test content
What is the Arc Client?
Install Arc

Replacing Subnucleonic Beam with Deflector Overchage - what do you think?

A significant change in the rebalance that Cryptic is working on and iterating on Tribble is to replace Subnucleonic Beam, the Science Captain ability, with a new ability, called Deflector Overcharge. Subnucleonic Beam is turned into a Science bridge officer ability available with a Lt.Cmdr or higher Science slot.

Deflector Overcharge (as in its current iteration on Tribble) could be described as a "sciency" Attack Pattern Alpha. It buffs exotic damage, shield healing, control expertise and drain expertise, so it buffs a lot of abilities that way.

Especially if you've been playing Science Captains before:
How do you feel about the idea of replacing the Science Captain's Subnucleonic Beam with Shield Overcharge
Be it the general idea or the specific implementation of Shield Overcharge.

I really want to know how people feel about that, so consider skipping over reading my own opinion down below.



Personally, I find it really hard to wrap my head around such a fundamental change to my character.

Now, I am definitely of the opinion that Subnucleonic Beam is not useful enough in PvE. There are very few enemies that have buffs that are worth stripping. But back in the old days (even before the Romulan expansion), I used to PvP a lot, and Subnucleonic Beam was a crucial power and it made playing a Science Captain a unique role, and it was a role absolutely independent of what ship you flew
For me, SNB is an identifying trait of my Science characters. So I find it really hard to imagine playing a Science Captain without it, it seems a part of my character's core identity is gone.

I kinda would have preferred if Cryptic had changed PvE so that buff stripping would be more valuable, but I suppose that would require changing so much about how NPCs work and each individual critter group in the game that it's impractical.

The second best thing to me would have been adding some kind of buff to SNB that is relevant in PvE. Maybe the targeted enemy gets stunned, or suffers a massive resistance penalty, or a massive damage strength reduction. It could only affect NPCs, and not affect players at all. (Stripping buffs is pretty much the same as giving a player character a massive resistance penalty or a massive damage strength reduction.)

I don't know if there is even such an option on the table in the first place, however, so that might be an ultimately pointless brainstorming exercise.


So, let's say it's Deflector Overcharge... I worry it's still pigeonholing the Science Captain stronger into the Science Vessel Captain role.
Science Vessels have all the powers buffed by Deflector Overcharge in droves, but other ships can have more trouble finding suitable powers.
I suppose it would help if Deflector Overcharge would also buff hull healing, then at least Cruisers would definitely also be well covered. It would not be optimal for Escorts, since their high tier powers will probably never be heals, drain, crowd control or exotic damage. Maybe it could also grant an accuracy buff, that would indirectly buff weapon damage, too.

I don't really have a final opinion yet, but I know what my concerns and reservations are. Experimenting with the ability and seeing how future Tribble patches change things based on our feedback.




Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
«134

Comments

  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    coldnapalm wrote: »
    Since I don't PvP, i generally never used SNB as PvE mobs generally don't care...or die too fast individually to make it useful.
    While they're perhaps the exception that proves the rule, the Na'kuhl are very amusing to subnuc: it peels off the invulnerability their ships get while their temporal doppelgangers are active... and is especially fun when you then catch original and copy both with Scramble Sensors. Even more so against the dreadnought from their red alerts, which spawns multiple doppelgangers at once.

    More generally, it seems to me that subnuc should remain a sci captain ability, with DO as a new boff ability...
  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    "Now, I am definitely of the opinion that Subnucleonic Beam is not useful enough in PvE. There are very few enemies that have buffs that are worth stripping."

    This is exactly as I see it. I rarely even bother to click it most of the time - though sometimes I do and mostly to see its pretty purple color (i'm being serious).

    So I look forward to this attack pattern science!
    Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."

    "With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."

  • risian4risian4 Member Posts: 3,711 Arc User
    In some cases (that most people might not know of) Subnuc beam can be very useful actually.

    The clone ability of Na'kuhl ships for example, is in fact a buff that can be removed. Meaning you can just ignore the clone after using SNB on the real ship.

    I haven't used it against Tzenkethi yet, but I wouldn't be surprised if it works well there too. Anyway, I think it will be much more useful having this as a Boff power, also in these situations. As a captain power with a three minute cooldown, it was indeed not interesting enough.
  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    Not happy with this at all.
    Sure, Subnuc is a much more situational power and not as useful as it should be in PvE(content developers fault), but quite frankly I use it a lot more than I see myself using the Deflector Overcharge, since my Science captain does not fly science ships.
    "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
  • postinggumpostinggum Member Posts: 1,117 Arc User
    The first choice best option would be if PVE were sophisticated enough for subnuc to be something really useful, as it is I'd much rather have an occasional all round sci buff than subnuc against mostly non-buffing foes.

    It would be even nicer if the buff came in different flavours and you chose which one was slotted - healers, partgeners, drainers, debuffers and controllers could each get a performance spike but no one become wonderous and at all things.
  • leemwatsonleemwatson Member Posts: 5,342 Arc User
    As someone who's main is a Sci, and has been so in the 6 years I've played, I'm gobsmacked at this. I regularly use it, especially vs the Nakhul and the Borg RA's (it's useful in that it stops it's regen dead thereby making it easier to destroy). Deflector Overcharge whilst useful is basically a copy of Sci Fleet, so I don't know why Sci Fleet wasn't buffed to reflect this. Whilst I have fun in my Sci ships, my character has an active Roster of 30 ships, each built around it's native weapons, so Deflector Overcharge is not as useful in ships that have minimal Sci ability, but Sub Nuc is equally as effective in all!
    "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.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    Would've been funnier if they'd called it Science Pattern Alpha. :D
  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    risian4 wrote: »
    I haven't used it against Tzenkethi yet, but I wouldn't be surprised if it works well there too.
    I'll have to go and test this, but I suspect that the Broln'tas continually apply the buff to their allies so long as they're close enough, so subnuc will technically work, but won't have the same results as against Na'kuhl ships using their doppelganger ability.
  • maerikcharonmaerikcharon Member Posts: 108 Arc User
    Deflector Overcharge is completely superior to Subnucleonic Beam. Science Captains can now buff their science damage the way tactical captains have been able to do with Attack Pattern Alpha, and Tactical Fleet for years... Subnucleonic Beam makes much more sense as a bridge officer ability, it's about as situationally useful as Aceton Beam.

    Deflector Overcharge is going to give you a buff to all your science stuff, So shield heals, and exotic damage are going to be buffed. It buffs drains and control powers too, meaning it's also going to buff resistance to control and drain, since that is folded into the control and drain expertise skills. Every ship can take advantage of shield healing and resistance to control and drain.

    Imagine that, science abilities that make you do science better!?

    What's all this mean? Deflector Overcharge is basically a good offensive and defensive buff that Science has been waiting for for years. The very idea that someone would prefer never-used-except-pvp Subnucleonic Beam, over this is kind of ridiculous. Especially since you can still get access to Subnucleonic Beam in those situations where you might want it.

    Science captains being good at Science is a good thing.
  • szimszim Member Posts: 2,503 Arc User
    I hardly ever used it at all in PvE. I don't do PvP but I can see how important it was to make sub nuc available to everyone given the large number of immunities and turn-damage-into-heals buffs available. Turning immunities into ordinary buffs that can be countered is a huge step towards more balanced PvP.

    If I had the choice between Deflector overcharge and sub nuc as science exclusive ability I would always chose the former without hesitation.
  • alexraptorralexraptorr Member Posts: 1,192 Arc User
    Deflector Overcharge is completely superior to Subnucleonic Beam. Science Captains can now buff their science damage the way tactical captains have been able to do with Attack Pattern Alpha, and Tactical Fleet for years...

    This is false as: Science Captain =/= science ship/build.

    I like the more generalist approach to captain abilities that has always existed and I don't appreciate being pigeonholed to a particular type of build and playstyle.
    Losing a generalist power that any type of ship may find useful at some point such as the Subnucleonic Beam in favor of a heavily science-centric power is just terrible.
    "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
  • warpangelwarpangel Member Posts: 9,427 Arc User
    Deflector Overcharge is completely superior to Subnucleonic Beam. Science Captains can now buff their science damage the way tactical captains have been able to do with Attack Pattern Alpha, and Tactical Fleet for years...

    This is false as: Science Captain =/= science ship/build.

    I like the more generalist approach to captain abilities that has always existed and I don't appreciate being pigeonholed to a particular type of build and playstyle.
    Losing a generalist power that any type of ship may find useful at some point such as the Subnucleonic Beam in favor of a heavily science-centric power is just terrible.
    True.

    Especially for the poor klingon and romulan scis who only have the one non-event/lockbox T6 science ship option.
  • qjuniorqjunior Member Posts: 2,023 Arc User
    warpangel wrote: »
    Deflector Overcharge is completely superior to Subnucleonic Beam. Science Captains can now buff their science damage the way tactical captains have been able to do with Attack Pattern Alpha, and Tactical Fleet for years...

    This is false as: Science Captain =/= science ship/build.

    I like the more generalist approach to captain abilities that has always existed and I don't appreciate being pigeonholed to a particular type of build and playstyle.
    Losing a generalist power that any type of ship may find useful at some point such as the Subnucleonic Beam in favor of a heavily science-centric power is just terrible.
    True.

    Especially for the poor klingon and romulan scis who only have the one non-event/lockbox T6 science ship option.

    I also agree with the point being made.

    I would also point out that the Klingons and Romulans have two T6 science vessels available. the one from the bundle that has the T6 Nebula in it and the multimission explorer.

    I feel that the captain powers were great in the sense that they were indeed universal. There isn't much a sci captain can get from DO in an escort or cruiser. Ironically the universal aspect is also a great argument for APA buffing all damage and not just weapons, that would also limit it's use on some ships or rather builds.

    And while I'm rambling, Subnuke also increases the cooldown of powers, so it's not just useful for stripping buffs in Pve.
  • legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    i thought that most sources of radiation damage (with a few exceptions, mainly more recent ones) WEREN'T considered exotic and therefore won't be boosted by DO?

    the bio-molecular proc certainly wasn't when it first came out, though it might've been changed to be affected by EPG when the skill revamp happened​​
    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.
  • maerikcharonmaerikcharon Member Posts: 108 Arc User
    edited March 2017
    Deflector Overcharge is completely superior to Subnucleonic Beam. Science Captains can now buff their science damage the way tactical captains have been able to do with Attack Pattern Alpha, and Tactical Fleet for years...

    This is false as: Science Captain =/= science ship/build.

    I like the more generalist approach to captain abilities that has always existed and I don't appreciate being pigeonholed to a particular type of build and playstyle.
    Losing a generalist power that any type of ship may find useful at some point such as the Subnucleonic Beam in favor of a heavily science-centric power is just terrible.

    AKA Didn't read beyond the quoted section of my post.

    Also, Imagine that? Science captains having abilities that make them good at SCIENCE...

    It's almost like wizards being good at magic or something...
  • warpangelwarpangel Member Posts: 9,427 Arc User
    i thought that most sources of radiation damage (with a few exceptions, mainly more recent ones) WEREN'T considered exotic and therefore won't be boosted by DO?

    the bio-molecular proc certainly wasn't when it first came out, though it might've been changed to be affected by EPG when the skill revamp happened​​
    Who knows, what is considered what in this game is a horrible undocumented mess.

    Now there would be a worthy thing to revamp. Info pages/tooltips. Start by listing all the keywords that apply to particular item/ability/effect/proc/etc so players don't have to guess WTF does "exotic" damage, what counts as a "disable" and so on.
  • legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    to be fair, crypticspartan has recently been doing a fair bit of tidying up of all the various confusing tooltips and such...but there are literally HUNDREDS of thousands of them in the game

    it's going to take a while​​
    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.
  • salazarrazesalazarraze Member Posts: 3,794 Arc User
    edited March 2017
    Subnucleonic beam is 99.9999999999999999% of the time useless in PVE. The new captain ability replacement is a very VERY welcome one IMO. Plus for those crazy people that for whatever reason are not happy about it, they can at least rejoice in the fact that they can now use subnuke on any character. This is a great change. It's by far the best news coming from this "balance" attempt.
    When you see "TRIBBLE" in my posts, it's because I manually typed "TRIBBLE" and censored myself.
  • quepanquepan Member Posts: 540 Arc User
    This is a bad idea from a sci players point of view ,while sub nukes usefulness is subjective from player to player , it has been a core ability for sci capts forever, while PVP in this game is essentially dead and not worth spending time on , Sub nuke was the one power that made a sci capt very useful in PVP , This new ability is something that they could just add to sensor scan if they want to boost exoitic damage for sci captains , removing a debuff skill that ive used against certain MOBs and players to great effect is not exceptable and brings no real value to Sci captains , so now if i want to debuff i have to sacrifice a ability in my already limited useful list of sci skills at the level there talking about putting this skill.
  • jexsamxjexsamx Member Posts: 2,802 Arc User
    Reiterating
    jexsamx wrote: »
    "Deflector Overcharge" is an absolutely horrible idea IMHO.
    It basically sends the message that "Science Captains should stick to flying Science-centric Ships"

    There's a few things to keep in mind:
    1. "Science-oriented" ships cover a pretty wide array of ships including tactical and engineering-heavy vessels. While it certainly discourages Sci captains from flying, say, a Sovereign or Akira variant of any kind, our options as Sci captains are still pretty wide for capitalizing on the new ability we get.
    2. Depending on what's qualifying as control here (my technical knowledge of the game is very limited) this could still buff things like Suppression Barrage or Eject Warp Plasma or any number of other non-Science powers that are intended to control how opponents move and behave, giving it fair applicability on spec-oriented ships.
    3. If the heal buff is significant, it could still be of some use to healboats or as an "oh s***" button if you need to buff your own heals real quick to avoid something.

    So while on the surface the ability might seem like it's sending a "Fly Sci or Get Out" message to Sci captains, that could very well be not the case at all. "Absolutely horrible" is an ill-thought-out overstatement IMO.

    I'm not a mechanics hound nor have I tested on Tribble so I can't speak to how extensive "control" is as a term but from the sound of things Deflector Overcharge will have numerous applications outside pure Science.
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    They didn't remove it, you can still take Subnuc.

    I agree with maerikcharon, I like DO.

    I already showed a build on the tribble thread involving a Valiant Class ship, which is a extremely tac focused ship and how it can make good use of DO.

    There are console powers, tac powers, eng powers, sci powers, temporal powers that can benifit from DO. Possibly some others as well.
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    I don't use sub nuc much at all on my science ship. But I will be using the Deflector ability.
    [SIGPIC][/SIGPIC]
  • alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    I'm concerned SNB3 will equal current captain power SNB, and to lose a CMD Sci for a power boosted by nothing but Aux with diminishing returns, I can't see anyone using anything higher than LtC SNB1 for PvE where I've already routinely see it fail against simple boss and non-boss NPCs, meaning SNB1 will never be slotted since it'll be super weak except for tag-on effects for existing or future lockbox goods.

    Intel ships also have Lt Subnucleonic Carrier Wave which is similar to SNB and also goes all the way up to CMD, scaling only with Aux still. Since SNB boff stun effect doesn't really work, might as well slot this in Lt seat of intel seating Sci ships over SNB.

    Overall, I don't like effectively losing SNB on my Sci captains, and conversely gaining access to it on my Engis and Scis that have a LtC sci seating ship, but neither did the ability do much in PvE. Still, I'd rather they have kept things the same and make SNB have more of an impact and role in PvE.
    Y945Yzx.jpg
    Devs: Provide the option to Turn OFF full screen flashes from enemy ship explosions
    · ♥ · ◦.¸¸. ◦'¯`·. (Ɏ) V A N U _ S O V E R E I G N T Y (Ɏ) .·´¯'◦.¸¸. ◦ · ♡ ·
    «» \▼/ T E R R A N ¦ R E P U B L I C \▼/ «»
    ﴾﴿ ₪ṩ ||| N A N I T E S Y S T E M S : B L A C K | O P S ||| ₪ṩ ﴾﴿
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    A TAC Captain's abilities can shine in any ship you put him on. Put him on a Cruiser, Escort, Science Vessel, a pew-pew oriented ship or a "Space Magic" boat. He WILL shine.

    In the upcoming SCI Captain's revamp, can the SCI Captain say the same? No. Not before the change, not after.

    XzRTofz.gif
Sign In or Register to comment.