- they move away from "every chareer can fly any ship without much of a trade-off" approach back to scientists excel aboard science vessels, engineers should do the tanking and tactical captains the big energy weapon damage.
I'm not quite sold? Tacs will still rock any ship, sci will rock anything with exotic damage, and engineers will rock anything that can take advantage of MOAR POWER - i.e. boosting aux power for exotic damage.
- they move away from "every chareer can fly any ship without much of a trade-off" approach back to scientists excel aboard science vessels, engineers should do the tanking and tactical captains the big energy weapon damage.
I'm not quite sold? Tacs will still rock any ship, sci will rock anything with exotic damage, and engineers will rock anything that can take advantage of MOAR POWER - i.e. boosting aux power for exotic damage.
Yeah i kinda agree with ya. If they made it that tactical had more focus on ship-weapons, over the fact of buffing all damage, than I could see it being possible. Since than tactical captains would actually have a edge on ships with more weapon slots, while science would be much better in ships with a heavy science layout, and engineers would have a much better time in ships with higher durability an resistances alongside better power-management levels (I only see this happening if we see being more durable being a more appealing an valuable style.).
Not to mention that, on tribble, even with the damage decreases, these powers are doing MORE damage then before due to Cryptic fixing how aux power effects them.
That has been confirmed to be a bug. Spartan said he'll be applying a fix that would bring these powers down in performance relative to Holodeck. Based on what he did to DRB and TBR, I am expecting a 50% drop in damage more or less for both GW and SSV.
I did the same after I got rid of all the stuff that is likely going to be nerfed on one of my CSV ships.
The pug I ended up with was a disaster (as expected) with players doing 4k DPS and less and one noob even starting right side giving me a hard time to save the optional (which I was able to do so still).
[Team] 4K4life@Idontuseanyboffpowers: GG
With 120k my overall DPS wasn’t that catastrophic but has been reduced well enough not to issue afk penalties or whatever.
At the same time I also got a combat log from a friend on tribble reading that peeps there still do 130k+ with faw setups.
The change will be hard for the high end but won't be that bad for you, me or ISA.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
I did the same after I got rid of all the stuff that is likely going to be nerfed on one of my CSV ships.
The pug I ended up with was a disaster (as expected) with players doing 4k DPS and less and one noob even starting right side giving me a hard time to save the optional (which I was able to do so still).
[Team] 4K4life@Idontuseanyboffpowers: GG
With 120k my overall DPS wasn’t that catastrophic but has been reduced well enough not to issue afk penalties or whatever.
At the same time I also got a combat log from a friend on tribble reading that peeps there still do 130k+ with faw setups.
The change will be hard for the high end but won't be that bad for you, me or ISA.
I doubt I'll notice much. I don't do anything that that comes even close to triple figure DPS. I think the best I ever managed was 31k.
Saying that, I stopped caring about what my DPS is some time ago. I know what I am doing in ISA (when I bother playing it) and whilst I'll never be able to solo it, I do pull my weight in any PuG/team I am in.
I doubt I even do 31k anymore either - my build has changed since I hit that figure some time ago. Saying that, I'm sorry - even 31k was a little overkill for ISA and triple-figure ISA specific DPS numbers are overkill to the extreme. You probably won't agree, but that's my opinion on it.
From what I can fathom from the notes and feedback cryptic tries precisely to eliminate a lot of the synergies that are available at the moment and which make players so OP when they use them all.
You know like the plasma sci consoles. They not only ad direct DPS for weapons but also give high EPG stats AND grand you aggro where you can get even more benefits with FBP.
Another example is the Energy Refrequncer trait DPS ships used to heal themselves on the fly for the equal amount of damage they dealt. No active heals needed then.
Also the leach is a fine example as it always was a drainer as well as a power source.
The result of it will be that we probably still have ships around who get some high energy weapons damage straight. The trade will just be that those 200k DPS monster will not simply make another 100k on top of that with sci abilities and will also likely be more fragile.
One thing is for sure. One needs to prioritize much more when all the synergies are no longer available.
I will end up needing you for sci support and crowd control much more then cuz I won’t be able to do it on the fly myself when I decide to dish out some decent DPS.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
I cannot tell you if those days will be coming back @reyan01 but I’m fairly certain we will move at least in this direction.
I never was a player who rules out certain powers just because they are better than others. I just make use of what works best in order to ad to my gaming performance and experience.
If you do not like fire at will it would appear that you get a potent companion with new beam overload for left/right generators. It will be much more effective than it is now.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
No, science captains also make any ship more survivable with that "lost" captain power, with Deflector Overcharge's +50% to shield healing. Sure, a science captain in (say) an escort will not be minmaxing the Gre'thor out of it, but that is hardly equal to a "loss of a captain power".
50% more healing every 2 minutes is a booby prize.
The majority of content is against waves of NPCs. You are under somewhat constant pressure. Which is why murdering the hordes faster is generally better than trying to out-heal the damage they put out. While 50% more healing every 2 minutes is nice for the occasional "oh no" moment, you cannot rely on it against the constant assault that Cryptic presents.
The only Tactical power that DO affects is the new Subsystem Targeting. So, if you are a Sci in a Tac heavy ship, you have no other choice than to be some kind of drain build. I hope your Tac heavy ship also has 4 sci consoles, because Subsystem Targetting requires some dedicated investment in DrainX in order to get some return out of it. Even then, once you put enough DrainX for it to perform, an extra +50 points of DrainX is kinda... meh for a 2 minute ability.
Engineering heavy ships are just as bad. You have Aceton Beam and Eject Warp plasma. Sure, you get the 50% bonus healing every two minutes. Not sure how that is supposed to "close the performance gap" with Tacs (and now Engineers).
Engineering captains get a bit more biased towards energy weapons and make any ship more tanky, and that's it. And tacs will, like always, do more damage with anything. It is hardly a big change.
What are you talking about? Engineers can now boost Max power levels, and that boost stacks with your highest boost to that subsystem. It's not quite as good as APA, but subsystem power affects energy weapon damage, healing, space magic, speed, maneuverability and shield hardness. Torpedoes are the only offensive mechanic that Engineers do not directly boost.
Well, whilst I don't usually bother with ISA I just decided to do a run, with the changes in mind.
Predictably boring, dominated by one player in a BFAW build and lasted just over one minute with the rest of the team doing little other than zip around, desperately trying to do some damage whilst Mr FAW spam vaped everything. Even saw this posted in Team chat: "[Team] PlayerA@Team: I miss when this needed team work and was fun"
I'm actually looking forward to the changes.
Those players who are zipping around? Will be the first to ragequit if they make ISA go back to needing teamwork. How do I know this? Because I pug that map on most of my characters (which means, that includes most of my crappy geared ALTs) and have been doing so consistently for the past year. And every time the encounter goes pear shaped, as in, every single time something goes wrong and there isn't a high power DPSer in the group to carry it all, and TEAMWORK is actually needed: It all falls apart. No one knows teamwork anymore. They just get upset or leave or both.
Every week there's at least one or two 15 minute runs of ISA that I get the fun honor of participating in. Every one of those requires that "fun" teamwork you all lament that you miss.
Yet that teamwork never comes.
Here's how those incidents usually go: Half the time, someone else gets added into the encounter after a few leave and it gets completed slowly and agonizingly because that someone is a high powered DPSer who can clean up the mess. (If I'm on one of my well geared toons, then I can bring this thing home myself, but if I'm on a crappy geared alt ...)
The other half of the time, the encounter falls apart and I'm left at 20 some odd minute mark as the last person to leave.
It's rare. Most of the time ISA is that one minute snoozefest you all hate and complain about. But run this map enough and you too will experience this awesome chance to flex your teamwork "fun" at least once a week! And you'll see how this map has been this way for so long that there's no coming back to the teamwork. The players don't know about it anymore.
Those days are dead. So ISA won't be getting a fix.
I remember days where the teamwork happens. They were when teamwork was required because people didn't have the DPS.
There are basically 3 scenarios this will work out
1) Another QUeue will remain team-work free and still effecient to get Dilithium and Marks and will replace ISA.
2) The nerfs won't be that harsh in practice and compensated by buffs in other arears, so once people get adjusted to the changes and alter their builds, and ISA completes team-work free in PUGs.
3) The nerfs are significant enough that we go back to the ancient days and most PuGs will follow the 10 % rule again (or some other rule that works with the reductions).
All of this will require a transition period, of course, for people to settle in. If we were able to make PuGs folow the 10 % rule once, we can do it again.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Given all the nerfs mentioned in the notes as well as the feedback from the tribble testes I think we have the same situation like we did roughly 1,5 years ago.
During that time 200k+ DPS achieved by single players was locked behind elite premades and the average joe will simply run into pug situations where he can (has to!) contribute much more often.
Team play was always part of the journey, in every level of power creep! Even if it wasn’t about the mission outcome anymore it was still about the performance. Sad part is that most players of this game simply can’t comprehend more than 10% rules and sphere delays with gravity wells.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
and sphere delays are going to be a very effective tactic if that happens, because GW pull actually WORKS now...remember how, for a good portion of 2012, even with massive amounts of whatever the old Control Expertise was, grav well didn't actually HOLD anything in place?
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.
that depends entirely in whether or not that whole hold/disable resistance thing is for NPCs too or if it's just for control powers being used on other players - which would make it a pure PvP concern and therefore no concern of 99% of the STO player community
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.
I remember days where the teamwork happens. They were when teamwork was required because people didn't have the DPS.
There are basically 3 scenarios this will work out
1) Another QUeue will remain team-work free and still effecient to get Dilithium and Marks and will replace ISA.
2) The nerfs won't be that harsh in practice and compensated by buffs in other arears, so once people get adjusted to the changes and alter their builds, and ISA completes team-work free in PUGs.
3) The nerfs are significant enough that we go back to the ancient days and most PuGs will follow the 10 % rule again (or some other rule that works with the reductions).
All of this will require a transition period, of course, for people to settle in. If we were able to make PuGs folow the 10 % rule once, we can do it again.
There's a fourth:
4) Instead of going back to the ancient days of 10% rules and whatnot, people just whine it's too hard and Cryptic makes it ever more easy yet again.
- science overall gets a considerable (exotic dmg) buff though some abilities are being nerfed quite heavily (feedback pulse, DRB)
- engineering gets slightly buffed with a focus on even more survivablility and resistance to energy drain
- tactical gets slightly nerfed
- power levels are gonna drain much faster so keeping you power levels high will be a much bigger challenge
- ship-independend must-have consoles are no longer a thing
- they move away from "every chareer can fly any ship without much of a trade-off" approach back to scientists excel aboard science vessels, engineers should do the tanking and tactical captains the big energy weapon damage.
Where's the bad news in all of this? I see nothing but good based on what you wrote.
- they move away from "every chareer can fly any ship without much of a trade-off" approach back to scientists excel aboard science vessels, engineers should do the tanking and tactical captains the big energy weapon damage.
is a VERY bad thing
Science Captains can fly any manner of ship, but will be best utilized in a ship with lots of Science BOff seating, because their Captain skill will boost the multitude of Science abilities.
Any Captain can tank, but Engineers will have more tools to aid in survivability and power management. Any ship can serve as a tank, and will work for the majority of the content, but cruisers and dreads will make things far easier for someone wanting to fill that role.
Tac Captains can fly any ship and do damage. Since APA has NOT been decoupled from damaging Science and Engineering abilities (I think they should be), they can do enhanced damage with said abilities, while still being the best with weapon damage. Whether you fly an escort, a destroyer, multi-mission, recon, cruiser, or dread, you can take your loadout of energy and kinetic weapons and destroy your opponents in the battlespace.
This is demonstrably BETTER than what currently exists on Holodeck.
since when? last i checked, 2 minute clickies were a MAJOR no-no for DPS builds,
Think the first consoles that really changed that was the flagship console set so the answer to your question is 11 Feb 2016. There have been a few other indirctly usefull ones around even before that.
and it's stats are certainly nothing impressive...a 17% cat1 damage bonus - that isn't even 1/2 of a maxed tac console
so what's so spectacular about it?
To use your own words I guess it’s a 2 minute clicky which used to be a MAJOR no-no for DPS builds a few years ago.
The major point about that console is not the passive effect...it's that the active effect's damage is 40% cat2, with the +100 armor rating also being bonus, i.e. cat2. Not sure how powerful the regen is, but the power redistributor is comparable in effect to Adaptive Emergency Systems.
Engineering Fleet:
•Damage Resistance Buff is now Bonus Resistance
I'm betting next to no one understand why that's awesome, but that's awesome.
Yup, cat2 armor. 100/(100+40) = 0.71 Say you already have 30% hull resist in the stats window, which equates to a 0.7 multiplier to incoming. The new hull resist is 0.7*0.71 ~ 0.49, or 51% hull resist.
* BFAW is getting a major accuracy nerf (I heard like 50%);
* Combat boost project is dead, and you'll wind up having half the resists you had
* Slot a piece of armor in place of leech or some other console
* You invested hundreds of million in AHOD, only to see it swindled away by the Devs
* AHOD is a zen store purchase, not an ec purchase...and with Continuity no longer affecting captain powers, it's situationally useful again
* Temporal cd's are a bust
* They're now more in line with the c/d of other careers, plus you can use Highly Specialized
* Krenim boffs are a bust
* How? They affect boff powers, which might still be something you want
* Leech is now capped at only +6 power.
* to self
This alleged balance-pass is the greatest scam perpetrated on the player base, ever.
Harder content is what you get by reducing everyone's damage, genius.
Oh, and why don't we try a PvP duel on Tribble one of these days. Just so that you can prove how bad "players like me" really are?
Undertake a tiny bit of effort for STO and sign up for DPS diamond. I might accept your PvP challenge in there.
[...]
I don't understand. Does this mean you are afraid to space-duel with me unless I make a useless PvE build for it? Well, that sais everything, doesn't it.
Exactly...I have the build that got me into Diamond, took it into a casual duel, and got dissected. Those 2 realms are so vastly different in what they prioritize that getting into Diamond is not a good criterion.
what the hell are you people even bitching about? i just went back through the patch notes - there is not a SINGLE mention of AHOD anywhere in them, therefore it was not nerfed
Therefore your logic is flawed: Captain Abilities will now be locked at a minimal cd, so AHOD can no longer shorten the cd of APA, FOMM, TI, etc, the way it could. Hence, major nerf.
So, it reduces them to the new minimum, rather than continuing to do so indefinitely...point is? Testing it last night on tribble, I didn't run up against the minimums using the trait, which amounts to 3s or so of the c/d as often as once every 5s, and the Vengeance's console. It's far from useless or nerfed, and is behaving as it always did, it's just become less useful since being introduced due to other things being added.
I have been honestly thinking more and more that they should impliment something like how we can pick and choose the abilities we slot from boffs to captain abilities. Like that you have 6-9 different an unique captain career abilities that give varying effects, but that you can only choose to have three of them active or slotted for use at a time, which gives more options for howto build your character too.
I have been honestly thinking more and more that they should impliment something like how we can pick and choose the abilities we slot from boffs to captain abilities. Like that you have 6-9 different an unique captain career abilities that give varying effects, but that you can only choose to have three of them active or slotted for use at a time, which gives more options for howto build your character too.
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.
I have been honestly thinking more and more that they should impliment something like how we can pick and choose the abilities we slot from boffs to captain abilities. Like that you have 6-9 different an unique captain career abilities that give varying effects, but that you can only choose to have three of them active or slotted for use at a time, which gives more options for howto build your character too.
Sort of like how traits are handled?
That does sound like it would give more variety.
Yeah basically, or any of the traits really, and the boff system. I mean just looking at engineers for example of two possible abilities would be eps transfer, but than you might have more of a eps overload/amp that would instead of buffing your power levels would like I have suggested buff the bonus gained from your power levels for a duration.
it would also make sense...i mean, why are tactical officers the only ones capable of saying 'Attack Pattern Alpha!' to the guy/gal at the helm?
Not sure you mean what I suggested, but I was not so much sharing the captain abilities between the careers, but instead adding more career abilities an only having three of them active at one time. So instead of having tactical have only really dps focused abilities, you might add afew career abilities that give also more defensive and supportive aspects as an example.
Though I have always thought that the career abilities effects, and what career skill tree you progress down (being tactical, science, and engineering) would buff, or add additional effects onto the ability. I mean it would make sense that a tactical officer that puts more time an points into the science skill tree could use their abilities more effectively alongside science abilities.
Beam Overload was nice addition to captains preferring to use mix of beams and cannons - now it's gone. What is wrong with mixing weapon types?
If beams need general-one-target-buff-skill, there should be NEW skill, (some kind of "concentrated firepower" giving % damage buff to beams), complete rework of BO and turning it into one-target version of BFaW is terrible decision effectively limiting weapon mixing and making huge number of build concepts obsolete.
On top of that TAC console configuration is returning to orthodox "CrtH only" - because only niche of CrtD consoles is actually being removed. Even less variety.
General "petition":
- keep BO as it is (Always crit, no buff to beams), adjust base damage if needed
- add new ability giving beams damage boost against single target (C:RF equivalent)
If reason behind upcoming skill revamp was limited variety of effective builds, BO should stay unchanged, as it in it's current form perfectly fit this concept. It is last and only reason to mix Beams with Cannons, and last and only reason to use CrtD consoles over CrtH ones.
Comments
I'm not quite sold? Tacs will still rock any ship, sci will rock anything with exotic damage, and engineers will rock anything that can take advantage of MOAR POWER - i.e. boosting aux power for exotic damage.
Yeah i kinda agree with ya. If they made it that tactical had more focus on ship-weapons, over the fact of buffing all damage, than I could see it being possible. Since than tactical captains would actually have a edge on ships with more weapon slots, while science would be much better in ships with a heavy science layout, and engineers would have a much better time in ships with higher durability an resistances alongside better power-management levels (I only see this happening if we see being more durable being a more appealing an valuable style.).
That has been confirmed to be a bug. Spartan said he'll be applying a fix that would bring these powers down in performance relative to Holodeck. Based on what he did to DRB and TBR, I am expecting a 50% drop in damage more or less for both GW and SSV.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
I did the same after I got rid of all the stuff that is likely going to be nerfed on one of my CSV ships.
The pug I ended up with was a disaster (as expected) with players doing 4k DPS and less and one noob even starting right side giving me a hard time to save the optional (which I was able to do so still).
[Team] 4K4life@Idontuseanyboffpowers: GG
With 120k my overall DPS wasn’t that catastrophic but has been reduced well enough not to issue afk penalties or whatever.
At the same time I also got a combat log from a friend on tribble reading that peeps there still do 130k+ with faw setups.
The change will be hard for the high end but won't be that bad for you, me or ISA.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
From what I can fathom from the notes and feedback cryptic tries precisely to eliminate a lot of the synergies that are available at the moment and which make players so OP when they use them all.
You know like the plasma sci consoles. They not only ad direct DPS for weapons but also give high EPG stats AND grand you aggro where you can get even more benefits with FBP.
Another example is the Energy Refrequncer trait DPS ships used to heal themselves on the fly for the equal amount of damage they dealt. No active heals needed then.
Also the leach is a fine example as it always was a drainer as well as a power source.
The result of it will be that we probably still have ships around who get some high energy weapons damage straight. The trade will just be that those 200k DPS monster will not simply make another 100k on top of that with sci abilities and will also likely be more fragile.
One thing is for sure. One needs to prioritize much more when all the synergies are no longer available.
I will end up needing you for sci support and crowd control much more then cuz I won’t be able to do it on the fly myself when I decide to dish out some decent DPS.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
I never was a player who rules out certain powers just because they are better than others. I just make use of what works best in order to ad to my gaming performance and experience.
If you do not like fire at will it would appear that you get a potent companion with new beam overload for left/right generators. It will be much more effective than it is now.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
The majority of content is against waves of NPCs. You are under somewhat constant pressure. Which is why murdering the hordes faster is generally better than trying to out-heal the damage they put out. While 50% more healing every 2 minutes is nice for the occasional "oh no" moment, you cannot rely on it against the constant assault that Cryptic presents.
The only Tactical power that DO affects is the new Subsystem Targeting. So, if you are a Sci in a Tac heavy ship, you have no other choice than to be some kind of drain build. I hope your Tac heavy ship also has 4 sci consoles, because Subsystem Targetting requires some dedicated investment in DrainX in order to get some return out of it. Even then, once you put enough DrainX for it to perform, an extra +50 points of DrainX is kinda... meh for a 2 minute ability.
Engineering heavy ships are just as bad. You have Aceton Beam and Eject Warp plasma. Sure, you get the 50% bonus healing every two minutes. Not sure how that is supposed to "close the performance gap" with Tacs (and now Engineers). What are you talking about? Engineers can now boost Max power levels, and that boost stacks with your highest boost to that subsystem. It's not quite as good as APA, but subsystem power affects energy weapon damage, healing, space magic, speed, maneuverability and shield hardness. Torpedoes are the only offensive mechanic that Engineers do not directly boost.
Those players who are zipping around? Will be the first to ragequit if they make ISA go back to needing teamwork. How do I know this? Because I pug that map on most of my characters (which means, that includes most of my crappy geared ALTs) and have been doing so consistently for the past year. And every time the encounter goes pear shaped, as in, every single time something goes wrong and there isn't a high power DPSer in the group to carry it all, and TEAMWORK is actually needed: It all falls apart. No one knows teamwork anymore. They just get upset or leave or both.
Every week there's at least one or two 15 minute runs of ISA that I get the fun honor of participating in. Every one of those requires that "fun" teamwork you all lament that you miss.
Yet that teamwork never comes.
Here's how those incidents usually go: Half the time, someone else gets added into the encounter after a few leave and it gets completed slowly and agonizingly because that someone is a high powered DPSer who can clean up the mess. (If I'm on one of my well geared toons, then I can bring this thing home myself, but if I'm on a crappy geared alt ...)
The other half of the time, the encounter falls apart and I'm left at 20 some odd minute mark as the last person to leave.
It's rare. Most of the time ISA is that one minute snoozefest you all hate and complain about. But run this map enough and you too will experience this awesome chance to flex your teamwork "fun" at least once a week! And you'll see how this map has been this way for so long that there's no coming back to the teamwork. The players don't know about it anymore.
Those days are dead. So ISA won't be getting a fix.
There are basically 3 scenarios this will work out
1) Another QUeue will remain team-work free and still effecient to get Dilithium and Marks and will replace ISA.
2) The nerfs won't be that harsh in practice and compensated by buffs in other arears, so once people get adjusted to the changes and alter their builds, and ISA completes team-work free in PUGs.
3) The nerfs are significant enough that we go back to the ancient days and most PuGs will follow the 10 % rule again (or some other rule that works with the reductions).
All of this will require a transition period, of course, for people to settle in. If we were able to make PuGs folow the 10 % rule once, we can do it again.
Given all the nerfs mentioned in the notes as well as the feedback from the tribble testes I think we have the same situation like we did roughly 1,5 years ago.
During that time 200k+ DPS achieved by single players was locked behind elite premades and the average joe will simply run into pug situations where he can (has to!) contribute much more often.
https://www.youtube.com/watch?v=zzl-LbOi8bQ
Team play was always part of the journey, in every level of power creep! Even if it wasn’t about the mission outcome anymore it was still about the performance. Sad part is that most players of this game simply can’t comprehend more than 10% rules and sphere delays with gravity wells.
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
#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!"
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
#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!"
4) Instead of going back to the ancient days of 10% rules and whatnot, people just whine it's too hard and Cryptic makes it ever more easy yet again.
Just like happened after Delta Rising.
Science Captains can fly any manner of ship, but will be best utilized in a ship with lots of Science BOff seating, because their Captain skill will boost the multitude of Science abilities.
Any Captain can tank, but Engineers will have more tools to aid in survivability and power management. Any ship can serve as a tank, and will work for the majority of the content, but cruisers and dreads will make things far easier for someone wanting to fill that role.
Tac Captains can fly any ship and do damage. Since APA has NOT been decoupled from damaging Science and Engineering abilities (I think they should be), they can do enhanced damage with said abilities, while still being the best with weapon damage. Whether you fly an escort, a destroyer, multi-mission, recon, cruiser, or dread, you can take your loadout of energy and kinetic weapons and destroy your opponents in the battlespace.
This is demonstrably BETTER than what currently exists on Holodeck.
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.
The major point about that console is not the passive effect...it's that the active effect's damage is 40% cat2, with the +100 armor rating also being bonus, i.e. cat2. Not sure how powerful the regen is, but the power redistributor is comparable in effect to Adaptive Emergency Systems.
Yup, cat2 armor. 100/(100+40) = 0.71 Say you already have 30% hull resist in the stats window, which equates to a 0.7 multiplier to incoming. The new hull resist is 0.7*0.71 ~ 0.49, or 51% hull resist.
Exactly...I have the build that got me into Diamond, took it into a casual duel, and got dissected. Those 2 realms are so vastly different in what they prioritize that getting into Diamond is not a good criterion.
So, it reduces them to the new minimum, rather than continuing to do so indefinitely...point is? Testing it last night on tribble, I didn't run up against the minimums using the trait, which amounts to 3s or so of the c/d as often as once every 5s, and the Vengeance's console. It's far from useless or nerfed, and is behaving as it always did, it's just become less useful since being introduced due to other things being added.
That does sound like it would give more variety.
#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!"
Yeah basically, or any of the traits really, and the boff system. I mean just looking at engineers for example of two possible abilities would be eps transfer, but than you might have more of a eps overload/amp that would instead of buffing your power levels would like I have suggested buff the bonus gained from your power levels for a duration.
Not sure you mean what I suggested, but I was not so much sharing the captain abilities between the careers, but instead adding more career abilities an only having three of them active at one time. So instead of having tactical have only really dps focused abilities, you might add afew career abilities that give also more defensive and supportive aspects as an example.
Though I have always thought that the career abilities effects, and what career skill tree you progress down (being tactical, science, and engineering) would buff, or add additional effects onto the ability. I mean it would make sense that a tactical officer that puts more time an points into the science skill tree could use their abilities more effectively alongside science abilities.
If beams need general-one-target-buff-skill, there should be NEW skill, (some kind of "concentrated firepower" giving % damage buff to beams), complete rework of BO and turning it into one-target version of BFaW is terrible decision effectively limiting weapon mixing and making huge number of build concepts obsolete.
On top of that TAC console configuration is returning to orthodox "CrtH only" - because only niche of CrtD consoles is actually being removed. Even less variety.
General "petition":
- keep BO as it is (Always crit, no buff to beams), adjust base damage if needed
- add new ability giving beams damage boost against single target (C:RF equivalent)
If reason behind upcoming skill revamp was limited variety of effective builds, BO should stay unchanged, as it in it's current form perfectly fit this concept. It is last and only reason to mix Beams with Cannons, and last and only reason to use CrtD consoles over CrtH ones.