Please use this thread to post feedback and issues found for the new Competitive Wargames Reputation
Competitive Wargames Reputation:
- This reputation was designed to reward those who participate in War Game Scenarios to better learn to work together with other members of the Alliance.
- Use new Wargame Marks and Assessed Stratagems to progress through the reputation to earn new rewards.
- Wargame Marks can be earned in:
- Core Assault Queue
- Binary Circuit Queue
- A soon to be released to Tribble queue
- Assessed Stratagems can be earned in:
- Advanced and Elite versions of any Wargame Scenario Queue.
- Please visit the Tribble Test console on Drozana Station to view many of the rewards from this reputation.
- This is still a work in progress.
- For more details, please visit the Competitive Wargames blog at: https://www.arcgames.com/en/games/star-trek-online/news/detail/10460633-the-competitive-wargames-reputation
Comments
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
Why do the special mines always do such low damage compared to basic mines?
My normal Quantum mine is 7468 damage x4
Modulating Competition Mine is 5227.8 x4 (with an extra DMG mod over the normal mine)
Tethered Quantum Mine 7,468.2 x2 !!!!
So the Tethered mine even with the extra hits from Tethered does around half the damage of a basic mine launcher making it a waste of time to use and the new Modulating Competition mine even with the extra damage looks to do far less damage then basic mines on average during use. Surly the special mines should be better than the normal mines?
Slotting in a Modulating Competition Mine or Tethered Quantum Mine over a normal mine seems to give me a large drop in DPS output.
The Tethered Mine needs updating so it drops 4 mines like the rest of the Quantum Mines and unless I underestimated the Modulating Competition damage boost the base damage needs boosting. It rarely gets chance to build up to 30seconds and so ends up doing less damage then Quantum mines and if you use dispersal patterns any mines in the field fade away and are replaced every 30seconds. Typical mine life span is only around 15 seconds or less in combat.
On the other hand I did find the set bonus well designed and thank you for showing mine range.
It feels like a mash up of the omega rep KDF shield (placate) and the Aegis shield (Kinetic resistance) into a resilient shield array.
I feel PvP could do with less placates to be honest, but in this case I'm not going to complain. It should especially be useful for people new to PvP (obviously the placate is useless in PvE)
The kinetic+physical resists are always useful in PvP, especially vs torp boats. It should also mean the shield would actually be useful in a Borg STF, even with all the shield drains.
Deflector Array
It's a good deflector, though nothing special (except for the weapon specialisation stat). If I'm not too bothered about the set bonuses I'd probably take something else.
Warp Core
Okay, I like the warp core power based stat buff. It's pretty poor for PvE, especially compared to other cores like the Iconian core, but for PvP it may make a huge difference.
Impulse Engines
The base stats are nothing special compared to the Iconian Hyper-Impulse engines, but the proc more than makes up for it and really makes them the fastest engines in the game (by a huge margin).
I'm going to kick myself for saying this, but the speed buff feels a tad over the top. I'm actually thinking of keeping a boff power on reserve just to trigger it when running away.
Set bonuses
2-piece bonus: Nothing great, but still quite nice. Equipping the deflector and shield should make for a nice buff to crits.
3-piece bonus: The problem with how resistances are handled is that the more tankier you are, the less useful this ability is.
4-piece bonus: Will be mildly annoying in a 1v1, but only mildly (which is a good thing). I'm thankful it's not a shield penetrating attack or a damage boosting ability.
In some ways the Prevailing space set is like a greatest hits of the older space sets. Placate from the Omega rep KDF shield, weapon specialisation stat from the Romulan engines, kinetic resists from the Aegis shield.
Overall it really does feel like a PvP set. Some of it will be useful in PvE (the deflectors weapon specialisation stat, the shields crit boost), but mostly it does seem to be designed around PvP and giving new PvPers a set that gives them a fighting chance. The 1 second placate for example will be utterly useless in PvE, but can give you a distinct advantage in PvP.
I quite like it, might even mix it up with the Iconian set (2-piece Iconian and 2-piece Prevailing).
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
I would also recommend that these consumables should not buff you for taking someone down, but give a buff for being taking down, to enable come backs that keep the game exciting instead of punishing the first failure with making the enemy even tougher to beat. It's already hard enough to recover from a loss in PvP, total team wipes are more common.
For similar reasons, some kind of consumables to teleport yourself to the rest of the team mates (or just one team mate) would be nice. Because one the first player in the team is respawning and has to run back to his team after that, chances are high that his team is going to be murdered without him, and then they all respawn solo somewhere and have to regroup, allowing the team to pick them off one by one.
the current version of the traits increases the chance of very one-sided matches, which tend to be boring to frustrating. PVP is more interesting when the matches are close and there is actually a chance for comebacks. So my idea would be to let a defeated player drop a buff that benefits his team, giving them some improved survival chances until the team is back to full strength.
Avenge Me! (Passive) - Tier 3 – Ground
Fight On! (Passive) - Tier 4 – Space
apparently you missed the word 'Bonus' in the description
#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 15m range just seems like a extreme limitation for what you get and doesn't give the weapon a chance as most will pass it by for something with more range.
The suggestion to drop a buff for your team WHEN killed is the right call. Promoting a tense battle that allows for the team down a player to come back and turn the tide is what you want to promote, not a steamroll after the first kill.
In addition, the Tier 5 'Forced Challenge' click power of forcing movement on players doesn't really fit the Star Trek setting. Tractor beams and gravity wells, but not a 'turn to face attacker'. In play, being turned by a power would feel more like a bug than a feature of battle (which is something you want to avoid). I would suggest a replacement that aligns with the PvP setting:
Forced Challenge: While active, you and your target may not gain the benefit of Immunity powers (including things like Continuity).
You are exposing yourself to a final outcome, while ensuring your own efforts will be felt by your target.
-snix
Agree with you..
David
*** Aktiv since 03.06.10 ***
Yeah 'bonus' is key when looking at damage resistance boosts. It makes it infinitely more valuable than if 'bonus' was absent. I just wish it was all damage bonus resistance instead of just energy bonus damage resistance.
also the proc does not show in the tooltips of Ionic Turbulance and Evade Target Lock, which have CtrlX effects, but i don't have the means to test those
The GM who first elevated this issue confirmed that it is a bug, and recommended reporting it here.
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