First, thanks for these. Playing as a Voth has become a bit more possible
I also like how its attacks can be 'launched' from a small distance - regular melee attacks are rather sluggish but this weapon nicely corrects for that.
I am curious though: am I the only one who finds the break between its different attacks rather long? I think it wouldn't hurt if the different attacks could be used a bit faster, it's not like slightly boosting a melee weapon would negatively affect the situation on the ground anyway
Comments
I would prefer actual playable Voth with unique traits and abilities. But if that isn't possible, then I would settle for this.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
My newly created Voth-alien has an epic version now.
#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!"
The recharge time for the weapon powers can be reduced up to 650% if you gain 10 stacks of momentum (At max stacks the wooshy fx will change from blue to orange). Showing DPS would then be difficult as it changes with how many times you use the primary attack.
I'll look into displaying a max DPS when at max stacks to see if it reads well.
a new dev? welcome to the nuthouse! have a squirrel
also, make sure you talk to the appropriate party to get your account a Cryptic Developer tag so everyone knows you are one...no idea who's in charge of that though
@ambassadorkael#6946 would probably know
#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!"
#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!"
The Flame Wars of Delta Rising were brutal. Many Forumites were maimed, and many more still fell in battle.
Joking aside, it can be brutal when something changes that people don't like. But many of us do appreciate having interaction with Devs, and Kael's so far proving to be a decent CM. And he has Trendy's shoes to fill. Everyone loved Trendy. So, my advice is to keep a sense of humor as well and just be a normal person. We like that in Devs. You should see some of Taco's posts.
And don't forget the anti-peanut flak jacket. Some in the peanut gallery are pretty good shots. Personally, I prefer my...
I haven't seen the orange fx yet. After trying out the weapon a bit, I noticed that indeed recharge time was significantly reduced.
Having so much fun with these, thanks again
Not a melee player, but i have seen the suggestion to use "Deadly Intend" if you're a tactical player.
http://sto.gamepedia.com/Tactical_Kit_Module_-_Deadly_Intent
Not really a problem, just something I noticed when I tossed them into the bank next to the agony rifle and Cochrane's shotgun.
I would consider that, but after trying it a bit more, I've figured out how to use the fangs. Apparently only the primary attack builds Momentum so you just have to use that like 3-5 times and then you can keep cutting into enemies, up to 2 or 3 times per second when you reach 10 stacks.
In general: I do think that the stacks are lost a bit too fast. The second charge of Momentum takes something like 3 or 4 seconds as the recharge times are quite long at the beginning. By the time you get to the third or fourth charge, you've almost lost the first one already. After that, building goes really quick as you can gain 1 or even 2 charges each second but to maintain ten of them, you really need to keep attacking every second. Even a short interruption of 1 or 2 seconds means you're quickly down to nine charges.
It is fortunate that, as the first charges take some time to stack, it also takes a few seconds before you're down to 8 (from 9), but still. I think it wouldn't hurt to add a few seconds to the time a charge is retained. It would certainly make it more often possible to run to and attack the next group of enemies without losing too many stacks - although of course remaining at 10 stacks should be difficult.
I'm not sure about the consumption of charges by the secondary attack. Curious what other people think of this.
#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!"
I am curious as to whether this implementation was tested, and if so, what logic brought us the one currently in use.
It makes sense, much along the lines of how some other weapons (notably the TTF rifle and Nausicaan energy lance) work.
Yeah I agree with that it is consumed. I was mostly referring to whether it should consume 3 charges. Maybe less? More?
Considering how quickly they are lost, I would argue that they could consume less charges. Still think that retaining the charges for a longer time is the better way to improve the weapon, if I had to choose though.
I think it makes for a good choice...you can sac a few charges to finish something off (or heal via the tertiary), or just keep going. I'm sure there's some ideal rhythm.
That is correct.
I would have thought that it wouldn't be very effective outside of Borg content (and indeed, Coliseum where you have no choice but to use melee weapons) but due to the increase range from which you can launch attacks, it's actually very useful in other content as well. Even faster moving opponents like the Voth or enemies like the Elachi can be defeated with this.
You're going to need some stun and root resists though, and perhaps a debuff clear thing. I'm using the Undine reputation shield for the resistances, Iconian might work too since it has an innate cleanse thingy but it also repels... so I'd have to try it to see if it works.
And of course a kit with vascular regenerator against the Borg. I could use stims, but I don't really like those. They're certainly an option though, giving more different kit options.
Also, if you want to be good to the team, command delegated devastation is wonderful as is the 2pc nukara melee set - commands DD disables your gun to give the team a massive energy weapon damage boost while the nuka weakens enemy shields and increases shield damage
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#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!"
Indeed, it does not affect melee weapons - only melee weapons that use energy, such as the tholian sword, assassin sword and nanopulses (their energy parts, not the melee itself - if the tholian is energy charged, it gets locked)
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For the Fangs to be practical, Momentum stacks need to either build up faster or drop slower. Hits at ten stacks refreshing all stacks would help, as would the basic attack building two stacks per strike. Or doubling the stacks' duration from ten seconds to twenty.