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THE TRIBBLE SPACE CHANGES FEEDBACK THREAD!

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    nandospcnandospc Member Posts: 1,260 Arc User
    We tested some stuff today in PvE and PvP challenge and we found out a problem with Tyken's Rift:
    -its damage is indeed better than holodeck variant
    -instead, its damage isn't increased by Attack Pattern Alpha, but it's reduced. Even using it with Probabily Manipulation (it should crit more), the damage dealt is reduced overall. Here some data we have:
    Target with 18% Kinetic resist and 0% Physical Resist
    Damage Dealer with 558 points in Exotic Particle Generator and 125/100 on Auxiliary power

    Tyken's Rift 3 Only
    4793 DPS
    5169 MAX Hit

    Tyken's Rift 3 + Alpha
    2875 DPS
    3154 MAX Hit

    Tyken's Rift 3 + Alpha (2nd test)
    2934 DPS
    3189 MAX Hit

    Tyken's Rift 3 + ProbM
    2031 DPS
    2161 MAX Hit

    Check internally the ability with your team, I guess there is something wrong there (or tell me if my understand regarding this thing is wrong). Its drain value is very high as lucho, i guess, already said, so have a look at it.

    Also, counter offensive damage is very high against other players. We did a challenge with escorts, and the damage coming from counter offensive was a good 9-10% of the overall DPS, with consistent hits of 20k+ (it hurted with low hull ships like escorts, for example). Consider to tone it down and cut in half the damage vs other players, or it will be a mess against new and not high end players and escorts.

    Also, the new shield bleedthrough buffs are too strong. Consider to tone those buffs down against other players.
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    daviddxxdaviddxx Member Posts: 200 Arc User
    edited March 2017
    nandospc wrote: »
    Also, the new shield bleedthrough buffs are too strong. Consider to tone those buffs down against other players.

    Yes.. shields are very useless there.. most guys fire with 100% bleedthrough.. this is to much. Also the Hull Pen.. you should look at this. Would be nice.

    Post edited by daviddxx on
    Regarts
    David
    fIDFtkM.gif
    Star Trek Online
    *** Aktiv since 03.06.10 ***
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2017
    Drain value in Tribble is fine IMO. After the massive nerfs across the board to power drains, Tyken's is the shinning star of power drains. Without it, frankly I don't see the point of running a drain boat if it isn't for shield drains which Spartan left alone. His tinkering between buffing weapon damage at low power levels and lowering power draining has made running a drain boat dangerous. Heck, he screwed part of control builds since it seems he unhooked control skill from Target sub-systems.
    Post edited by lucho80 on
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    kyle223catkyle223cat Member Posts: 584 Arc User
    daviddxx wrote: »
    nandospc wrote: »
    Also, the new shield bleedthrough buffs are too strong. Consider to tone those buffs down against other players.

    Yes.. shilds are very useless there.. most guys fire with 100% bleedthrough.. this is to much. Also the Hull Pen.. you should look at this. Would be nice.

    What's a....shield???? :o:D
    da84303d8bc4080b9860968f634f98682215bbe5.gifv
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    My guess is people will go back to Aux2bat doffed, and since the devs haven't bothered fixing the mechanic involving Aux power staying -90 down when cycling two Aux2bat abilites there is really little down side. On using the 2nd and subsequent of the same ability, the Aux power goes up until the system decides at some point to knock it down to nothing again. This is without doing absolutely anything else but cycling Aux2bat doffed. You just equip 3 technician doffs and 2 copies of aux2bat and absolutely nothing else and see this voodoo magic with the Aux power happen. The whole downside of using that ability is crippling or disabling science ones, and it doesn't work as expected.

    KcNLfSb.jpg
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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited March 2017
    lucho80 wrote: »
    My guess is people will go back to Aux2bat doffed, and since the devs haven't bothered fixing the mechanic involving Aux power staying -90 down when cycling two Aux2bat abilites there is really little down side. On using the 2nd and subsequent of the same ability, the Aux power goes up until the system decides at some point to knock it down to nothing again. This is without doing absolutely anything else but cycling Aux2bat doffed. You just equip 3 technician doffs and 2 copies of aux2bat and absolutely nothing else and see this voodoo magic with the Aux power happen. The whole downside of using that ability is crippling or disabling science ones, and it doesn't work as expected.

    KcNLfSb.jpg


    @lucho80
    Add in the command power, Reroute Power from Life Support III, and you get about 170 power in weapons, shields, and engines with no real downside...
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    rmy1081 wrote: »
    Add in the command power, Reroute Power from Life Support III, and you get about 170 power in weapons, shields, and engines with no real downside...

    Supposedly that has a power recharge speed penalty. Does that work or they screwed up things when they eliminated the crew mechanic and forgot this ability even existed?

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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    lucho80 wrote: »
    rmy1081 wrote: »
    Add in the command power, Reroute Power from Life Support III, and you get about 170 power in weapons, shields, and engines with no real downside...

    Supposedly that has a power recharge speed penalty. Does that work or they screwed up things when they eliminated the crew mechanic and forgot this ability even existed?

    It has the power speed penalty but that's negated by the A2B doffs.
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    daviddxxdaviddxx Member Posts: 200 Arc User
    kyle223cat wrote: »

    What's a....shield???? :o:D

    :D ups .. ya i know my english sucks. o:)

    Regarts
    David
    fIDFtkM.gif
    Star Trek Online
    *** Aktiv since 03.06.10 ***
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    rmy1081 wrote: »
    It has the power speed penalty but that's negated by the A2B doffs.

    Lol, well, that's a sneaky workaround.

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    renimaltrenimalt Member Posts: 219 Arc User
    lucho80 wrote: »
    Target subsystems = Nerfed about 68.5% accorss the board on the drain front. Disable chance and disable duration both knocked down to flat values.

    Correct me if I'm wrong, but it actually looks like Target Subsystems received a big boost to disable chance. Why do I say this? Let's look at the mechanics.

    On Holodeck from your pictures, Target Auxiliary Subsystems III gets:
    40% chance: knock targeted Subsystem offline for 80.1 sec
    In other words, that's a 60% chance to not disable the subsystem per activation of Target Auxiliary Subsystems III.

    On Tribble from your pictures, Target Auxiliary Subsystems III gets:
    Upgrades all of your energy weapons for 10 sec:
    • 10% chance: knock target's Auxiliary subsystem offline for 25 sec

    If I'm reading it correctly, it upgrades all of your energy weapons so that there's a 10% chance per cycle to disable your target's Auxiliary system -- in other words, there's a 90% chance per cycle that the target's subsystem is not disabled. It lasts for 10s, so most energy weapons will be able to cycle twice with the buff active. What does that mean for different ships?
    • Science ships, with the lowest number of weapon slots, benefit the least. They can slot 6 energy weapons for 12 cycles with the buff active. The chance of the disable not happening in those 12 cycles is 0.9 ^ 12 = 0.28, or 28%; this means that the disable will occur on 72% of all Target Auxiliary Subsystems III activations!
    • Escorts, with 7 weapon slots, can get 14 weapon cycles with the buff. Their chance of not getting a disable is 0.9 ^ 14 = 23% -- in other words, they'll proc the disable on 77% of all Target Auxiliary subsystem III activations.
    • Cruisers, with 8 weapon slots, get the most out of this ability; they get 16 weapon cycles with the buff, meaning their chance of not getting a disable is only 0.9 ^ 16 = 19%. They'll get the disable on 81% of their Target Auxiliary Subsystems III activations!

    It seems to me that they've moved the power of the Target Subsystem abilities away from drain and into more consistent disable effects. For most users of target subsystems, that will be a pretty significant boost.
    Resist viewer! See shield/hull resists! Read about it here!
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    lucho80 wrote: »
    Nerf/boost summary:

    Target subsystems = Nerfed about 68.5% accorss the board on the drain front. Disable chance and disable duration both knocked down to flat values.

    Plasmonic leech = Drain cut down 50% supposedly matching current performance. Boost knocked down to extremely low flat value. For me it's a 90% decrease which sucks.

    Tyken's Rift = Improved 200% on the drain front. My guess to make up for the severe cutbacks above, specially the target subsystems one. I've heard the damage boost is not supposed to be that. It should stay that way for something whose AoE is fixed and people can get away easily. At least for GW you can increase the radius of the pull.
    I wonder: Is -X Power Setting the same as -X Subsystem Power? is it just inconsistent terminology, or does it have different effects in play?

    The subsystem offline feature is also changed here, because you know affect multiple weapons.
    It now buffs multiple attacks, which means the knock subsystem offline feature is a bit different. I am not sure when the proc occurs - per cycle, per shot, and how many triggers that would yield you over 10 seconds. But let's say you can trigger it effectively only once per weapon equipped.

    If you have 4 weapons that get the buff:
    • TSS1: ~22 % chance to knock out
    • TSS2: ~27% chance to knock out
    • TSS3: ~34% chance to knock out.

    If you can actually trigger it twice per weapon:
    • TSS1: ~39 % chance to knock out
    • TSS2: ~49% chance to knock out
    • TSS3: ~57% chance to knock out.

    I think the important thing is however to see how it works in play, not just comparing stats. The devs can read their tooltips, too. :)
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    hiep16hiep16 Member Posts: 22 Arc User
    I was at Tribble Test and test my chars:
    I think Frigates(pets) are too strong:too much hull,damage
    but the other little pets aren't buff yet or just too weak.The voth elite heavy fighter are still too weak and aren#t long alive.
    Secondly,Subnuke should stay as science cap ability.An other thing is that over 100 weapon energy there should be more benefit(like in holodeck).So OSS is useless and energycap is don't needed.
    The Plasmonic Leech was too much nerfed(only +6 energy?).I think it should be affected if you have drain expertise(only much more bonus when a lot of drain expertise.
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User

    Science
    I still find it very difficult to get used to the idea of no Subnucleonic Beam as my Captain ability.
    • What if Subnucleonic Beam stayed in, but added a major debuff against NPCs, say a debuff to damage and shield hardness? (It shouldn't grant this buff against players - players already suffer a major damage and shield hardness loss when you nuke their buffs away.)
    • My problem with Deflector Overcharge is still that it buffs primarily stuff Science Vessels are good at. APA buffs something every ship class does in some way and similar magnitude- damage. EPS Transfer buffs somethnig every ship class need - energy levels. And so on.
      For years we have said that every class can play every ship class equally well, it feels like DO is locking you too much into the Science Vessel captain role. Maybe you could give DO also an Accuracy Buff and a hull healing buff. Hull healing is something you have on practically every ship (but more on Cruisers and science Vessels), and accuracy is something that non-Science Vessels can use, especially with BFAW now finally using Accuracy and losing accuracy.

    Engineering
    Was it considered to make an additional Engineering buff castable on others? Miracle Worker, Rotate Shield Frequency or Nadion Inversion - it would enable Engineers to also provide a strong support role, but not stop them from being self-sufficient.





    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    nikeixnikeix Member Posts: 3,972 Arc User
    ((chuckle)) what if we just added this Subnucleonic buff removal effect everyone's so excited about to the Engineering Ultimate...?
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    Fine, he increased the disable chance of target, but the hard nerf hit on the drain aspect sucks. Anyway, even with that disable increase, I doubt most people would use the ability (II and III versions) in PvE and few would use them in PvP. I'm pretty sure subsytem targeting as a boff ability is way at the bottom used abilities and, even with this change, will remain down there as anything else you could slot as a tactical ability is better (Attack patterns, torp abilites, beam abilites, tac team, kemocite).
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    frtoasterfrtoaster Member Posts: 3,352 Arc User
    edited March 2017
    I have two simple questions:

    1. What is the new relationship between weapon power and damage? For reference, the old formula was

    dm(wp) = 0.02*wp = 1 + 0.02*(wp - 50)

    where dm(wp) denotes the damage multiplier at weapon power level wp.

    2. I apologize if this was answered elsewhere, but will we be getting a respec token when these balance changes go live?
    Waiting for a programmer ...
    qVpg1km.png
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    hoffy1hoffy1 Member Posts: 97 Arc User
    do not know the formula, but I do know we get a free respec token when these 'balances' go live.
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    spencerb96spencerb96 Member Posts: 243 Media Corps
    Quite a bit of feedback here, but this is stuff that myself and other DPSers feel are still issues.

    1: Omega Kinetic Shearing

    We've seen many things toned down with the patches so far. I understand that Torps need some love, but having a single trait with the potential to do 1/4th of a Torp Builds DPS is a bit high. Especially when we're talking about 30-40k+ on high end Torp builds.

    Not trying to be anti-torp or anything, I just don't feel that a single trait should do that much. Most other rep traits are rather minor buffs, while this stands out (even on Holodeck) as being the most powerful Rep trait by a significant margin.

    To put this into some perspective, this single trait is doing what 3-4 Embassy Consoles did for Min-Max builds. I believe you could add up every other offensive rep trait, and they wouldn't equal the value this one trait has for min-max Torp builds. Something this extreme would still be well above other traits even at 1/10th of it's current value.

    2: FAW GCD

    So, now that FAW has been toned down a bit, does it need to have that unique 20s GCD? I think perhaps toning it down another a bit further damage wise and bringing it inline with every other weapon enhancement with a 15s GCD would be great.
    So, even if you had to take FAW down another 10-20% Damage wise to do that, I think myself and many others would like that. Having that one ability out of sync with all other weapon buffs is a bit annoying.

    3: Weapon Procs

    There's so many out there that proc so little or have such a low effect that they're pretty much worthless compared to AP having that built in [CrtD] that causes it to be a few % ahead of everything else. Has there been any thought to increasing proc rates on weapons up to say, 5%?

    With the goal of making everything seem viable, I think that's a huge thing that hasn't been addressed yet.

    4: Reroute Reserves to Weapons

    So, this ability has been pretty weak since it was introduced. I'd heard a while back that it was stacking with other weapon enhancement abilities when on Tribble. Any chance that could be reinstated to make this worth using? It's a Lt.Cmdr / Cmdr ability that currently is a joke compared to every other option.

    5: Many Torps / Mines still need a buff, and some need to be brought down.

    There's a few Rep / Set torps that stand out lightyears ahead of all other torps. I'd personally like to see some toned down (Enhance Bio-Mol does way too much). However, I think that many of the base Torps/ Mines could use at least a 50-100% Damage Buff, to be competitive with some of the lower end Set/ Rep Torps.

    I shouldn't feel like my choice is bad when I take in the something like Wide Angle Quantum or a Crafted Quantum and it's doing a fraction of what I'd get with many of the other Torp options out there.

    As for mines, yeah, like buff them up 300-400% and they might be good.

    On the other hand, we have extremes like the Enhanced Bio-Molecular, which as many very well know, does absurd things with high yield spam.

    6: Kinetic Magnet

    Based on testing Snipey and I were doing, it's a great idea, but not really viable with the low range. 10-15km range would be a bit better imo, 5km is just too small of a range, and doesn't drag in enough things.

    7: Beta Stack Limit

    Not targeting the Recluse, but I still think Beta should have a cap of 5 per target. A big thing that allows us to plow through these maps easily is heavy beta stacking. A stack limit of 5 prevents us all from bringing in Beta spammin' pets that take all the mobs down to uber low debuff ratings which allows us to kill them easily. However, it still retains the value of the Mesh Weaver pets as they can spam beta on things you may have hit, and a cap of 5 means that there will be no change for the 99.99999% of people. This change would basically only affect min-max players, and it's something I think would be good.

    8: Old Sets

    There's many older sets that are not exactly "good" choices nowadays. Elachi set having an absurdly small cat 1 dmg buff being a great example. I think that there's many old sets out there that could use a bit of a buff. There's so many old options that make you feel like you're taking a hit by using them.

    9: [Rapid]

    Is there any chance that this could be changed to be like an [Over] for cannons? I think many cannon users would very much rather have it work like that instead of having it be a mod that can mess with your abilities.

    10: Acc Overflow

    So, Acc is one of those mods that we all hate when we get. Especially with beams. Is it possible that Acc Overflow could be buffed to match what you'd get out of a [CrtD] / [Dmg] mod?

    Would it also be possible to explain how much CrtH/ CrtD you get with per point of excess Acc Overflow somewhere ingame? Like on the skill tree maybe?

    11: CrtH

    This is the other mod that gets no love. Largely due to the low [CrtH] buff it gives. According to the stobuilds wiki, the math for how valuable a mod is shows that [CrtH] at the high end is mathematically about half the buff that a [CrtD] or [Dmg] mod would give. Is raising the CrtH mod to 4% to match the other mods something that'd be possible?
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    deathray38deathray38 Member Posts: 210 Arc User
    Ok, so there is one problem: new BEAM OVERLOAD

    Beam Overload was nice addition to captains preferring to use mix of beams and cannons - now it's gone. 3xCannon+1Dual beam builds no longer have it's niche. What is wrong with mixing weapon types? Isn't making mixing of weapons one of major reasons behind rebalance?

    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.
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited March 2017
    Torpedo Buff Change

    The change to to the Torpedo buffs that makes the buff only appy to the next 10 seconds is a real problem with ships that use torpedoes with long cooldowns, I think. Coupled with the limited firing arc, you will often end up basically using the buff or the torpedo at suboptimal durations.

    I see that there is some concern with double-tapping, but is it really a big issue? Maybe it could be changed in a way that you can not "double-tap" the same ability, but can still double tap by following a HYT with a TS or vice versa. Maybe just extending it to something like 20 seconds would already be sufficient.

    Beam Overload Change

    The change to Beam Ovrerload has one big drawback, as much as I like the idea: It means that you can't really use Beam overload as well as a spike buff, or at least lose a lot more than you used to when doing so.

    I know from my PvP days in the ancient pre-Romulan Expansion times, that a viable spike damage build was combining a Beam Overload on a single DBB with Cannon Rapid Fire on 3 Dual Heavy Cannons. That was already a bit of a compromise, because a precious front weapon slot didn't benefit from the CRF buff, but the BO was worth it. But now, you're basically also losing the Beam Overload buff on 3 precious front weapon slots if you did that. Obviously, you could also do something similar with a torpedo build (back then, that was not really viable, today it's different.)

    The change implemented right now will make Beam Overload in a viable multi-beam buff (probably), but it will lose its importance as source of spike damage. It seems it would then also more directly compete with BFAW - likely one of the powers will turn out to be a bit better than the other, and so one will simply fall by the wayside again.

    Maybe it would be better if Beam Overload would buff multiple shots of a single beam?

    Maybe this could also be a distinguishing mark between CSV and CRF - something to make weapon combinations more viable. (Kinda like how Torpedo buffs only buff one torpedo launch and not all, meaing that a single launcher could be a viable addition to increase your spike damage.)

    Common "problem" with Torpedo Buffs and Beam Overload Buffs
    It's not possible to tell the buff which of your weapons are too be buffed. You have to basically disable auto-fire and then micro-manage your shots to ensure that the "right" weapon gets buffed, or get your weapons to fire in the right rythm so that the weapon you want to get the buff always fires first once the buff is running.

    Obviously, this rewards skill, but does it reward the skill enough compared to other buffs? Comparitively, BFAW is easy to use - the challenge is mostly related to positioning yourself right, but that is a challenge you can have with HYT, TS and BO, too.

    I don't know if there is a solution to simplify this in some manner, it would probably require something for the UI and not just a mechanical change. But I thought I should bring it up.

    How about an all-Torpedo Buff?
    Even though I critisized the Beam Overload change a few paragraphs above, still an aspect to consider: What if one of the torpedo buffs would actually affect all torpedo launchers, like BFAW, Cannon Rapid Fire, Surgical Strikes and now the new Beam Overload affect multiple weapons? This would mean there is actually a buff that benefits a build focused on torpedoes, and maybe it would be a way to make standard torpedoes more relevant compared to all the speciality torpedoes.
    Maybe this is something more for a completely different and new skill. It would be a signfiicant change for both skills, and there are lots of interactions with traits and powers to consider. Hmm.

    I guess Kemocite is this already to some extent (though it does buff more than just torpedoes.)



    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    deathray38deathray38 Member Posts: 210 Arc User
    Torpedo Buff Change

    The change to to the Torpedo buffs that makes the buff only appy to the next 10 seconds is a real problem with ships that use torpedoes with long cooldowns, I think. Coupled with the limited firing arc, you will often end up basically using the buff or the torpedo at suboptimal durations.

    I see that there is some concern with double-tapping, but is it really a big issue? Maybe it could be changed in a way that you can not "double-tap" the same ability, but can still double tap by following a HYT with a TS or vice versa. Maybe just extending it to something like 20 seconds would already be sufficient.

    Beam Overload Change

    The change to Beam Ovrerload has one big drawback, as much as I like the idea: It means that you can't really use Beam overload as well as a spike buff, or at least lose a lot more than you used to when doing so.

    I know from my PvP days in the ancient pre-Romulan Expansion times, that a viable spike damage build was combining a Beam Overload on a single DBB with Cannon Rapid Fire on 3 Dual Heavy Cannons. That was already a bit of a compromise, because a precious front weapon slot didn't benefit from the CRF buff, but the BO was worth it. But now, you're basically also losing the Beam Overload buff on 3 precious front weapon slots if you did that. Obviously, you could also do something similar with a torpedo build (back then, that was not really viable, today it's different.)

    The change implemented right now will make Beam Overload in a viable multi-beam buff (probably), but it will lose its importance as source of spike damage. It seems it would then also more directly compete with BFAW - likely one of the powers will turn out to be a bit better than the other, and so one will simply fall by the wayside again.

    Maybe it would be better if Beam Overload would buff multiple shots of a single beam?

    Maybe this could also be a distinguishing mark between CSV and CRF - something to make weapon combinations more viable. (Kinda like how Torpedo buffs only buff one torpedo launch and not all, meaing that a single launcher could be a viable addition to increase your spike damage.)

    Common "problem" with Torpedo Buffs and Beam Overload Buffs
    It's not possible to tell the buff which of your weapons are too be buffed. You have to basically disable auto-fire and then micro-manage your shots to ensure that the "right" weapon gets buffed, or get your weapons to fire in the right rythm so that the weapon you want to get the buff always fires first once the buff is running.

    Obviously, this rewards skill, but does it reward the skill enough compared to other buffs? Comparitively, BFAW is easy to use - the challenge is mostly related to positioning yourself right, but that is a challenge you can have with HYT, TS and BO, too.

    I don't know if there is a solution to simplify this in some manner, it would probably require something for the UI and not just a mechanical change. But I thought I should bring it up.

    How about an all-Torpedo Buff?
    Even though I critisized the Beam Overload change a few paragraphs above, still an aspect to consider: What if one of the torpedo buffs would actually affect all torpedo launchers, like BFAW, Cannon Rapid Fire, Surgical Strikes and now the new Beam Overload affect multiple weapons? This would mean there is actually a buff that benefits a build focused on torpedoes, and maybe it would be a way to make standard torpedoes more relevant compared to all the speciality torpedoes.
    Maybe this is something more for a completely different and new skill. It would be a signfiicant change for both skills, and there are lots of interactions with traits and powers to consider. Hmm.

    I guess Kemocite is this already to some extent (though it does buff more than just torpedoes.)






    B:O was good reason of adding DBB to cannon ship. ST:O lack any variery of builds, we have "beamboats", "cannonboats" or rare "torpedoboats", but mixes are rare because of how weapon bufs work. B:O allowed to add beam to non-beam ship without crippling the build. After these changes, BO cannot be effectively used on non-beamboats, since majority of it's power was moved to 10s buff to beams...

    Yes, Beamboats need some skill to "emulate" old BFAW effectiveness against single targets - but it should be NEW skill. BO already have it's niche, it's purpose and is valuable addition to game giving use nice variety of builds based on this skill.

    If reason behind this skill revamp is increasing number of available effective build options, keeping old BO and adding new general-buff skill to beams will be step into good direction.
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    emerald381emerald381 Member Posts: 47 Arc User
    Regarding the new March 21st Tribble Patch and the fix to the [Over] Proc rate: After testing this in Tribble, I'm finding that it is very noticeably different than before. In ~3 min combat, I'm maybe seeing 1 or 2 procs (and in one case 0) compared to 5 or 6 before the fix (this is with a ship using 5 [Over] beams and 1 torpedo). If the proc rate was bugged before and is now fixed, I'd like to suggest that the [Over] proc rate be increased (maybe to 4 or 5%?). As of now, the proc rate is too low in practical combat situations vs. other weapon modifiers (such as an additional [Crtd] or [Dmg] mod) - but this is just one man's opinion :smile:

    I would be curious to hear others experience with the [Over] proc before and after the Mar 21st Tribble Patch.
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    hoffy1hoffy1 Member Posts: 97 Arc User
    To be honest, I like the changes they are making to beam overload. It gives the ability more usability and can be incorporated in many existing builds.
    My only concern is that, although it seems like a very good single target damage source, this makes surgical strikes as a single target ability even more redundant. The new beam overload seems to outshine surgical strikes in almost every way. Perhaps it is time to re-evaluate the existing intelligence abilities?
    On the flip side, basically all the content, as in queues, requires an area of effect approach, single target builds might become a sort of a niche approach but it will never compete with an AoE setup. But the changes to overload seems to be a step into the direction of closing this gab.
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    deathray38deathray38 Member Posts: 210 Arc User
    hoffy1 wrote: »
    To be honest, I like the changes they are making to beam overload. It gives the ability more usability and can be incorporated in many existing builds.
    My only concern is that, although it seems like a very good single target damage source, this makes surgical strikes as a single target ability even more redundant. The new beam overload seems to outshine surgical strikes in almost every way. Perhaps it is time to re-evaluate the existing intelligence abilities?
    On the flip side, basically all the content, as in queues, requires an area of effect approach, single target builds might become a sort of a niche approach but it will never compete with an AoE setup. But the changes to overload seems to be a step into the direction of closing this gab.

    It is not improvement outside the beamboat. For 3xCannon 1x DBB builds it is huge nerf making this ability (and possibly entire build) unusable. On top of that it is making CRTD consoles obsolete again. If Beamboats need kind of ability similar to "new" BO, there should be NEW ability. Old BO already have it's niche and dedicated builds.
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited March 2017
    Anyone tried some Tribble PvP?
    Any active or formerly active PvPers here? Can you forsee a scenario where you would not slot a Subnucleonic Beam if you only had that one Lt.Cmdr Science(or Universal) slot for your ship?
    I've mostly thought about how it feel to not have SNB anymore as Science Captain and how DO alters my exerience, but this is the other side of the coin of the change, isn't it?

    I did some solo PvP on Holodeck with a Science Captain, and realized that without SNB, I could have probably not defeat my sparring partner. (And my sparring partner was ultimately very undergeared - he could basically only kill me if he managed to exhaust all my cheat traits and gear with repeated attacks and I didn't do anything to counter it with BO powers... So I doubt his defensive equipment has been much better.)
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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