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"All disables now give their target disable resistance for a short duration when they end."

Is this resistance for all subsystem disables like the phaser immunity?
Or is this a resistance for the particular subsystem that was disabled?

Comments

  • nikephorusnikephorus Member Posts: 2,738 Arc User
    Disables will still be useless because disabling one target in a trash mob is ineffective. It's much easier to simply destroy it.
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  • tinkerbelchtinkerbelch Member Posts: 138 Arc User
    can't argue with that, but don't forget massive power drain shutdowns :)
  • risian4risian4 Member Posts: 3,711 Arc User
    Good question.

    And disables are not useless.
  • hanover2hanover2 Member Posts: 1,053 Arc User
    Boo hoo someone lost their disable spam.
  • risian4risian4 Member Posts: 3,711 Arc User
    ruinthefun wrote: »
    Disables are only useful in PvP, or in situations where they can be chained. Since the chaining of disables is killed by this, it is impossible to disable an NPC, and therefore, disables are useless in PvE. This, honestly, doesn't change anything, since they were also useless before, too.

    No they were not. They were a great defence mechanism. And it also helps with supporting a team.

    Of course players who just want to pew pew their way though content and not consider alternative ways of playing will never understand this, but that's their problem.
  • nikephorusnikephorus Member Posts: 2,738 Arc User
    risian4 wrote: »
    ruinthefun wrote: »
    Disables are only useful in PvP, or in situations where they can be chained. Since the chaining of disables is killed by this, it is impossible to disable an NPC, and therefore, disables are useless in PvE. This, honestly, doesn't change anything, since they were also useless before, too.

    No they were not. They were a great defence mechanism. And it also helps with supporting a team.

    Of course players who just want to pew pew their way though content and not consider alternative ways of playing will never understand this, but that's their problem.

    Problem is in a PvE queues where most team play takes place. If you disable, lets say the weapons, of one target in a swarm of npc's it does very little to help progress the mission. Particularly when someone else is just going to vaporize that same target in 2 or 3 seconds.
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  • angrytargangrytarg Member Posts: 10,928 Arc User
    edited March 2017
    nikephorus wrote: »
    Problem is in a PvE queues where most team play takes place. If you disable, lets say the weapons, of one target in a swarm of npc's it does very little to help progress the mission. Particularly when someone else is just going to vaporize that same target in 2 or 3 seconds.

    Unfortunately true. STOs inherent problem is that it's all about trash mob swarms. Single target abilities will never really be an alternative as long as the gameplay requires you to dispose of hordes of low HP ships quickly and as long as AoE attacks have absolutely no penalty on single targets for the weird situation you may fight a single target at some point. And if you do, this single target is buffed with so much artificial disable resistance, cold restart or even immunity - in a ddition to the immunity a disable effect will now trigger on it's own - that it's a complete waste.

    This particular change in disables somehow makes it seem as if disabling PvE targets was a huuuge balancing issue right now...​​
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  • nikephorusnikephorus Member Posts: 2,738 Arc User
    angrytarg wrote: »
    nikephorus wrote: »
    Problem is in a PvE queues where most team play takes place. If you disable, lets say the weapons, of one target in a swarm of npc's it does very little to help progress the mission. Particularly when someone else is just going to vaporize that same target in 2 or 3 seconds.

    Unfortunately true. STOs inherent problem is that it's all about trash mob swarms. Single target abilities will never really be an alternative as long as the gameplay requires you to dispose of hordes of low HP ships quickly and as long as AoE attacks have absolutely no penalty on single targets for the weird situation you may fight a single target at some point. And if you do, this single target is buffed with so much artificial disable resistance, cold restart or even immunity - in a ddition to the immunity a disable effect will now trigger on it's own - that it's a complete waste.

    This particular change in disables somehow makes it seem as if disabling PvE targets was a huuuge balancing issue right now...​​

    Yeah that's the other side of the problem. If you fight a "boss" type ship they are immune to almost everything so raw damage is more useful there as well. I'd love for them to make disables more meaningful, but I think it would require a huge shift in mechanics for how the game works and I think that such a rebalance would alienate the playerbase at large.
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  • lianthelialianthelia Member Posts: 7,723 Arc User
    angrytarg wrote: »
    nikephorus wrote: »
    Problem is in a PvE queues where most team play takes place. If you disable, lets say the weapons, of one target in a swarm of npc's it does very little to help progress the mission. Particularly when someone else is just going to vaporize that same target in 2 or 3 seconds.

    Unfortunately true. STOs inherent problem is that it's all about trash mob swarms. Single target abilities will never really be an alternative as long as the gameplay requires you to dispose of hordes of low HP ships quickly and as long as AoE attacks have absolutely no penalty on single targets for the weird situation you may fight a single target at some point. And if you do, this single target is buffed with so much artificial disable resistance, cold restart or even immunity - in a ddition to the immunity a disable effect will now trigger on it's own - that it's a complete waste.

    This particular change in disables somehow makes it seem as if disabling PvE targets was a huuuge balancing issue right now...​​

    There isn't much you can do unfortunately...this isn't like most mmo's where you have single target and aoe abilities...you kinda have to go in with aoe abilities because lets be honest...95% of most stfs are just aoe spam.

    If we made things like faw, csv, and tsv weaker that would only make Tac heavy ships even stronger because they have the slots to pick up faw and bo or csv and crf...and if we nerf those abilities then we'd have to nerf exotic aoe as well. That would hurt science ships two fold since there aren't really any good single target particle abilities.

    Isn't really much that can be done about unfortunately, without a major revamp of the entire space system, which I don't see them ever doing.
  • alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    A lot can be done to make non-DPS abilities worthwhile and even appreciated by DPS on one's team. If optional objectives can be achieved easier and faster if certain key targets are shut down, confused, drained, kept alive, controlled, and debuffed, it would give science more of a role outside of exotic damage.

    The Tzenkethi front isn't too bad for tanking, drawing aggro to allow someone to destroy bases, and some control abilities to debuff or push key targets away. Hopefully there will be more of this in the near future.
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  • nikephorusnikephorus Member Posts: 2,738 Arc User
    A lot can be done to make non-DPS abilities worthwhile and even appreciated by DPS on one's team. If optional objectives can be achieved easier and faster if certain key targets are shut down, confused, drained, kept alive, controlled, and debuffed, it would give science more of a role outside of exotic damage.

    The Tzenkethi front isn't too bad for tanking, drawing aggro to allow someone to destroy bases, and some control abilities to debuff or push key targets away. Hopefully there will be more of this in the near future.

    Sounds good in theory, but in practice it could cause problems. The queue system randomly teams people up, but not based on class so if there were optionals that only a sci or eng could complete well there would be an issue there. It would be nice if they made objectives that make it easier to complete with a certain class. So that optionals could still be done regardless of class. The terran invasion event comes to mind. Sci ships close portals faster, but they can still be closed by other ships. Something like that I could make things more interesting.
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  • warmaker001bwarmaker001b Member Posts: 9,204 Arc User
    The only time disable attacks were useful were in the game's first years in PVP. Outside that timeframe and in PVE, disables are useless. For PVP it got nerfed into oblivion. The disables from Photonic Shockwave, subsystem disables from Phaser Proc, Viral Matrix, etc got nerfed so hard they went from powerful in PVP into hopelessly obsolete.

    Phasers got hit the hardest. Originally there were no subsystem lockouts like there are now. So a bunch of Feds firing Phasers on a target threw that target into chaos. PVP and PVE, because the different subsystems would just randomly shutdown with all the Phaser Procs hitting. This made Phasers the best energy weapon, both PVE and PVP, Disruptor was nice but not all anywhere near what Phasers did to a target. FFS, Phasers were so good that I had a KDF ship fitted with Phasers. That was blasphemous already!

    But again, Phaser Proc got slammed hard the same time Science did years and years ago. Phasers went from the best energy weapon into one of the most useless. All because of one patch.
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  • nikeixnikeix Member Posts: 3,972 Arc User
    So when did "resistance" become "immunity" in people's minds?
  • saurializardsaurializard Member Posts: 4,263 Arc User
    If it means Tholians won't keep disabling my weapons 4 times in a row, then I'll be very happy.
    #TASforSTO
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