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Space Revamp Thoughts and Concerns

darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
@crypticspartan#0627 posted a Dev Blog addressing some of the abilities and mechanics that may be changed in the near future. Note that nothing is set in stone, but this does indicate the general direction that is being looked at concerning game mechanics.

What are your thoughts and concerns with respect to these changes?

Mine are:

1) With the changes to Feedback Pulse, does that render Improved feedback Pulse useless?

2) How much of a speed increase will targetable torpedoes receive? If it's "fast enough", does that warrant the immunity to hazards? Will they still be prioritized to be shot down from AI? Will AoE FaW & CSV still shoot them down in one pulse?
@Odenknight | U.S.S. Challenger | "Remember The Seven"
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Comments

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  • r5e4w3q2r5e4w3q2 Member Posts: 341 Arc User
    Most of the stuff I will have to see in action before I have an opinion, but a couple things really leap out at me. I will probably not be able to make the AMA, but I hope these get asked.
    Fire at Will now has a slight penalty to the weapon’s damage instead of an increase at ranks II and III, and has an accuracy debuff as well.

    My understanding was that multi-target abilities ignored accuracy buffs/debuffs and would need rebuilding from scratch to fix?
    If this was a rebuild of the background mechanics will it effect Cannon Scatter Volley and Torpedo Spread as well?
    Targetable torpedoes now fly faster, and both targetable torpedoes and mines are no longer affected by “Hazard” abilities such as Gravity Well or Tyken’s Rift.

    Just to double check, immune to the damage *and* to the -Repel(GW)/-Power Levels(TR)/-Impulse Speed(EWP)?
    I understand that "detonate instantly on launch" is not fun, but I hope this doesn't become TBR or go home.
  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    @crypticspartan#0627 posted a Dev Blog addressing some of the abilities and mechanics that may be changed in the near future. Note that nothing is set in stone, but this does indicate the general direction that is being looked at concerning game mechanics.

    What are your thoughts and concerns with respect to these changes?

    Mine are:

    1) With the changes to Feedback Pulse, does that render Improved feedback Pulse useless?

    2) How much of a speed increase will targetable torpedoes receive? If it's "fast enough", does that warrant the immunity to hazards? Will they still be prioritized to be shot down from AI? Will AoE FaW & CSV still shoot them down in one pulse?

    The less threads that are made, the better - the more threads made, the more likely people are to miss some useful information in any one of them.

    1). Improved Feedback Pulse still will increase the base percentage Feedback Pulse reflects, and its critical hit chance and severity are still global stats that will still apply. Those critical severity and hit chance increases will not affect Feedback Pulse, as it can not critically hit, but they will affect everything else you have.

    2) I would suggest you try and see for yourself on Tribble when those changes go up, and give appropriate feedback then. None of the changes made or not made are set in stone at this point.
  • scrooge69scrooge69 Member Posts: 1,108 Arc User
    my thoughts on weapon pwoer scaling change

    so noobs how dont know how to stack weapon power and how important it is for energy weaposn will do mroe dmg and
    good builds wil lget neved a bit.... if thats what u think is what we need....


    what about giving cannons LESS dmg loss over range than beams?


    and whats msot OP in the gmae right now: TEMPORAL abilites

    did I miss something or will they be left untouched?
    [SIGPIC][/SIGPIC]
  • rck01rck01 Member Posts: 808 Arc User
    Spartan,

    If you're going to take away my Sci Captain Subnuc advantage and make it a generic Sci boff power, how about doing the same to Tac Captain powers, like APA, FOMM and GDF? And what about Sensor Scan? Scattering Field?

    Also, no mention of any adjustments to Temporal powers. Entropic Redistribution is rather OP at the moment - any plans to nerf that class of skills? Also, will that Deflector Overcharge boost ER and related Temporal powers (I assume it will)?

    RCK - a.k.a. "Evul Jacob"
  • scrooge69scrooge69 Member Posts: 1,108 Arc User
    edited March 2017
    @rck01 subn beam bcomes a boff power bc it can counter immunities now

    to make it available 4 engis and tacs aswell
    [SIGPIC][/SIGPIC]
  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    Will FBP damage still scale with the Particle Generator skill?
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
  • alcyoneserenealcyoneserene Member Posts: 2,414 Arc User
    All disables now give their target disable resistance for a short duration when they end.
    Will duty officers such as Rathul Haken still work: "with subsystem targeting beam attacks 20% chance knock second subsystem offline for 4.9 sec" There are other disables that also work with a delay effect. Will these still function the same way?
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  • nateham101#2745 nateham101 Member Posts: 420 Arc User
    So basically they are nerfing everything because of PVP. Even though PVP is such an insignificant part of this game. Welcome to every other MMO out there.
    1Wlp6QH.gif
  • jango1starwarsjango1starwars Member Posts: 9 Arc User
    I can't stand this, I just can't stand it, even before tribble testing, basically what I'm seeing is the devs nerfing people who bring home their bacon via dps and all players who have taken the time and the grind to learn effective builds and how to maximize them efficiently to their full potential. You'll have to forgive me but is that not frikkin insulting to anyone else?
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  • tremere12tremere12 Member Posts: 477 Arc User
    The changes aren't pvp-based (even though I heard pvp may be a future priority). Rather they changed what should've been changed since day one. Besides, stop being pvp-phobic. Every healthy mmo has pvp, and its time for a change.
  • szimszim Member Posts: 2,503 Arc User
    I hope they will bring neglected boff abilities like Photonic Shockwave up on par with other boff abilities. Right now it does little more than scratching the paint off enemy ships. Boff abilities in general need to be better balanced in order to create real opportunity costs from chosing ability A instead of B.
  • alcyoneserenealcyoneserene Member Posts: 2,414 Arc User
    Will Science captains' Deflector Overcharge be able to boost exotic dmg higher than Tac's attack pattern alpha can?

    Will the trait Subnucleonic Transferal remain exclusive to Science captains only as it is indicated on the box, or apply to Engis and Tacs too?
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  • burstorionburstorion Member Posts: 1,750 Arc User
    So basically they are nerfing everything because of PVP. Even though PVP is such an insignificant part of this game. Welcome to every other MMO out there.

    It won't be on the consoles however - that is the purpose of the changes as consolers love pvp epeen waving and they'd drop the game if theres no level (ish) playing field
  • nikeixnikeix Member Posts: 3,972 Arc User
    1). Improved Feedback Pulse still will increase the base percentage Feedback Pulse reflects, and its critical hit chance and severity are still global stats that will still apply. Those critical severity and hit chance increases will not affect Feedback Pulse, as it can not critically hit, but they will affect everything else you have.

    ((raises hand)) Do these reflected damage changes affect the Silent Enemy set bonus "Haywire" in any way? It is a "reflect" that's always been disruptor damage instead of feedback damage.

    Does this mean there will only be 15 damage types in the game after this set of changes? :)
  • nikeixnikeix Member Posts: 3,972 Arc User
    scrooge69 wrote: »
    so noobs how dont know how to stack weapon power and how important it is for energy weaposn will do mroe dmg and
    good builds wil lget neved a bit.... if thats what u think is what we need....

    That is EXACTLY what we need. In a game so incredibly bad at explaining itself to new players that it's grown into a 50-to-1 disparity between apex players and the herd, taking away some bad options and toning down some best options is absolutely what needs to happen. That change all by itself will probably close the maximum-to-average gap to only a little over 44-to-1.
    what about giving cannons LESS dmg loss over range than beams?

    What about 'No' to adding complexity to a part of the system most players don't even knows exists.
    and whats msot OP in the gmae right now: TEMPORAL abilites

    did I miss something or will they be left untouched?

    Yeah. You definitely missed something. It's called "watch for full patch notes to come". With a side order of 'during the ground balance pass we saw at least two waves of adjustments'.
  • jango1starwarsjango1starwars Member Posts: 9 Arc User
    edited March 2017
    nikeix wrote: »
    scrooge69 wrote: »
    so noobs how dont know how to stack weapon power and how important it is for energy weaposn will do mroe dmg and
    good builds wil lget neved a bit.... if thats what u think is what we need....

    That is EXACTLY what we need. In a game so incredibly bad at explaining itself to new players that it's grown into a 50-to-1 disparity between apex players and the herd, taking away some bad options and toning down some best options is absolutely what needs to happen. That change all by itself will probably close the maximum-to-average gap to only a little over 44-to-1.


  • jango1starwarsjango1starwars Member Posts: 9 Arc User
    Like I said before, this is rewarding lazy players who don't go research builds/skill combo's/doff's etc. and punishing those who went the few extra steps to find out info, use the wealth of knowledge outside the game and grind rep/fleet rewards combined with knowledgeable use of boff powers/abilities/passives/doffs to make their vessels better. This is okay to you? Well then I withdraw my complaint. Let's just make everyone super, because when everyone is super no one will be and that's more fair. Got it.
  • lianthelialianthelia Member Posts: 7,897 Arc User
    My thoughts?...Simple...it's a band-aid on a gushing gash...it wont really do anything.
    Can't have a honest conversation because of a white knight with power
  • pweistheworstpweistheworst Member Posts: 986 Arc User
    As someone who keeps trying to make mines work in different builds, I'd like to see mines get a buff to make them do the following:

    -- Activate/acquire target lock more quickly immediately after release (there is a VERY noticeable delay between the tim you launch/release mines and when they actually activate/lock onto enemies).
    -- Lock onto enemies at greater range/distances (yes, there is a game buff that allows you to increase the range of mines, but even that is not enough.
    -- Make mines faster so there is less time between activation and actually finding/hitting the target.

    In short, mines don't need to hit any harder than they do now (we don't need a damage buff) but we need mines that are better about actually hitting enemies.
    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.
  • jslynjslyn Member Posts: 1,790 Arc User
    As someone who keeps trying to make mines work in different builds, I'd like to see mines get a buff to make them do the following:

    Have you tried the 'Hot Pursuit' Trait from the Exchange? It does some of what you are looking for.
  • vampeiyrevampeiyre Member Posts: 633 Arc User
    Like I said before, this is rewarding lazy players who don't go research builds/skill combo's/doff's etc. and punishing those who went the few extra steps to find out info, use the wealth of knowledge outside the game and grind rep/fleet rewards combined with knowledgeable use of boff powers/abilities/passives/doffs to make their vessels better. This is okay to you? Well then I withdraw my complaint. Let's just make everyone super, because when everyone is super no one will be and that's more fair. Got it.

    Go the few extra steps to find out how to have a debate and leave the straw man arguments at home.
    "I'm sorry, I can't hear you over the sound of how awesome I am."
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    So basically they are nerfing everything because of PVP.

    I'm not convinced nerfs are due to pvp issues. These are far more general adjustments.

    There's a LOT changing, so I mean, I'm going to go waaay out on a limb here and predict that when this gets released on Tribble:

    1- Something's going to be broken and bugged!
    2- Some unforseen side effects will have to be reigned in.
    3- Something will be over "nerfed" and have to get adjusted down.

    I know right? I'm a bold prognosticator!

    Hahahahahah.

    On a more specific level, the adjustment to immunity powers, coupled with the adjustment to feedback pulse will put a damper on my Engineer Tank. But he hasn't been my main in months now and I barely play him. The adjustment to science seems exciting. There's not much talk about tactical stuff, other than FAW, but if BO works better and FAW is too heavy a nerf, I'll just switch.

    Miracle Worker gets a fix people have been asking for, for ages. EPS Power Transfer gets a fix that I'm betting will be even more useful after the adjustment to weapons power.

    But eh, who knows.
    [SIGPIC][/SIGPIC]
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  • thestargazethestargaze Member Posts: 1,020 Arc User
    I hope they fix the older space sets and give them some new paint job, I'm thinking the sets like the breen space set, jem'hadar space set and the omega space set .... give them nicer visuals and be more effective compare to the newer ones.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited March 2017
    sophlogimo wrote: »
    One thing that I haven't seen addressed yet: What about the embassy consoles? They are basically the only choice for science console slots these days, which conflicts with the mission statement for the balance changes.

    Relax, we only have a single blog and dont really know anything at the moment. It could also be that not every item in your little personal nerf wish list will be addressed. I would prepare to relax then as well. :)
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • nikeixnikeix Member Posts: 3,972 Arc User
    sophlogimo wrote: »
    One thing that I haven't seen addressed yet: What about the embassy consoles? They are basically the only choice for science console slots these days, which conflicts with the mission statement for the balance changes.

    Shared 10 second cool down and you'll see people jettison all but one of them as fast as their airlock will open.

  • nikeixnikeix Member Posts: 3,972 Arc User
    So basically they are nerfing everything because of PVP. Even though PVP is such an insignificant part of this game. Welcome to every other MMO out there.

    Hogwash. Most of the changes are good and necessary adjustments to PvE. Reducing the invulnerabilities (and making them strip-able buffs) is a way of making ship more vulnerable, which in turn means you might just possibly want an Engineer captain for the survivability instead of pure shooting gallery encounters where the only thing that matters is MOAR DEEPS. Bringing some parity to the Captain professions is about as pure of a PvE issue as it gets.

    And really the hostility to PvP-based balancing is petulant. Why shouldn't the game be based around opponents that are actually dangerous? The better your system's PvP set up, the easier it is to create PvE encounters with smart/tough enemies.

    Right now they could pull FAW entirely out of the game and you could still face roll your way though most of the content. If you don't like PvP, trust me, you're still in no danger of not being able to complete scenarios... It's still gonna be brain-dead simple.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited March 2017
    nikeix wrote: »
    sophlogimo wrote: »
    One thing that I haven't seen addressed yet: What about the embassy consoles? They are basically the only choice for science console slots these days, which conflicts with the mission statement for the balance changes.

    Shared 10 second cool down and you'll see people jettison all but one of them as fast as their airlock will open.

    ...and then replace them with cosnoles that are 100 times more expencive. Nothing more fun than to spend 350 mil ec just to get a good console. :|
    animated.gif
    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
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