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Voth Furiadon Fangs

risian4risian4 Member Posts: 3,711 Arc User
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 :)

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Comments

  • chispin55chispin55 Member Posts: 80 Arc User
    Voth components for Alien character creation, please!
  • risian4risian4 Member Posts: 3,711 Arc User
    chispin55 wrote: »
    Voth components for Alien character creation, please!

    I would prefer actual playable Voth with unique traits and abilities. But if that isn't possible, then I would settle for this.
  • ltminnsltminns Member Posts: 12,572 Arc User
    edited March 2017
    I really wish they'd stop providing Rare Level items. Very Rare would definitely be preferable.
    Post edited by ltminns on
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    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.'
    Lt. Philip J. Minns
  • risian4risian4 Member Posts: 3,711 Arc User
    Agreed - though this time it didn't matter that much imo. With the upgrade weekend and a nice stock of Phoenix tech upgrades, I had it at very rare after three upgrades (two of which were level increases from 12 to 14).

    My newly created Voth-alien has an epic version now.
  • kodachikunokodachikuno Member Posts: 6,020 Arc User1
    Yeah the attack cooldowns were pretty brutal.... on the other hand I noticed these act more like guns in how they operate than a bat'leth/lirpa/falchion. Havent decided if I like that or not. (And whay does the tooltip not show dps?)
    tumblr_mr1jc2hq2T1rzu2xzo1_400.gif
    tacofangs wrote: »
    STO isn't canon, and neither are any of the books.
  • legendarylycan#5411 legendarylycan Member Posts: 37,283 Arc User
    it isn't the only item in the game missing its DPS tag; the klingon disruptor you can choose as a reward from Everything Old is New doesn't show it either​​
    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.
  • mcampbelldev#6660 mcampbelldev Member Posts: 8 Cryptic Developer
    The main reason for not showing DPS and the long initial recharge times is the speed up mechanic. The idea is if you keep your momentum up you'll be a fast slicing machine.

    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.
  • legendarylycan#5411 legendarylycan Member Posts: 37,283 Arc User
    The main reason for not showing DPS and the long initial recharge times is the speed up mechanic. The idea is if you keep your momentum up you'll be a fast slicing machine.

    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

    welcome-nut-house-door-mat.jpg

    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​​
    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.
  • mcampbelldev#6660 mcampbelldev Member Posts: 8 Cryptic Developer
    Thanks! Yeah, I'll clear that up with him on Monday. I've been at Cryptic since mid 2016, figured I should probably interact with the community more than blogs.
  • legendarylycan#5411 legendarylycan Member Posts: 37,283 Arc User
    yeah, about that...i hope you've got a suit of flame-resistant armor handy, because this community can get rather...ornery, at times​​
    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.
  • rattler2rattler2 Member, Star Trek Online Moderator Posts: 58,586 Community Moderator
    That's an understatement Shadow.
    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.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    yeah, about that...i hope you've got a suit of flame-resistant armor handy, because this community can get rather...ornery, at times​​

    And don't forget the anti-peanut flak jacket. Some in the peanut gallery are pretty good shots. Personally, I prefer my...
    art_toastergun.jpg
    Sometimes I think I play STO just to have something to complain about on the forums.
  • risian4risian4 Member Posts: 3,711 Arc User
    The main reason for not showing DPS and the long initial recharge times is the speed up mechanic. The idea is if you keep your momentum up you'll be a fast slicing machine.

    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.

    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 :)
  • questeriusquesterius Member Posts: 8,488 Arc User
    risian4 wrote: »
    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 :)

    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
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
  • r5e4w3q2r5e4w3q2 Member Posts: 341 Arc User
    I am curious, why does the Fangs not come in a box like most other recent event reward items?
    Not really a problem, just something I noticed when I tossed them into the bank next to the agony rifle and Cochrane's shotgun.
  • risian4risian4 Member Posts: 3,711 Arc User
    questerius wrote: »
    risian4 wrote: »
    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 :)

    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

    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.
  • legendarylycan#5411 legendarylycan Member Posts: 37,283 Arc User
    i would just make further applications of momentum while at max stacks refresh the duration of every one instead, like most powers which apply stacks of something do in champions​​
    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.
  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    These things are certainly fun to use. The momentum mechanic is an interesting change (you're trading combo moves for stacking buffs); however, I find myself agreeing with the following:
    i would just make further applications of momentum while at max stacks refresh the duration of every one instead, like most powers which apply stacks of something do in champions​​
    I am curious as to whether this implementation was tested, and if so, what logic brought us the one currently in use.
    risian4 wrote: »
    I'm not sure about the consumption of charges by the secondary attack. Curious what other people think of this.
    It makes sense, much along the lines of how some other weapons (notably the TTF rifle and Nausicaan energy lance) work.
  • risian4risian4 Member Posts: 3,711 Arc User
    These things are certainly fun to use. The momentum mechanic is an interesting change (you're trading combo moves for stacking buffs); however, I find myself agreeing with the following:
    i would just make further applications of momentum while at max stacks refresh the duration of every one instead, like most powers which apply stacks of something do in champions​​
    I am curious as to whether this implementation was tested, and if so, what logic brought us the one currently in use.
    risian4 wrote: »
    I'm not sure about the consumption of charges by the secondary attack. Curious what other people think of this.
    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.
  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    risian4 wrote: »
    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.
    Having the momentum charges behave like their counterparts in the referenced weapons would, I agree, be the better fix; it would also mean less work on the back-end in terms of keeping track of the lifespan of each and every individual charge.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    I like them, though find that doing the farming to get them, and end up with a blue quality melee weapon is a bit lack luster. I could actually see the momentum system used in a hybrid combo/momentum style format for a repair weapon. Such as that your normal attacks build up stacks of "insight/momentum", which can be spent on a finisher that is dependant on the attack string you used.
  • This content has been removed.
  • tobiashirttobiashirt Member Posts: 630 Arc User
    risian4 wrote: »
    questerius wrote: »
    risian4 wrote: »
    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 :)

    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

    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.

    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.
  • lopequillopequil Member Posts: 1,226 Arc User
    I've been trying out the fangs but have been a little disappointed so far. Does anyone else find that it takes a little too long to get a decent number of momentum stacks? The firing cycle is very slow to start and by the time I get to the point where I'm doing appreciable damage I could have shot the enemy twice over. I thought the point behind melee weapons was that they did more damage at the expense of vulnerability?
    Q9BWcdD.png
  • imperatorpaveliimperatorpaveli Member Posts: 346 Arc User
    I don't know, it's a fun weapon for melee-only type things (Coliseum anyone?). The orange effect triggers when you have 10 Momentum stacks I believe.
  • risian4risian4 Member Posts: 3,711 Arc User
    I don't know, it's a fun weapon for melee-only type things (Coliseum anyone?). The orange effect triggers when you have 10 Momentum stacks I believe.

    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.
  • burstorionburstorion Member Posts: 1,750 Arc User
    The trick I've learnt is its dangerous to go head on with bosses with no momentum so the best method is to attack the lt tier mobs first, build up momentum and then go for the boss

    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
  • legendarylycan#5411 legendarylycan Member Posts: 37,283 Arc User
    you say DD disables your GUN...does that mean it doesn't affect melee weapons?​​
    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.
  • burstorionburstorion Member Posts: 1,750 Arc User
    you say DD disables your GUN...does that mean it doesn't affect melee weapons?​​

    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)
  • kaarruukaarruu Member Posts: 133 Arc User
    It's a nice idea and the animations look good, but in practice the Fangs are too clunky to be useful. Melee needs to close in fast and kill targets fast; a slow, gradual buildup is the very opposite of melee gameplay. By the time the second strike is ready, Followthrough has either ended or is about to end, which dilutes the starter spike. Poke. Wait. Poke again, wait a bit less, repeat. It might work while whittling down a mostly stationary sack of hitpoints, but that's not how STO melee goes.

    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.
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