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TRIBBLE MAINTENANCE AND RELEASE NOTES - MARCH 23, 2017

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    snipey47asnipey47a Member Posts: 485 Media Corps
    "The damage Gravity Well and Subspace Vortex deal has been decreased relative to a significant net increase on Tribble"

    Yes this was ridiculous, but as far as I understood you wanted to fix the auxiliary scaling and have the damage end up to be about the same? My GW2 on holodeck now does more than my GW3 on Tribble. And GW1 is just right behind it. Also SSV got substantially nerfed in the end now. I wish that you can at least keep the abilities at kinda the damage range they were at, considering the other nerfs you have done to science ships so far. Sure, 6k DPS GW3 is not right :P

    Nerfing Omega Kinetic Shearing? Oden Knight won't like that one :D But yes it was needed, but as proposed above 10% is making it not worth slotting, something like 15-25% would be more... adequate.

    GW & SSV on Tribble are out of control.. 20k-30k for GW3?
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    batdoodbatdood Member Posts: 37 Arc User
    Personally, I'm glad for the OSS change being relooked at. OSS is the only Intel ability worth running and I wouldn't necessaarily classify it as a "must-have". When I'm not flying Intel ships, I don't really miss it. But if I have it I'll use it. If they cripple OSS, I might as well keep my Intel ships permenantly in dry dock as there is no other Intel ability worth running. With the Temporal abilities being all the rage, Intel is following the path of dinosuars.
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    nikeix wrote: »
    10 % damage bonus is the same as some other traits - but isn't the fact that it's a damage over time a drawback that warrants a bit higher buff then 10 %? It doesn't add as much spike to your torpedo attacks as an actual 40 % damage buff would.

    I tend to agree. 15% feels like the goldilocks zone to me.

    There was also some discussion on reddit about it, and someone mentioned that one of the primary values of Kinetic Shearing was that it helps you deal more damage against enemies with shields. It's of course very potent if the target doesn't have shields, but most of the time, Kinetic Shearing is not really 40 % more DPS in effect, but more like 4 % more DPS against hull (assuming 10 % bleedthrough), when most of the damage and damage buff is still caught in shield's kinetic resistance.

    I don't know if 15 or 20 % would be more reasonable, or there needs to be some reconcepting here. Maybe a percentage of the damage lost in shields is instead turned into shield ignoring hull damage, so Kinetic Shearing loses value when the enemy has not much shields left.

    It will be important to test on Tribble here and see how much worse torpedo (and torpedo + exotic) builds now perform with the changes, and how it compares to other builds. (Lots of stuff is getting nerfed, at some point comparison with Holodeck isn't so useful anymore.)
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    darkbladejkdarkbladejk Member, Star Trek Online Moderator Posts: 3,718 Community Moderator
    Since alot of changes are being made, I don't suppose sir Spartan I could convince you guys to raise the limit to the number of active ship slots you can have on one character past the current limit of 60? I've got not super major complaints about the stuff on Tribble so far. Since the objective is to increase the fun I figured I would ask. I enjoy collecting and flying the ships we have in game. With the large amount of ships we have in game I've long since hit my limit on my main character and would gladly shell out some more cash to pick up additional ship slots still. Would love to see it go up to 100 active ship slots ideally personally. Although I do use drydock from time to time, I would much rather invest into more active ship slots, as from time to time I like to pick up a random ship and fly it just as something different. I would be willing to bet there are other folks out there as well who would be willing to shell out for additional active ship slots.
    "Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations

    Star Trek Online volunteer Community Moderator
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    nandospcnandospc Member Posts: 1,260 Arc User
    Very very good changes, thanks a lot for Counter Offensive nerf (PvPers say thanks) and OSS clearable and resistable again :)

    Now, what about taking a look at the shield penetration and shield bleedthrough buffs against other players in PvP?
    They should be toned down to a normal level, otherwise we will still see a lot of oneshot kills even after we finally have temporal abilities nerfed. I mean, a kill on a player must be earned with a team effort or a skill superiority, not because "heyyy look at my special stacking spacebar smashing abilitiesssss aaarrghhh here is my broken cheese for you yeaahh" :smile:

    Also, consider to limit the abilities able to stack speed bonuses in PvP. Some baltim, pilot or just hit&run ships like tvaro or whatever t6 escort or raider out there can literally be missiles or uncatchable vessels. A lot of players are always complaining about that (see davidxx comments in last release notes).
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    I find it funny seeing so many people cheering on the OSS change just because it's a poor man's plasmonic leech now that there is really no down side to it. Pop an engineering team or a battery and cleanse away all your problems. Then you see Reroute Power from Life Support which is pretty much a copy of OSS with a different downside and you see how unfair putting OSS back in a golden pedestal is.
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    nandospcnandospc Member Posts: 1,260 Arc User
    edited March 2017
    A debuff must be clearable, imho, and that went against their sentence of making the gaming experience and choices not wrong for players. In that state, OSS would have been unused, and intel ships as well (the majority of the playerbase uses them for the OSS, basically, even if this looks wrong to you and me).

    Anyway, adding a request to my previous post: why not fixing the scoreboard in pvp? It's bugged since 6, or even more, months. It literally doesn't show up and, using /pvpreport command, it just states the overall score, not all the previous details (damage, heals, players etc...). Spartan, take a look at it please.

    Edit: maybe even RRfLS should be changed, for sure
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    I just reread Omega Kinetic Shearing on Tribble.
    1. The description of the trait mentions 40 % in the short description, 10 % in the detailed description, and 40 % in the last line.
    2. Reading the mechanical description, it actually says the 10 % is before any resistances are calculated and then applied as DoT directly to the hull. Is that how it always worked?
    lucho80 wrote: »
    I find it funny seeing so many people cheering on the OSS change just because it's a poor man's
    plasmonic leech now that there is really no down side to it. Pop an engineering team or a battery and cleanse away all your problems. Then you see Reroute Power from Life Support which is pretty much a copy of OSS with a different downside and you see how unfair putting OSS back in a golden pedestal is.
    Having to pop an Engineering Team is also a drawback - you wouldn't have done that if you hadn't OSS.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer

    nikeix wrote: »
    10 % damage bonus is the same as some other traits - but isn't the fact that it's a damage over time a drawback that warrants a bit higher buff then 10 %? It doesn't add as much spike to your torpedo attacks as an actual 40 % damage buff would.

    I tend to agree. 15% feels like the goldilocks zone to me.

    There was also some discussion on reddit about it, and someone mentioned that one of the primary values of Kinetic Shearing was that it helps you deal more damage against enemies with shields. It's of course very potent if the target doesn't have shields, but most of the time, Kinetic Shearing is not really 40 % more DPS in effect, but more like 4 % more DPS against hull (assuming 10 % bleedthrough), when most of the damage and damage buff is still caught in shield's kinetic resistance.

    I don't know if 15 or 20 % would be more reasonable, or there needs to be some reconcepting here. Maybe a percentage of the damage lost in shields is instead turned into shield ignoring hull damage, so Kinetic Shearing loses value when the enemy has not much shields left.

    It will be important to test on Tribble here and see how much worse torpedo (and torpedo + exotic) builds now perform with the changes, and how it compares to other builds. (Lots of stuff is getting nerfed, at some point comparison with Holodeck isn't so useful anymore.)

    This is not "10% Bonus Damage" like some traits. Omega Kinetic Shearing, even on the current state of Tribble, is always 10% of the damage that would happen before any factor of the target applied in. Omega Kinetic Shearing does not care in any way, shape, or form about the targets shields, directly or indirectly. It is 10% of the damage that the torpedo would have dealt of the target had no shields and no resistances. Even at its state on Tribble, no reputation trait comes close to offering the damage increase it offers.
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    crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    I just reread Omega Kinetic Shearing on Tribble.
    2. Reading the mechanical description, it actually says the 10 % is before any resistances are calculated and then applied as DoT directly to the hull. Is that how it always worked?

    It was changed to work that way with the Agents of Yesterday release. That change had the side effect of being a massive buff to the trait in most cases, because it changed Omega Kinetic Shearing to no longer be directly or indirectly affected by the target's shields in any way shape or form.
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    redvengeredvenge Member Posts: 1,425 Arc User
    lucho80 wrote: »
    I find it funny seeing so many people cheering on the OSS change just because it's a poor man's plasmonic leech now that there is really no down side to it. Pop an engineering team or a battery and cleanse away all your problems. Then you see Reroute Power from Life Support which is pretty much a copy of OSS with a different downside and you see how unfair putting OSS back in a golden pedestal is.
    I find the concept of Reroute Power from Life Support to be vile and abhorrent. I would not use it even if it gave +100 current/max power and had NO downside.
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    yeah, being able to use something called reroute power from LIFE SUPPORT whenever you please is kind of...ghoulish

    it should be something you activate as a 'last act of desperation when you're about to explode violently' type of thing, not something you trigger as part of your routine cycle​​
    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.
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    darkbladejkdarkbladejk Member, Star Trek Online Moderator Posts: 3,718 Community Moderator
    lucho80 wrote: »
    I find it funny seeing so many people cheering on the OSS change just because it's a poor man's plasmonic leech now that there is really no down side to it. Pop an engineering team or a battery and cleanse away all your problems. Then you see Reroute Power from Life Support which is pretty much a copy of OSS with a different downside and you see how unfair putting OSS back in a golden pedestal is.

    Having to pop an engineering team to clear that debuff in and of itself is a huge drawback as is a battery pop. Having to pop the engineering team means you won't have it later on which comes down to, do I ride out the debuff, or do I use the ability and risk needing it later on. That choice wasn't there before if someone was stacking Hot Restarts. I absolutely agree that the penalty for both abilities should be the same to be more consistent one way or the other as it makes it possible to plan around it if nothing else. OSS is far from the golden pedestal it was on before. It's still going to be a potent ability only now folks can't just insta clear it and be done without some major drawback. If it burns their Hot Restart that means it won't be available should they get knocked out again in a short time. Same thing is true with engineering team. that leaves some major choices. Do you risk not having your abilities when you may need them later or do you not?
    nandospc wrote: »
    A debuff must be clearable, imho, and that went against their sentence of making the gaming experience and choices not wrong for players. In that state, OSS would have been unused, and intel ships as well (the majority of the playerbase uses them for the OSS, basically, even if this looks wrong to you and me).

    Anyway, adding a request to my previous post: why not fixing the scoreboard in pvp? It's bugged since 6, or even more, months. It literally doesn't show up and, using /pvpreport command, it just states the overall score, not all the previous details (damage, heals, players etc...). Spartan, take a look at it please.

    Edit: maybe even RRfLS should be changed, for sure

    Not all debuffs need to be clearable though I do believe a better majority of them should be. A very select few debuffs should be unclearable. It makes sense for OSS to be unclearable as you're essentially disabling the safety protocols on your ship. It makes sense that one of the power systems would need to have a reset period if you will. You're essentially causing a power surge in your ship for that short amount of time and that's no small feat. OSS would still be used even if it was unclearable, only it would be used alot more strategically.
    "Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations

    Star Trek Online volunteer Community Moderator
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    frtoasterfrtoaster Member Posts: 3,352 Arc User
    Abilities that previously referred to Accuracy and Defense as percentages now refer to "Accuracy Rating" and "Defense Rating".
    • This is a tooltip update only to more accurately convey how the Accuracy and Defense mechanics work.

    Interesting change. One of my criticisms has long been that the percent signs next to accuracy and defense ratings didn't actually mean anything. A lot of things expressed as percentages in STO probably shouldn't be. Examples include drain resistances, control resistances, weapon power cost reductions, and anything else that goes into a 1/(1+x) curve. Cat1 and Cat2 damage bonuses probably shouldn't be expressed as percentages either. Technically, they are percentages of something, but exactly what they are percentages of is difficult to explain to the average user. Then, there's the additional complication that users expect a bonus expressed as a percentage to represent a percentage increase or decrease to the value they see on screen, while in reality that bonus is only part of some total percentage and therefore gives less benefit than expected.
    Waiting for a programmer ...
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    ltminnsltminns Member Posts: 12,571 Arc User
    More angst driven morality issues about fake things like the Agony Rifle Event Reward. Will it never end?
    '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
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited March 2017
    I just reread Omega Kinetic Shearing on Tribble.
    2. Reading the mechanical description, it actually says the 10 % is before any resistances are calculated and then applied as DoT directly to the hull. Is that how it always worked?

    It was changed to work that way with the Agents of Yesterday release. That change had the side effect of being a massive buff to the trait in most cases, because it changed Omega Kinetic Shearing to no longer be directly or indirectly affected by the target's shields in any way shape or form.
    I see. I've been using Kinetic Shearing since a long time now, if it worked well for me before AOY, I suppose it might work for me now, to.

    I tested a Torpedo and Gravity Well build today on Tribble. I'd say it took longer to take down enemies then I used to, but not much so. To be sure, I even made tests without my Obelisk Swamers and without the Quantum Phase Torpedo (that tends to take care of a lot of shields for me), replacing it with the Terran Task Force Torpedo.

    These are of course relatively vague terms.


    A thing I worry about a bit is the more aggressive scaling of the repel - I remember that it used to be when it got too large, there was a risk that enemies would get repelled out of the well - is that no longer an issue? Unfortunately my test character did only have something like +250 Control Expertise.

    Fighting the Kazon I missed my Subnucleonic Beam... The evil Kazons use Aux2Dampeners and ruin the Gravity Well approach...
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    redvengeredvenge Member Posts: 1,425 Arc User
    edited March 2017
    ltminns wrote: »
    More angst driven morality issues about fake things like the Agony Rifle Event Reward. Will it never end?
    Play however you want.

    In Star Trek, one of the defining characteristics of the "captains" was their concern for their crew. Writers would murder "red shirts" for drama, but the "captains" each worked to save their crew. Kirk, Sisko, Archer, even that nutcase Janeway. When presented a problem of "your crew or failure" they always responded "we will find another way". Often, "captains" who did not care for their crew were "punished" for it.

    Again, play however you want. I find murdering my crew two or three times over the course of a battle I was going to win anyway to be... un-Trek-like. Not even Klingons are so cavalier with the lives of their men.
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    leemwatsonleemwatson Member Posts: 5,349 Arc User
    halo111111 wrote: »
    To quote your own words "Increase the fun – Games are about having fun, and players should not be made to feel that their fun is "wrong.”" In this quote you said our fun should not feel wrong but in reality you killed my build. I used a beam with crtdx4 for an overload and a massive single target hit and i used dual heavy cannons with that to tear the shields. well you killed in in the way it no longer always crts and nerfed the energy weapons so that each shot takes power instead of each cycle and in return i cant really use dual heavy cannons because it drains to much power. Thank you for taking away my fun and making me think that my fun is wrong really thank you. But here is what you could do instead of beam overload just buffing beam weapons make it to where it buffs cannons as well. and for power, decrease the amount of power cannons use so that they become more viable.

    So what you are saying is that AFK'ers AFKing because it's fun for them, shouldn't have penalties because they are having fun!? Because that's what you are saying!
    "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.
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    lordgyorlordgyor Member Posts: 2,820 Arc User
    "Yeah, being able to use something called reroute power from LIFE SUPPORT whenever you please is kind of...ghoulish"

    Hahaha. Honestly it actually makes sense if your in a bind, it takes hours for all for air and heat in the ship to run out after life support has been diverted, so you have plenty of time to redivert power back to life support after the battle has been one, the only reason you can't is because you lost and your already dead, at which point it no longer matters.
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    nikeixnikeix Member Posts: 3,972 Arc User
    redvenge wrote: »
    In Star Trek, one of the defining characteristics of the "captains" was their concern for their crew. Writers would murder "red shirts" for drama, but the "captains" each worked to save their crew. Kirk, Sisko, Archer, even that nutcase Janeway. When presented a problem of "your crew or failure" they always responded "we will find another way". Often, "captains" who did not care for their crew were "punished" for it.

    Again, play however you want. I find murdering my crew two or three times over the course of a battle I was going to win anyway to be... un-Trek-like. Not even Klingons are so cavalier with the lives of their men.

    The defining characteristic of star fleet captains was their dedication to the people of the Federation. You're listing all the ones who DIDN'T make ultimate sacrifices. I'd place every single one of those broken hulls around Wolf 359 ahead of every 'hero captain' on your list for "stepped up and did their job." To quote the 70 Maxims of Maximally effective mercenaries, Maxim 20: If you're not willing to shell your own position, you're not willing to win. The problem isn't that RPfLS is ghoulish - its' that everything else is trivial.

    This should be the most gutsy, awesome "I'll sacrifice it all to hold that line" move in the game with that name. It should swing battles for entire worlds. Instead it's the tragic stepbrother of easy-mode OSS and dear goodness don't you dare let THAT have a drawback we have to take seriously...

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    vampeiyrevampeiyre Member Posts: 633 Arc User
    edited March 2017
    OSS needs a drawback, plain and simple. Having to pop an ET or a battery to clear it just isn't enough. IMO, Make it an ability with a hard lockout that absolutely cannot have its cooldown reduced, ever, by anything.

    Conversely, you probably want to boost Reroute From Life Support so its at least as good as whatever final form that OSS takes, along with a different but equal drawback.
    "I'm sorry, I can't hear you over the sound of how awesome I am."
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    vampeiyrevampeiyre Member Posts: 633 Arc User
    The nerf to Omega Kinetic Shearing was extremely heavy-handed, IMO.

    "Torpedoes are OP" is something that has been said in this game exactly never.
    "I'm sorry, I can't hear you over the sound of how awesome I am."
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    vampeiyrevampeiyre Member Posts: 633 Arc User
    I suggest adding some kind of resistance/block a player can fire to stop other players in PVP from having excessive shield ignoring and/or armor penetrating damage. That is not as out-of-control as Temporal cheese was, but pretty damned close second.
    "I'm sorry, I can't hear you over the sound of how awesome I am."
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    martakurillmartakurill Member Posts: 456 Arc User
    vampeiyre wrote: »
    OSS needs a drawback, plain and simple. Having to pop an ET or a battery to clear it just isn't enough. IMO, Make it an ability with a hard lockout that absolutely cannot have its cooldown reduced, ever, by anything.

    Conversely, you probably want to boost Reroute From Life Support so its at least as good as whatever final form that OSS takes, along with a different but equal drawback.

    Realistically, if OSS goes back to what is was with the first balance patch, you'd actually have to nerf Reroute from Life Support to make them equivalent. You can cancel cooldown increases with traits and strategy, and you've got yourself a decent enough buff with the new version.

    But with unclearable OSS...periodic 5 seconds without weapons can kill your DPS. 5 seconds without shields can make you dead (same as 5 seconds without engines in some situations). The only situation I can even think of to use that version of OSS is if you have about 20 seconds left in an encounter and hit it...surely not worth a BO skill slot.

    If OSS goes back to the way it was in the first patch, with the changes to the way power levels work, I'll be taking that skill, putting it in the woodchipper, and never looking at it again, as I imagine many other players will. And people who spent a lot of bank on all the pricey intel slot ships out there will be royally p.o.'d.

    [For the record, my favorite ship, the T6 Archon, comes in both Command and Intel variants, so I've got alternatives in case Cryptic changes its collective mind again. I'll just dump using the Intel version (and Intel ships period).]
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    tobiashirttobiashirt Member Posts: 630 Arc User
    edited March 2017
    @tobiashirt I'm getting far less of a return than you at above 400 ctrlX .Holodeck https://s13.postimg.org/5blw514x3/well.jpg vs tribble https://s14.postimg.org/ycltgt9lt/wells2.jpg

    slap in the face to sci toons that they have to competently max out to the top limits of one Expertise to hit the bare minimum of what they had before on holodeck. From what I am seeing they are making sci useless and I might as well switch to play as a boring tac officer.

    https://postimg.org/image/9y1bn0wl5/ (Holodeck)

    https://postimg.org/image/ku8fxypmt/ (Tribble)

    Now I'm genuinely curious as to why you're seeing such a difference, because it might be some bug that's as yet un-caught. All I can think at this point is that it's because you're using GW1, which probably has different scaling with points invested than GW3.
    Post edited by tobiashirt on
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    redvengeredvenge Member Posts: 1,425 Arc User
    nikeix wrote: »
    The defining characteristic of star fleet captains was their dedication to the people of the Federation. You're listing all the ones who DIDN'T make ultimate sacrifices. I'd place every single one of those broken hulls around Wolf 359 ahead of every 'hero captain' on your list for "stepped up and did their job."
    "Cheating death" comes up in far more stories than "ultimate sacrifice". Interesting that you chose Wolf 359 (a pointless tragedy) in your comparison with RRfLS (another pointless tragedy).
    nikeix wrote: »
    To quote the 70 Maxims of Maximally effective mercenaries, Maxim 20: If you're not willing to shell your own position, you're not willing to win. The problem isn't that RPfLS is ghoulish - its' that everything else is trivial.
    Not sure what this has to do with the common themes in Star Trek.
    nikeix wrote: »
    This should be the most gutsy, awesome "I'll sacrifice it all to hold that line" move in the game with that name. It should swing battles for entire worlds.
    Letting your crew die from asphyxiation or extreme temperatures is not gutsy. It's stupid. Especially since a captain would typically do this 2 or 3 times over the course of a battle. And captains have many battles over the course of their career...

    I'm reminded of the Druuge from Star Control. Feeding your crew to the furnace for more power. This does not seem very Trek to me.
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    edited March 2017
    PICARD: Geordi, divert all power to the engines. Take it from life support if you have to -- give me everything you've got.

    and guess what...the crew didn't die of either asphyxiation or extreme temperatures​​
    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.
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    lianthelialianthelia Member Posts: 7,825 Arc User
    Yay...another torp nerf when they're already so bloody useless!

    10% of their damage...so in other words 10% of nothing if the target even has the slightest sliver of health. Why the hell do you devs hate torps so much?
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    asuran14asuran14 Member Posts: 2,335 Arc User
    I can deal with the changes that keep pushing back torps, since innately torps have a draw back that keeps them behind. Which is that they get a static 75% damage reduction from any shield facing they impact that is still up (even if it is only one shield hit point), which cause them to vastly less appealing to slot than another beam weapon in most cases.

    A change to make the damage reduction incurred by impacting a shield facing with a torp being more of a variable one compared to a static one, with the strength of the buff being based on how much of that shield facing's hit point are remaining would work more towards making torps more viable an appealing to use. Even if you kept it that at the 10% remaining hp on a shield facing reducing the damage of a torp's damage by 25-35% would make many players rethink leaving them out of builds, and still needing to know when to use the torp effectively.
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