i'll try to confirm it.
  • morimikomorimiko Member Posts: 21 Arc User
    Love the idea of this skill set. 2 items I would like to see improved. 1) make it very clear what counts as a DOT for these abilities. Some skills are on activated DOTs, others any DOTs. Are Grav Well pulses a DOT? Eject warp plasma etc. It is not real clear what all is effected. 2) The damage for the DOTs is very low, the boost to health for torps/mines is one good hit, the Moderate stacking heal is a fighter shot. Needs a buff to these effects or it will just be another great idea that does not pan. This tree has alot of promise. Bring it up to par with Intel tree.
    [SIGPIC][/SIGPIC]
  • autumnturningautumnturning Member Posts: 743 Arc User
    Sort of an odd question here for you, @crypticspartan#0627 ... concerning the inter(re)action between Nukara Web Mines and Tractor Mines and the various DoT dependent abilities you're setting up here. I ask because Nukara Mines are completely shut out of being able to take advantage of things like the Gravimetric Shearing Trait in Omega Reputation simply because they deal no Kinetic Damage whatsoever (they do a Phsyical Damage DoT with no Kinetic "impact" Damage, so 40% of zero is zero DoT). Tractor Mines apply what can only be described as a DoT, but if they don't "inherit" your Captain's Traits (and etc.) when spawned, then they would be prevented from making use of the Really Nice Stuff(tm) in this Specialization due to being spawned Pets.
    Entropic Rider (Space)
    Your Energy Weapons gain 2.5% chance of afflicting foes with a Physical DOT (10% chance with Projectiles)

    Please clarify. Is this limited to Torpedoes (only) or does it also include Mines? Should Mines have only a 10% chance, or is that something you might consider adjusting to be higher? Would you want to give Chroniton Torpedoes and Mines (any flavor) and additional boost to their chance to apply this Physical DoT for "thematic" reasons, since these weapons have historically been viewed (and rightly so) as being "weak" in comparison to other options?
    Inevitability (Space + Ground)
    All Exotic Damage Abilities gain +5/7.5/10% Recharge Speed
    All Kit Module Abilities gain +10/15/20% Recharge Speed

    Have you considered perhaps adding and increased chance for weapons to proc their native proc(s)? Something like a +1/1.8/2.5% chance to proc whatever the weapon type "does" as its proc? To be specific, I'm thinking specifically WEAPON procs here, as opposed to Consoles or even Set Bonus effects.
    Temporal Rebuke (Ground)
    10% chance when struck by a foe within 10m: Foe is teleported 30m and Rooted for 2sec

    Decaying Rebuke (Ground)
    Add a strong Physical DOT effect to foes that are struck by your Temporal Rebuke

    Due to the dependency of one on the other, you may want to consider making this a single Trait instead of two separate Traits.
    Anomaly Leash (Space)
    Your anomalies slowly move toward your current targeted Foe (includes Gravity Well, Tyken’s Rift, Subspace Vortex, and more)

    When you say "slowly" ... how "slowly" are we referring to, in terms of Impulse Speeds (5-10)? Does this Trait also affect the rifts procced by Gravimetric Photon Torpedoes? Tricobalt Torpedoes and Mines (these really need help)? Particle Emission Plasma Torpedo cloud?
    Phasic Artillery (Space)
    Your Mines and Targetable Torpedoes gain a large amount of Temporary Hit Points after launch (approx. 5k at level 60)

    You keep using that word. I do not think it means what you think it means

    By what stretch of the imagination is 5k HP a "large" amount of Temporary Hit Points? This isn't going to do anything to prevent targetable Mines and Torpedoes from being shot down *routinely* by Beam Fire At Everything FOREVER (see: Voth and Borg d8). This isn't going to "solve the problem" that targetable Mines and Torpedoes have with being shot down all too easily/often/pathetically.

    I would contend that the root problem lies in, of all places, the fact that it's really really HARD TO MISS things given the biases of the Accuracy/Evasion mechanic the game runs on. That makes it "too easy to hit" targetable Mines and Torpedoes ... which then brings up the disparities between their native HP (which can't be boosted by ANY Consoles, Tactical or not) and the "power" of the weapons that are shooting at them, which by Level 60 can be quite ridiculous.

    Speaking just for myself ... and as a proposed alternative ... what about giving targetable Mines and Torpedoes a stack of Resist All Energy Damage and have each hit they take remove one of the stacks, until all the stacks are gone? That way, you've got something that is inherently scalable to the quantity of incoming damage and still fulfills the "temporary" Hit Points feel you were after. So targetable Mines and Torpedoes can still be shot down, but it takes a few more shots to do it, rather than just ONE SHOT. Also, keying the protection to Resist All Energy Damage promotes a "use Kinetics to defeat Kinetics" strategy such that these don't become unbalanced options.
    Continuity (Space)
    Once every 3 min, when reduced below 10% Hull: Teleport 8km backwards, heal a massive amount of hull and shields, and drop all Threat vs. NPCs. However, you suffer a large reduction to outgoing damage for 20sec after.

    Trick question. Can this somehow be used to "retroactively" avoid being destroyed (0% Hull)?

    The 20 second penalty is "worse" than being defeated and respawning (with no penalty). 3 minutes is also a REALLY long time.

    Why isn't this a sort of Photonic Displacer and "retreat" Teleport combo instead?
  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    The design questions are much better ones for @borticuscryptic, as he designed the Specialization, and I am merely testing it;as such, I can only speak to the current functionality of things, and not any future plans that the design team might or might not have. As an additional note, some changes have been made to the specialization since it went to Tribble.

    With that said, here are the answers I do have:
    Sort of an odd question here for you, @crypticspartan#0627 ... concerning the inter(re)action between Nukara Web Mines and Tractor Mines and the various DoT dependent abilities you're setting up here. I ask because Nukara Mines are completely shut out of being able to take advantage of things like the Gravimetric Shearing Trait in Omega Reputation simply because they deal no Kinetic Damage whatsoever (they do a Phsyical Damage DoT with no Kinetic "impact" Damage, so 40% of zero is zero DoT). Tractor Mines apply what can only be described as a DoT, but if they don't "inherit" your Captain's Traits (and etc.) when spawned, then they would be prevented from making use of the Really Nice Stuff(tm) in this Specialization due to being spawned Pets.
    • Things such as Tractor Mines will inherit some captain Traits and etc; specifically the traits that are setup to do so. This is how Tricobalt Torpedoes can trigger Omega Kinetic Shearing, as an example.
    • The Physical Damage over Time on the Nukara Mines is buffed by Entropic Amplification.
    • There have been tentative changes to Atrophied Defenses; if the patch notes for that change don't clear up the question, please ask then.

    Entropic Rider (Space)
    Your Energy Weapons gain 2.5% chance of afflicting foes with a Physical DOT (10% chance with Projectiles)

    Please clarify. Is this limited to Torpedoes (only) or does it also include Mines?

    Mines are Projectiles, and have the 10% chance to trigger the DOT. The other two are Borticus questions.
    Anomaly Leash (Space)
    Your anomalies slowly move toward your current targeted Foe (includes Gravity Well, Tyken’s Rift, Subspace Vortex, and more)
    When you say "slowly" ... how "slowly" are we referring to, in terms of Impulse Speeds (5-10)? Does this Trait also affect the rifts procced by Gravimetric Photon Torpedoes? Tricobalt Torpedoes and Mines (these really need help)? Particle Emission Plasma Torpedo cloud?

    The speed is based on the rank of Anomaly Leash, and is 5 at rank 1 and 10 at rank 2. The explicit list is Gravity Well, Tyken's Rift, Subspace Vortex, Ionic turbulence, Chronometric Inversion Field, and Timeline Collapse.

    Continuity (Space)
    Once every 3 min, when reduced below 10% Hull: Teleport 8km backwards, heal a massive amount of hull and shields, and drop all Threat vs. NPCs. However, you suffer a large reduction to outgoing damage for 20sec after.

    Trick question. Can this somehow be used to "retroactively" avoid being destroyed (0% Hull)?

    If your question is "will it resurrect me while dead"; that answer is no.

    For the rest of your feedback on that ability, and to some extent in general, I would suggest you go on Tribble yourself and look at how the specialization works - the blog didn't list everything in the specialization, just some of the skills you can unlock.
  • autumnturningautumnturning Member Posts: 743 Arc User
    The design questions are much better ones for @borticuscryptic, as he designed the Specialization, and I am merely testing it;as such, I can only speak to the current functionality of things, and not any future plans that the design team might or might not have. As an additional note, some changes have been made to the specialization since it went to Tribble.

    Fair enough. Still learning which Dev is responsible for what on my end of things.

    With that said, here are the answers I do have:
    • Things such as Tractor Mines will inherit some captain Traits and etc; specifically the traits that are setup to do so. This is how Tricobalt Torpedoes can trigger Omega Kinetic Shearing, as an example.
    • The Physical Damage over Time on the Nukara Mines is buffed by Entropic Amplification.
    • There have been tentative changes to Atrophied Defenses; if the patch notes for that change don't clear up the question, please ask then.

    Interesting. However, I saw mentioned in another thread elsewhere that what Tractor Mines and Gravity Well "do" isn't technically classified as a DoT (per game mechanics) for various reasons. That said, I have a hard time understanding why you (as Developers) WOULDN'T want to have Tractor Mines "hook in" to the DoT buffing mechanics you're building here for Temporal.

    Good to know that there is finally going to be something that can buff up Nukara Mines, since their Damage (since it's a DoT) can really be buffed by hardly anything. Still not sure why they deal Physical Damage instead of Proton Damage, other than the fact that that was a Legacy Decision from long before featuring Tholian ships and weapons which did Proton Damage. Makes them sort of "odd man out" in a lot of ways, particularly since they don't get any "credit" for doing any Kinetic Damage. It would be nice to have something which can make this particular niche weapon more ... viable.

    I went looking for Atrophied Defenses, but couldn't find the reference easily.

    Oh and since you mentioned it, something that I've never been able to figure out about Mines with respect to "inheriting" effects from their caster ... does the Proficiency boost from Tactical Team apply to Mines after they've been cast? The tooltip shows a damage bump on Mines when you're just parked in space, but the question I've got is ... does the effect of Tactical Team get "locked in" on the deployed pets if Tactical Team is active when activating the ability? Or is it instead a case of needing to cast Tactical Team (for a truly paltry damage buff) seconds before the Mines impact and detonate so that the damage buff "counts" when the Mines actually (finally!) get around to doing damage? Given that Mines take an INCREDIBLY LONG TIME to deploy ... arm ... chase ... go boom ... and the duration of Tactical Team can easily expire before all of that completes, I was basically wondering if Tactical Team was even a factor that carried over into Mine performance AT ALL, since they're basically (suicidal) Pets.

    And let me guess, I should probably be asking @borticuscryptic whether or not Mines count as "Pets" for the purposes of the Admiral Tactical skills on the new (basic) Skill Tree that buff Hangar Pets ... but that's a different topic.

    Mines are Projectiles, and have the 10% chance to trigger the DOT.

    Given how often Mines get "left out" of being able to partake of buffs and mechanics, I figured it was important to ask. Side note ... it would be really nice if @borticuscryptic could get rid of the Torpedo vs Mine divide in Tactical Consoles and Set Bonuses and just consolidate everything into being Projectile Consoles and Set Bonuses that applied equally to Torpedoes and Mines.

    Sorry, that's a bit of wishful thinking that again belongs in a different topic.

    The other two are Borticus questions.
    The speed is based on the rank of Anomaly Leash, and is 5 at rank 1 and 10 at rank 2. The explicit list is Gravity Well, Tyken's Rift, Subspace Vortex, Ionic turbulence, Chronometric Inversion Field, and Timeline Collapse.

    VERY interesting that it's Impulse Speed 5 and 10 at the two ranks. As mentioned elsewhere, please ensure that this property carries over to Gravimetric Duty Officer proc spawns of these anomalies also.

    Are you entertaining adding additional abilities to that explicit list? This certainly would appear to be something which ought to get specific mention in tooltips inside the game to help with clarity (which I presume is already the case, but I'm merely mentioning).
    If your question is "will it resurrect me while dead"; that answer is no.

    I didn't figure it would ... but I was asking more in the sense of "cheating death" rather than a "resurrection from the dead" sort of way (if the semantics matter), such that you didn't wind up dead in the first place.

    The reason that I ask is that managing to reach that under 10% hull, without reaching 0%(!), isn't exactly easy when you're taking a heavy bombardment ... which pretty much corresponds to the time when you'd actually want to make use of a "get me out of here!" type of ability like this. My point being that the "opportunity window" for this ability seems on the face of things to be extremely narrow, which in turn would make it not all that useful (especially in the "get out of core breaching for free" sense).

    I presume you've considered alternative "trigger conditions" for making Continuity (Space) take effect. If you're open to alternatives, I'd consider switching from a 10% hull or under requirement over to something more like "any single attack that deals over 50% of your current hull HP in damage" so that it's more of a reactive "OHSH----glad we're not still in the middle of THAT!" when things get too hot.

    Also, I don't know if you can do anything about making projectiles in flight that haven't already impacted for damage "auto miss" (or just "go dumb") so you don't have stuff "chasing you across the map" to still hit you after you jump/retreat to 8 kms away from your former position. Might need a Countermeasures inspired Placate effect (or straight up NPC aggro wipe) to cover your disappearance/reappearance.
  • assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    Sorry, but this is the worst specialization yet. Unlike in the skill system you need to complete a specialization to get full benefit from it. And this one is way too science-heavy. Unless you have a ship that uses exotic damage abilities AND anomalies AND targetable torpedoes/mines you will have to take choices that give you no benefit at all. I would have had characters that would satisfy two of those three requirements (exotic damage and anomalies) but since you introduced T6, the slow rate at which you get specialization points and the dilithium upgrade system it doesn't make sense to play multiple characters anymore without spending a fortune in either time or money.
    FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
    Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
  • silverserasilversera Member Posts: 55 Arc User
    First things first I want to confirm the report that I am an idiot, I made further test and anomaly leash does work with aftershock. I completly forgot that tal shiar mogai use evasive maneuvers so they make rather poor testing target for such a power, my apppologize for the wrong report.

    Now onto the feed back for the specialization as a whole as I found the time to test everything. I took Borticus criticisme of my prevous feedback to heart so i'll try to review each talent one by one and first expose my issue with them, then propose a fix.

    On a high level design my first feedback is this specialization is just way too niche, way WAY too niche. It's basically only usefull for science captain chasing dps from exotic damage and that's it. It's a bad spec for tac captain, a bad spec for engie captain , a bad spec for drain focus science captain and even a bad spec fr crowd control captain (when your grav well got a 20 km diameter you really don't care if it moves) . If I were to redesign the pilot specialization to to be like the temporal spec then it would be a one trick ponny that's useless for anyone not a tac captain flying a pilot escort with DHC . thansk the heaven the pilot spec you gave us months ago is not like that, I do not know if that change in design philosophy was a concious choice or not but it is a little worrying

    Enough babling more bullet point from now on. Please do note that there is a lot of talent to review so don't expect me to recap what they do that'd be too long, and don't start whining that my post is too long either, détails are what makes or break a spec

    Temporal main passive
    What is wrong: ground is fine, space is too niche

    How I would fix it: instead of a straight up partgen bonus it should check particule gen, drain expertise and control expertise and the stats with the highest value should be the one boosted by 50 point. So a sci captain with 300 controlx, 100 drainx and 100 partgen will get a 50 point increase to control and not partgen. the main passive would become usefull for all flavors of science captain

    Imminent Decay and Entropic Rider
    What is wrong: ground and space verssion of the same thing, basicaly it doesn't exist. On a dps parse the damage from those things is indistinguishable from statistical white noise. Utterly irrelevant for all intent and purposes

    How I would fix it: Borticus seem reluctant to increase physcial damage proc and abilities because of pvp concern (it bypass both shield and damage resistance) at least according to post he made here and on reddit so as an alternative i'd propose attaching a small debuff to the dot, something like a 10% damage ouput reduction.

    Atrophied Defense and Decayed Defence
    What is wrong: most dot power in game are not actually classified as dot by the game as borticus explained, simple thing like tractor beams is not dot or grav well. there are very few real dot in the original tac/engi/sci power list, so basicaly a 10 point damage resist debuff when casting a dot is a clerverly desguised way of saying a 10 point damage resistance debuff when using a temporal power because the vast majority of dot are temporal powers, very few exist out of it . this is wrong, it should NOT require a temporal ship to use the temporal spec

    How I would fix it: change it to give a damage resistance debuff on foe affected by our ground and space hzard, would work on a variety of tac/engie/sci/spec powers/

    Entropic Amplification
    What is wrong with it: same as above, player and game engine don't view the sames things as dots

    How I would fix itI found a clever idea for this if i'll forgive a bit of self indulgence, i'd resign it entirely.
    It would increase the lifespan of our anomalies by 10/20%.I think this is a good idea because it fit the temporal them quite well, it synergize well with other talent in the tree and it's usefull for all science captain, drain, damage or crowd control focued one

    Decay Amplification
    What is wrong:same as above dots and all that

    How I would fix it:this once caused me some headaches because most ground hazard zone are pretty hard to use because mobs move out of them so duration or damage increased to ground hazard seemed pointless, then it hit me: Is is technically possible for you guys to have talent that changes how the AI react to certain triggers? if you can then I would change this this to:
    Increase the time before an AI ennemy attempt to move out of your harmfull hazard by 2/4 sec, if you can pull it off every ground science captain will love you forever. I do try to keep my proposal temporal themed mind you.




  • silverserasilversera Member Posts: 55 Arc User
    A message for the mods, once past a certain size the automatic spelling correction slow down my computer to a crawl and I can't writte much more so I am sorry for having to writte multiple post one after the other I know you guy don't like it but I have little choice, if there is a way to disable it I am a taker

    On to part 2 and tier 2 of the temoral spec:

    Inevitability:
    What is wrong:again with the niche thing, ground is fine so why the restriction to exotic damage abilities again?

    How I would fix it: I'd change the space part to: 10% recharge increase for all science and temporal bridge officer power ( a little flavor in the spec is ok, requiring certain ship or station is not), all other bridge officer power get 5% increase.

    Uncertainty
    What is wrong with it ground is fine, space is severely underpowered, it's obvious when there is a different talent in the pilot tree called attack apttern expertise that does the same things and does it much better. 6K hp for casting a single attack pattern for the pilot spec versus 911 hp for casting an exotic damage abilities . I mean seriously? I would need to cast no less that 7, yes SEVEN different exotic damage abilities to get as much temp hp as a single APB, and then that temp hp would only last 10 sec versus 15 sec for the pilot spec, and APB has a 15 sec cooldown too. with the temporal spec once I have casted my 7 exotic damage abilities, no idea on how to even have that many , then what? those abilities have huge cooldown. This talent is so so weak it's hard to believe

    How I would fix it the 10 stack limit is pointless, remove it or reduce it and rebalance the amount of tempHP gained per abilities used ; 5 stack limits and 3KHP per abilities used seems like a better start

    Temporal rebuke and decaying rebuke
    What is wrong:First this thing has a pretty low chance to activate and a pretty huge cooldown so much less usefull than what the tooltip imply, I hate misleading tootip. The 10% chance to activate I can live with, the 30sec internal cooldown I cannot. it makes the entire things poinless . If I have half a dozen bugs swaming me in bug hunt and trying to gnaw my legs why do I care if one of them gets teleported away? how does that help me with the remaining 5 of them? worse the one teleported is now outside the radius of my aoe damage. this thing does nothing to help my survivability and it nerf my offensive capability, pretty bad all around. and of course the damage from the dot of it is just as weak as the firts talents I reviewed

    How I would fix it If a talent is going to mess with my aoe damage capabilities to increase my survivability then it should be a real genuine increase to my staying power. Removing the cooldown is te bare minimum for that. making the power give you some temp hp as well would be better same fix as before regarding the dot, since foes are teleported away how about some perception debuff so they can't instantly retarget you?

    Temporal cross wiring
    What is wrong with itYou know what I am going to say.... too niche and all that ,why is a drain focus science captain not allowed to benefit from this? It's not like like drain boat are op meta right now you know, no reason why a good old tachyon beam shouldn't trigger this.

    Who I would fix it: every power that scale with either partgen, drainx or controlx should trigger the haste proc, simple and much less discrimatory toward non damage focused sci captain.

    Anomaly Leash
    What is wrong: not much, I love that idea, just a bit slow

    How I would fix it flight speed changed to 7/15

    Phasic artillery
    What is wrong: good idea, not enough meat on it. 6k temp hp is just peanuts on elite difficuty, targetable torpedoes will still be shut down in seconds, 2 hit from the grav well of a both dreadnaught will vaporise those 6k hp in 2 thick of damage. I don't see this changing targetable torpedoes from being kicked out of the meta on higher difficulty .

    How I would fix it: Brute force methode would be to increase the temp hp, something more fun but with more work would be to give targetable torpedoes some cloaking ability, every few second it would activate a phasic cloak for a couple second and it would disapear and the temp hp is renewed, the amount of temp hp would have to be determined by testing but the idea would be fun and scary too if some npc where to use it. a big ball of plasma suddenly claoking as it fly toward you would be a good scare the first time we meet npc with the temporal spec
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited June 2016
    Phasic artillery

    An extra 4k hitpoints isn’t going to do anything useful to targetable torpedoes. Apart from the bugs that make destructible torpedoes next to useless the biggest problems with them is the slow speed which is the opposite of how they are in the Star Trek Show. In TOS the Enterprise couldn’t out run the High Yield Plasma torpedo which move faster-than-light. In the game the torpedo is the very opposite being so slow most things die before it hits. (then when it does hit it does zero damage due to bugs)

    Anyway extra range on mines and/or extra speed on mines and destructible torpedoes would be far more useful then hit points. Or perhaps hitpoints and defense.


    “Entropic Rider (Space)
    Your Energy Weapons gain 2.5% chance of afflicting foes with a Physical DOT (10% chance with Projectiles)”

    That balance seems massively unfair against projectiles builds. An energy based captain will have up to 8 chances of 2.5% per volley so 20% per volley. A torpedo based captain will have 10% per volley and have longer times between the volleys.

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  • nikeixnikeix Member Posts: 3,972 Arc User
    What was so wrong about it being a shield heal?

    The saddest thing is a player spouting random profanity that an ability has been adjust in a way they don't like (read "less blatantly powerful") will probably get a response when other people are working ten times as hard to look at the overall play environment and not just pure player ego-stroking will get to listen to crickets for their efforts.

  • afree100afree100 Member Posts: 332 Arc User
    edited June 2016
    Top tactical PvEers love temporary hit points. PvPers love any kind of hull hitpoints they can get their hands on (due to state of game). And all PvEers love shield stuff*. Most PvEers love hull stuff too, but top tactical PvEers may have issues with them sometimes (uncontrollable hull heals and immunities (unless those immunities happen to be at 0% hull ones (or shield/hull ones that do not affect lowering hull at will (given a choice where you can put yourself in a position of taking lots of damage))) annoy them for instance) *. I think the temporary hit points wins...

    *well more shield/hull HP might hurt zahl go down fighting tricks, on the other hand it may benefit them (totally depends on how you want to approach things and time between enemies and/or enemies damage (esp. relative to the most optimal dps point/s in time of the map))
    Starfleet M.A.C.O. KDF Honor Guard
  • afree100afree100 Member Posts: 332 Arc User
    edited June 2016
    I don't see any problems (that doesn't mean there aren't any) with making high yield a lot faster (game wide not in a spec). I think its a good idea. Range on mines definitely would be a nice change to make.
    Starfleet M.A.C.O. KDF Honor Guard
  • afree100afree100 Member Posts: 332 Arc User
    edited June 2016
    pottsey5g wrote: »
    “Entropic Rider (Space)
    Your Energy Weapons gain 2.5% chance of afflicting foes with a Physical DOT (10% chance with Projectiles)”[/i]
    That balance seems massively unfair against projectiles builds. An energy based captain will have up to 8 chances of 2.5% per volley so 20% per volley. A torpedo based captain will have 10% per volley and have longer times between the volleys.
    I definitely got that impression. Forgot to mention it.
    Also kemocite has a 100% chance with torps and 10% chance with energy weapons.
    Starfleet M.A.C.O. KDF Honor Guard
  • silverserasilversera Member Posts: 55 Arc User
    edited June 2016
    pottsey5g wrote: »
    Phasic artillery

    An extra 4k hitpoints isn’t going to do anything useful to targetable torpedoes. Apart from the bugs that make destructible torpedoes next to useless the biggest problems with them is the slow speed which is the opposite of how they are in the Star Trek Show. In TOS the Enterprise couldn’t out run the High Yield Plasma torpedo which move faster-than-light. In the game the torpedo is the very opposite being so slow most things die before it hits. (then when it does hit it does zero damage due to bugs)

    Anyway extra range on mines and/or extra speed on mines and destructible torpedoes would be far more useful then hit points. Or perhaps hitpoints and defense.


    “Entropic Rider (Space)
    Your Energy Weapons gain 2.5% chance of afflicting foes with a Physical DOT (10% chance with Projectiles)”

    That balance seems massively unfair against projectiles builds. An energy based captain will have up to 8 chances of 2.5% per volley so 20% per volley. A torpedo based captain will have 10% per volley and have longer times between the volleys.

    I am sorry to be rude but this is blatantly false. First a torpedoes volley is 1.5 sec or 1 sec with the right console that everyone serious about a torp build will have . A cannon volley is 3 sec and a beam volley is 4 sec long . Secondly 8 chance of 2.5% doesn't equal 20% chance that's not how it work. the real chance of a proc happening is 1-( 0.975^8) that's 18.4%. Third I am sure those terran cruiser will over a million HP are really scared about that 200 damage per sec proc, like scared out of their boot they are I am sure. Maybe making sure that proc actually do something should be the first order of buisness here?
    Post edited by silversera on
  • afree100afree100 Member Posts: 332 Arc User
    edited June 2016
    I checked out the damage resistance thingy for PvP. Polarise Hull (most people have this in PvP) and Hazard Emitters and stuff like that can resist physical damage. Its not as bad as I first thought. Kinetic resistance could be made to resist physical as well (which would help quite a bit, esp. with all the aux2damp users out there). But I think the devs don't want to do that (I have a feeling its a major reason, or the primary reason (I doubt its the only reason) that physical damage exists in the first place). But if it is clearable or is a thing that doesn't travel with the enemy ship it should be fine.
    Starfleet M.A.C.O. KDF Honor Guard
  • afree100afree100 Member Posts: 332 Arc User
    edited June 2016
    silversera wrote: »
    How I would fix it: instead of a straight up partgen bonus it should check particule gen, drain expertise and control expertise and the stats with the highest value should be the one boosted by 50 point. So a sci captain with 300 controlx, 100 drainx and 100 partgen will get a 50 point increase to control and not partgen. the main passive would become usefull for all flavors of science captain

    I am not sure that this is a good idea. Esp. since the threshold of drain is so sensitive. I am not as sure about ctrlX. Though things can go berserk with lots of ctrlX.
    Starfleet M.A.C.O. KDF Honor Guard
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  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited June 2016
    silversera wrote: »
    pottsey5g wrote: »
    Phasic artillery

    An extra 4k hitpoints isn’t going to do anything useful to targetable torpedoes. Apart from the bugs that make destructible torpedoes next to useless the biggest problems with them is the slow speed which is the opposite of how they are in the Star Trek Show. In TOS the Enterprise couldn’t out run the High Yield Plasma torpedo which move faster-than-light. In the game the torpedo is the very opposite being so slow most things die before it hits. (then when it does hit it does zero damage due to bugs)

    Anyway extra range on mines and/or extra speed on mines and destructible torpedoes would be far more useful then hit points. Or perhaps hitpoints and defense.


    “Entropic Rider (Space)
    Your Energy Weapons gain 2.5% chance of afflicting foes with a Physical DOT (10% chance with Projectiles)”

    That balance seems massively unfair against projectiles builds. An energy based captain will have up to 8 chances of 2.5% per volley so 20% per volley. A torpedo based captain will have 10% per volley and have longer times between the volleys.

    I am sorry to be rude but this is blatantly false. First a torpedoes volley is 1.5 sec or 1 sec with the right console that everyone serious about a torp build will have . A cannon volley is 3 sec and a beam volley is 4 sec long . Secondly 8 chance of 2.5% doesn't equal 20% chance that's not how it work. the real chance of a proc happening is 1-( 0.975^8) that's 18.4%. Third I am sure those terran cruiser will over a million HP are really scared about that 200 damage per sec proc, like scared out of their boot they are I am sure. Maybe making sure that proc actually do something should be the first order of buisness here?
    1 second is impossible the max is around 1.5 with the console and haste and ok I got my % chance wrong by 1.6% to high. Still that seems like an unfair comparison you did. Yes a maxed out haste build can shoot torpedoes once every 1.5seconds ish but it’s not right to compare a maxed out buffed torpedo build against a none buffed energy build. Haste builds work for cannons and beams as well. FaW with a bit of haste and energy builds will be getting a lot more procs then torpedo's.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    what was wrong with Uncertainty I & II

    Space: [5%/10%] of Exotic Damage returned to self as Shield Heal

    Ground: [5%/10%] of Kit Module Damage returned to self as Shield Heal

    To put it simply, it didn't work. It would not function with a bunch of Exotic Damage abilities, and there was no reasonable way to make it function correctly.

    When something's broken, you fix it. Sometimes that means completely re-designing it.

    The new version is actually far better in some situations (tuning values aside). For example, you can't heal your shields if you're already full, but you can always stack TempHP.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • afree100afree100 Member Posts: 332 Arc User
    edited June 2016
    The global cooldown of torps is not how long their volley lasts for, it is the minimum duration the volley is extended for if a torp fires (the volley duration is extended for each torp you have). Keep in mind that only some torps can be reliably reduced to global cooldown.

    Based on testing I just did, the torp cooldown doffs proc for every torpedo you have equipped each time they do proc. Thus if you have short cooldown torps mixed with long cooldown torps, the long cooldown torps will have their cooldowns reduced more than if you had long cooldown torps in the short cooldown torps place.

    So well procs favour torps mixed with energy and builds with short cooldown torps in them. But well a single or dual torp (with energy) build is heavily disadvantaged anyway.

    Timeline Stabilizer seems to affect cooldown of torps, but then reverts it when its over. For example if a torp fires and timeline stabilizer is used and the torps cooldown ends the torp will fire again based on the timeline stabilizer reduced cooldown. This next torp will then fire with a timeline stabilizer reduced cooldown. But then when the timeline stabilizer ends the current torp cooldown will lengthen in duration a bit.
    Starfleet M.A.C.O. KDF Honor Guard
  • afree100afree100 Member Posts: 332 Arc User
    Can someone please post the stats for the entire specialization here (before the devs are at the point where they have moved on from taking feedback on it). I have no tribble access!

    I still don't have access to them.
    Starfleet M.A.C.O. KDF Honor Guard
  • afree100afree100 Member Posts: 332 Arc User
    silversera wrote: »
    Secondly 8 chance of 2.5% doesn't equal 20% chance that's not how it work. the real chance of a proc happening is 1-( 0.975^8) that's 18.4%.
    So you are saying whether or not one weapon procs, affects the chance another one procs? That makes no sense to me. These procs definitely seem independent to me.
    Starfleet M.A.C.O. KDF Honor Guard
  • silverserasilversera Member Posts: 55 Arc User
    edited June 2016
    what was wrong with Uncertainty I & II

    Space: [5%/10%] of Exotic Damage returned to self as Shield Heal

    Ground: [5%/10%] of Kit Module Damage returned to self as Shield Heal

    To put it simply, it didn't work. It would not function with a bunch of Exotic Damage abilities, and there was no reasonable way to make it function correctly.

    When something's broken, you fix it. Sometimes that means completely re-designing it.

    The new version is actually far better in some situations (tuning values aside). For example, you can't heal your shields if you're already full, but you can always stack TempHP.

    Honestly when I first read about that talent, err soemwhere, I first reaction was just about how op it was, one you stack stacking grav well+subpsace vortex+resonance beam+plasma emission torpedo cloud you can reach some really high dps number as these abilities usually hit a huge numbers of enemies ,even if your grav well only crit for 4K damage when it hit 12 ennemies at the same time, the damage piles up really quickly. when you can do 100K dps of pure exotic damage then 10% of that mean 10K shield Healing, since usually shield Healing number are given per facing, then that mean around 40K shield Healing per sec for as long as the exotic ability last, overpowered doesn't even begin to accuratly describe it .

    I am usally very anti nerf, but on that one i'll stand with borticus, it couldn't stay as it was. Also boritcus didn't mention it but I am pretty sure that something like 50 or 60 instances of exotic damage being applied every sec by the player and having to calculate the Healing from it would probably do some pretty bad tings to the server

  • afree100afree100 Member Posts: 332 Arc User
    edited June 2016
    Nvm
    Starfleet M.A.C.O. KDF Honor Guard
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    • Things such as Tractor Mines will inherit some captain Traits and etc; specifically the traits that are setup to do so. This is how Tricobalt Torpedoes can trigger Omega Kinetic Shearing, as an example.

    Thank you for clarifying this. I say so because one Personal Trait and one Starship Trait do not work with Tricobalts, TDD, or any targetable torpedo: Self-Modulating Fire and Weapon System Synergy.
    @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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