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[PC] Details on Space Balance Changes

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  • daviddxxdaviddxx Member Posts: 200 Arc User
    hyprodimus wrote: »
    Im all for balancing, but the Subnucleonic Beam change is severe. Science doesnt need another power to boost damage. It needs the cooldowns to be brought into line with the tactical powers.

    Subnuke is what defines a science captain. Sensor Scan is just like other debuffs, and photonic fleet is random pets. But a good well timed Nuke is what made a science captain useful and valued. If Cryptic really wanted to balance these Captain powers out, then make Attack Pattern Alpha a boff ability, or change it to only affect weapon damage.

    Yes, your 100 right.

    btw. @crypticspartan#0627
    Just asking.. you care about these pll that said " please dont chance that Subnuke ".. ?

    I hope so... this chance is the worst case for every PvP-Sci like me. If you do.. i can leave the Game like many PvP's befor.
    Regarts
    David
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  • tempus64tempus64 Member Posts: 806 Arc User
    It's always fun watching people jump to all sorts of conclusions before something is even out and can be used/tested.
  • sinn74sinn74 Member Posts: 1,149 Arc User
    Is the change to Photonic Fleet going to normalize the damage output between factions? As-is, the Federation version is more useful than the KDF flavored one.

    Also- patch notes, plz.
  • orion0029orion0029 Member Posts: 1,122 Bug Hunter
    Looks good 'on paper', let's hope it works as well as it looks.
  • tobiashirttobiashirt Member Posts: 630 Arc User
    The main thing still to be looked at is the degree of uptime on apa/gdf, as well as them having an effect on exotic. It's all well and good to give sci's more exotic, but if apa/gdf are not removed from the exotic pool, then tacs will still be the best option for that playstyle.
  • tobiashirttobiashirt Member Posts: 630 Arc User
    sophlogimo wrote: »
    Reads... fasscinating! The weapon power formula in particular will be interesting to examine.

    I'd hazard a guess it's like what happened to aux power circa the skill revamp.
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    Noo!!! We're all Dooooooooo *quick inhale* ooooooommmed. ;)
    Actually, as primarily a cruiser driving engineer who doesn't chase DPS, I'll probably like the changes.
  • tobiashirttobiashirt Member Posts: 630 Arc User
    The subnucleonic beam change will probably be quite signifant for PvP. Suddenly, any ship with a Lt.Cmdr Science station can subnuke, you don't need an Intel seat or a Science Captain.

    It will also be a significant change for every science captain to suddenly have a different ability in his repertoire. It might not be bad, Deflector Overcharge seems basically an Attack Pattern Alpha for science powers. Drawback I see is that it locks you further into a Science Vessel. Or maybe not, since it also buffs healing at least, so the only ship it's not so hot on is Escorts, it seems.

    Exactly...it gives them more synergy with sci ships, but doesn't prevent any career from playing any ship. I'm iffy about subnuc being on boffs, but starting at rank1/ltcom gives it significant tradeoffs and doubles down on the changes to immunities.
  • toivatoiva Member Posts: 3,276 Arc User
    Well I like this. I like this a lot. Particularly hangar pet changes and especially the career ability changes (finally scis will have an ability that increases exotic dmg - and more - and engs will gain max energy). Now if only APA lost its huge effect over non weapon damage.

    What I'm not so sure about is the new Subnuke Boff anbility and I still dread a bit what other ability changes are coming. FAW nerf was way needed, deal with it.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • jslynjslyn Member Posts: 1,784 Arc User
    kyle223cat wrote: »
    He keeps having to post about it because people keep complaining based on their inadequate understanding of the game's mechanics. Don't blame the developer for having to explain the same thing over and over again.

    Oh, I wasn't blaming him. On the contrary, I feel for the guy. It's like no matter how many time he explains the the Torpedo-Shield thing, people refuse to listen. If I were Spartan, I'd be a lot less polite about it by now. I applaud his patience.
  • legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    edited March 2017
    jslyn wrote: »
    kyle223cat wrote: »
    He keeps having to post about it because people keep complaining based on their inadequate understanding of the game's mechanics. Don't blame the developer for having to explain the same thing over and over again.

    Oh, I wasn't blaming him. On the contrary, I feel for the guy. It's like no matter how many time he explains the the Torpedo-Shield thing, people refuse to listen. If I were Spartan, I'd be a lot less polite about it by now. I applaud his patience.

    he wouldn't have to keep explaining it if he just removed the completely undocumented 75% kinetic shield resist entirely

    or just properly document it somewhere, but i have no idea where such a thing would even begin to make sense being displayed ingame - i guess on shields, since that's what it concerns​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
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    A furry goes "OwO, what's this?"
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    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
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    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • jslynjslyn Member Posts: 1,784 Arc User
    he wouldn't have to keep explaining it if he just removed the completely undocumented 75% kinetic shield resist entirely​​


    As a lover of Torpedo Boats, I can't say that they don't feel gypped compared to Beam Boats. I'd prefer if the Torpedo Resistance of Shields scaled with Shield Hardness, personally.

    Or add Beam Resist to Hulls in an equal amount. Look at ST2 and ST6 for example. Phasers scorch the hull when there are no shields up, but Torpedoes fire straight through the saucer and out the other side.

    geekguy79 wrote: »
    Would it be too much to ask for the warpout/in during battle bug to be fixed, as a high priority, during this balance pass. I'm not a top dps'r, but one of the things killing my dps most is this damn bug, thats been happening for months, a LOT more lately seems like, sometimes every 5 damn seconds, and it just sometimes cancels my powers buffs and reset cooldowns. There is absolutely nothing else I wish to see fixed more than this.


    I don't think that is Spartan's department, but I could be wrong. If nothing else, perhaps he would be kind enough to pass along request to the appropriate people. Also a request to expedite the Freeze On Map Transfer bugfix would be appropriated as well.
  • thlaylierahthlaylierah Member Posts: 2,984 Arc User
    edited March 2017
    When I first read this blog it made no sense.

    The changes will do what the opening premise said they wouldn't namely cause people to rework their builds while not doing what it supposed to do namely "player investment retains value."

    Then I realized I'm not the target audience.

    The target audience is all the new people coming in and not the people who have stuck with them all these years.

    Adding that sentence to the blog would make it make sense.

    It also looks like they caved to the loudly protesting people on the forum that refuse to modify their builds to take advantage of the existing mechanics.

    This may sound harsh to some, but harsh is the fact that my ship still warps out and in multiple times all the time since AOE.

    Please Stop changing things bringing more bugs in with new stuff and fix the existing problems especially this one.
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited March 2017
    Can I ask how this is meant to help engineers:

    EPS Power Transfer now also gives the target an increase to all Maximum Subsystem Power Levels for the duration. This can be stacked with other increases to Maximum Subsystem Power Levels.

    When this makes the engineer buff next to useless for dps:

    The equation used to determine how weapons power influences your damage has been changed to a higher benefit at low power levels than before, and the same benefit as before at 100 weapons power, and slightly less while above

    Unless the new engineer buff bypasses the penalties for having more weapon power, I am not seeing how this helps an engineer compete with a tactical captain?

    Especially when to do what an engineer needs to do to be a tank, you have you out dps the other classes...

    Or am I reading that wrongly?
    Fed: Eng Lib Borg (Five) Tac Andorian (Shen) Sci Alien/Klingon (Maelrock) KDF:Tac Romulan KDF (Sasha) Tac Klingon (K'dopis)
    Founder, member and former leader to Pride Of The Federation Fleet.
    What I feel after I hear about every decision made since Andre "Mobile Games Generalisimo" Emerson arrived...
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    sunfrancks wrote: »
    Can I ask how this is meant to help engineers:

    EPS Power Transfer now also gives the target an increase to all Maximum Subsystem Power Levels for the duration. This can be stacked with other increases to Maximum Subsystem Power Levels.

    When this makes the engineer buff next to useless for dps:

    The equation used to determine how weapons power influences your damage has been changed to a higher benefit at low power levels than before, and the same benefit as before at 100 weapons power, and slightly less while above

    Unless the new engineer buff bypasses the penalties for having more weapon power, I am not seeing how this helps an engineer compete with a tactical captain?

    Especially when to do what an engineer needs to do to be a tank, you have you out dps the other classes...

    Or am I reading that wrongly?
    It seems the error is obvious.

    125 weapon power will yield less damage then 125 does now, but it still yields more damage then 100 weapon power. So getting to 135 or 150 weapon power or whatever is still an improvement in DPS compared to everyone stuck at 125.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    jslyn wrote: »
    kyle223cat wrote: »
    He keeps having to post about it because people keep complaining based on their inadequate understanding of the game's mechanics. Don't blame the developer for having to explain the same thing over and over again.

    Oh, I wasn't blaming him. On the contrary, I feel for the guy. It's like no matter how many time he explains the the Torpedo-Shield thing, people refuse to listen. If I were Spartan, I'd be a lot less polite about it by now. I applaud his patience.

    he wouldn't have to keep explaining it if he just removed the completely undocumented 75% kinetic shield resist entirely

    or just properly document it somewhere, but i have no idea where such a thing would even begin to make sense being displayed ingame - i guess on shields, since that's what it concerns​​
    The problem is not that the feature is undocumented, the problem is people don't know how shield damage reduction works, or making the wrong assumptions about how it works, and the wrong assumption has been perpetuated for a long time now so it's hard to get out of the system, so to speak.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    frankly, they ought to just ditch the whole shield damage resistance and just go with pure scaling shield hardness, since how that works is already detailed in its respective skill​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • totenmettotenmet Member Posts: 592 Arc User
    edited March 2017
    geekguy79 wrote: »
    [4] So yet again **** the Tac captains and keep buffing the stupid Science and Engineers. Why don't you just do away with Tac's as you keep nerfing them to hell while buffing the other 2.

    As a player who himself is pretty much all Tac, I can admit there is a power disparagement and Sci and Eng need some buffing. As it is now, on the PvE side of things, this is a DPS game, why would I want to use careers that give me "less" DPS than I would get with a Tac? Now with Tac's being able to have access to Sub Nuc, they're going to be even more OP than they already are in the PVP realm.

    Ultimately this is a case of them not doing enough for Sci and Eng, and just further buffing Tac even more. It's a joke, and we should all be very angry about this.

    In my opinion TACS should be the DPS kings focussed on power and damage.

    Playing Engineers or Science should be rewarding in a completely different way. For example rewards for healing (sci). Rewards for defence buffing (eng). And much more one can think of.

    E.g 3 performance (DPS/HEAL/DEF buff) stats and rewards depending on the score.

    So a Typical TAC could do for example 100K DPS 30KHeals 40K DEF Buff (just fictive numbers)
    A SCI would do 100K heals but less DPS etc. and ENG would have 100K defence buff etc.

    Why should every class do similar DPS? Why having classes then? If all only want to do dps, only one class would be needed.
    I hope it is a bit understandable what I wrote (I am not that good in english).
    Post edited by totenmet on
  • totenmettotenmet Member Posts: 592 Arc User
    Another thing the devs should look at is the insane power levels via the skill tree/plasmonic leech/doffing and EPtX in the game that gives many players 100 system power in all 4 sub-systems!!! that is plain stupid. what ever happened to having to manage/care about system power levels?

    It's players choice to have high power levels. In order to have that you sacrifice on other things. Same with having high crit chance etc. People wo min max understand that you only maiximize certain thing till a CERTAIN level. Min Maxing is not about maximizing one area to the max.
  • jaredza#2872 jaredza Member Posts: 80 Arc User
    I fly a Vonph Dreadnought, if the carrier pets really are better after the patch I may finally invest in the Elite versions. On the other hand, I'm not an expert on how the maths behind the weapons and abilities at all, I've only been playing for about year now. From reading the update about FAW, am I correct in assuming it's still going to be useful to attack multiple targets, and also as a defense against heavy torpedoes, it's just not going to do as much damage as it did before and it won't be as accurate as it used to be?
  • warspirit85warspirit85 Member Posts: 6 Arc User
    edited March 2017
    Give us the numbers instead of empty words "increased" and "reduced".
    Untill then its realy hard to say is it good changes or bad ones.
  • dareaudareau Member Posts: 2,390 Arc User
    totenmet wrote: »
    geekguy79 wrote: »
    [4] So yet again **** the Tac captains and keep buffing the stupid Science and Engineers. Why don't you just do away with Tac's as you keep nerfing them to hell while buffing the other 2.

    As a player who himself is pretty much all Tac, I can admit there is a power disparagement and Sci and Eng need some buffing. As it is now, on the PvE side of things, this is a DPS game, why would I want to use careers that give me "less" DPS than I would get with a Tac? Now with Tac's being able to have access to Sub Nuc, they're going to be even more OP than they already are in the PVP realm.

    Ultimately this is a case of them not doing enough for Sci and Eng, and just further buffing Tac even more. It's a joke, and we should all be very angry about this.

    In my opinion TACS should be the DPS kings focussed on power and damage.

    Playing Engineers or Science should be rewarding in a completely different way. For example rewards for healing (sci). Rewards for defence buffing (eng). And much more one can think of.

    E.g 3 performance (DPS/HEAL/DEF buff) stats and rewards depending on the score.

    So a Typical TAC could do for example 100K DPS 30KHeals 40K DEF Buff (just fictive numbers)
    A SCI would do 100K heals but less DPS etc. and ENG would have 100K defence buff etc.

    Why should every class do similar DPS? Why having classes then? If all only want to do dps, only one class would be needed.
    I hope it is a bit understandable what I wrote (I am not that good in english).

    Two things:

    1. What reason do we have, right now, to play a "healer" Science or a "tanking" Engineer, when all problems can and are built to be disposed of via the liberal application of DPS that comes from a 5x Tac-Escort PuG?

    2. In PvP, what's the "most powerful" combination? A Tac-Escort that can APA/GDF down their opponent, or a Sci-Escort that subnucs their target first then applies the remainder of their BOff buffs and vapes their target? At least this proposed change makes it to where 90% of the subnucs will come from actual 6-weapon light-tac slotted science ships, and the remainder of them will be of the subnuc I variety and the most powerful science BOff ability you're gonna see off of that ship...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    yeah, tac ships that wanna strip away defenses before an alpha strike can no longer reflect back massive amounts of damage via FBP1, since that's also an LtC ability - especially after FBP itself took a big hit​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • adorkabledoriadorkabledori Member Posts: 234 Arc User
    What I don't see in this balanced joke are: loot drops according profession and from a better quality as we get now. Frankly, STO scores the lowest ratings when it comes to descent loot drops. How many times I didn't got science drops, namely kits and modules for an engineer, engineer loot for a tac and so on.

    Secondary, balance or better iron out the idiocy of non compatible sets. For example, 2 piece set of the temporal ships. We can't still use the console of the T5 temporal battlecruiser on the T6 version, yet they supposed to be a set. The T6 console fits on the T5 never the less, which is idiotic. Sames goes for the Kobali Samsar console, it's part of the T6 battlecruiser set, but you can't place the consoles of these T6 battlecruisers on the Samsar, vice versa is no issue. Again, Cryptic Idiocy.
  • archangelmjc#5898 archangelmjc Member Posts: 1 Arc User
    so, if power levels are going to be nerfed a bit, does this mean we can make more room for higher crits ratios? Instead of running rcs, field exciters and plasma cores.. Could we finally start running the romulan engine with the assimilated console? If this is the case, I'm looking at a CrtD of like 150+
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    wanna see a patch note, Sparty, gimme
  • leemwatsonleemwatson Member Posts: 5,344 Arc User
    wanna see a patch note, Sparty, gimme

    The patch notes will come when it arrives on Tribble, until then, no patch notes.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • deathray38deathray38 Member Posts: 210 Arc User
    "Weapons are undergoing a lot of changes targeted at making the various types and firing modes more relevant. Beam Overload no longer always critically hits, but has had its damage increased, and additionally gives your basic attacks with beam weapons a significant amount of bonus damage and critical severity for a short duration after being activated."


    1. this bonus damage and critical severity should apply to all weapon types (beams, cannons and torps) - it will promote build variety instead of using pure monotypes (beamboat in this case). There is no reason of penalizing mixing of weapons...
    2. "always critical" made niche for players stacking CrtD instead of CrtH. This change is reverting things to place where CrtH consoles are only viable choice.
  • salvation4salvation4 Member Posts: 1,167 Arc User
    Miracle Worker’s healing is significantly increased, and now also gives a significant amount of Secondary Shielding for a short duration

    What do you mean by secondary shielding???
    Adrian-Uss Sovereign NCC-73811 (LVL 65 FED ENG) UR/E MKXV Fleet Intel Assault Cruiser (April 2012) (Main)
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    Jean-Uss Seratoga Ravenna (LVL 60 FED Delta ENG) UC/R MKVI Bajoran Escort (April 2018)
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