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Solving the Tactical Skill Tree Problem (the Projectiles vs Beams War)

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  • corelogikcorelogik Member Posts: 1,039 Arc User
    edited May 2017
    azrael605 wrote: »
    I have never run a ship that didn't carry both beams & torpedoes. Never had any problems doing so either.

    Same here. Have always ran both, never felt like I was being forced or made to choose. My builds may not be doing top DPS, but then, I don't care if they do. I have no issues playing anything I try and all enemies fall fast enough to suit me.

    So, yeah, sounds like a "DPS chaser" problem to me,... not one "normal" players routinely face,...
    "Go play with your DPS in the corner, I don't care how big it is." ~ Me
    "There... are... four... lights!" ~Jean Luc Picard
  • warpangelwarpangel Member Posts: 9,427 Arc User
    <sigh>

    It's not a problem as in "can't play content with mixed builds" (because you can run content in this game with pretty much anything). It's a problem as in "the game penalizes mixed builds." Which, it probably shouldn't.

    So to all the people who come here to mention how they have no problem playing content, I can only say: "Well, duh." :)
  • highlord83highlord83 Member Posts: 229 Arc User
    I'm of the belief that the tactical tree needs a complete rework anyway. Most of it's skills are simply +% on damage and crit, which really is just plain boring. Of course most people will dump at least six points into the Tac tree. Why wouldn't they? It's essentially a free upgrade.

    I'd actually completely strip the +damage skills out of the tree. We've already got engineering skills that increase weapon subsystem power, which provides a damage buff. The tac skills just add in another layer. Instead, the tactical tree should have skills that enhance, you know, Tactics.

    Skills that widen the range for flanking and increases flanking bonuses, Skills that increase engagement range and skills that increase stealth and acceleration. Those are the things that decide actual battle. The tactical tree should be the tree that adds and improves tactical options, not just increases damage done. Improve upon skills and abilities that allow the player to control the engagement, not just get bigger numbers.

    This would also have the side benefit of knocking down some of the asinine DPS numbers that have been a problem. Make the tactical tree one that encourages skilled piloting, rather than just "weapons full, click FAW to victory."
    "So you walk eternally through the shadow realms, standing against evil where all others falter. May your thirst for retribution never quench, may the blood on your sword never dry, and may we never need you again."
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  • gannadenegannadene Member Posts: 81 Arc User
    warpangel wrote: »
    <sigh>

    It's not a problem as in "can't play content with mixed builds" (because you can run content in this game with pretty much anything). It's a problem as in "the game penalizes mixed builds." Which, it probably shouldn't.

    So to all the people who come here to mention how they have no problem playing content, I can only say: "Well, duh." :)

    Yeah, that surprised me. A lot of enablers on the cryptic forums. Especially when I opened the post with a citation from a developer mentioning how it's an issue. Hell, one of the first S13 Tribble builds had the tactical tree changed already. It just got rolled back because it was lower priority.
    highlord83 wrote: »
    I'd actually completely strip the +damage skills out of the tree. We've already got engineering skills that increase weapon subsystem power, which provides a damage buff. The tac skills just add in another layer. Instead, the tactical tree should have skills that enhance, you know, Tactics.

    In most games, a skill tree is exactly that: where you get most of your skills, or at least are authorized with stats to use skills from a pool you've obtained. In STO, it's not a skill tree so much as an attribute tree. So a huge chunk of damage comes from it. Removing all the +damage values from it (while certainly my dream come true) would be obscenely complicated, since the whole balance of the game is so deeply rooted into its body.

    There's a lot to be said of things like being able to max out your drain/exotic damage with 6 points in the whole Sci tree. In most games you'd have to specialize and roll 27 points deep in the tree to do that (which is basically what you have to do in the Tac tree.) But you'd also get free rerolls any time you're back at a dock, so you'd be encouraged to go out and buy new types of equipment and try new builds. STO's build system is pretty messy, and actually works against their own business model. Which you'd think would make them prioritize it more.

    I think a core problem with changing the tree to be more about tactics is that there aren't many tactical options to choose from in STO. Equipment type and abilities, certainly, but not actual tactics. You maintain close distances if possible to get higher damage numbers, and try to fly behind enemies when you can for critical flanks. And that's about it. It's hard to build a tree around tactical options when most of them just amount to things like Gravity Welling a bunch of enemies and dumping AoE attacks into the pile. I can't see STO's tree ever changing like that (they've never been aggressive with changing it, even when they had a completely different interface.) And you'd need to take the lost damage and put it somewhere that isn't the skill tree, because there's a LOT of it.
  • xorvxorv Member Posts: 75 Arc User
    It's not hard to have both in the skill tree. The problem of discouraging mixed builds is more in the consoles than anything else IMO.
  • discojerdiscojer Member Posts: 533 Arc User
    I think the real problem is that ships should not simply have interchangeable weapon slots. There should be weapon specific slots depending on the ship. Torpedoes in particular should be like the new heavy weapon slot
  • legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    edited May 2017
    discojer wrote: »
    I think the real problem is that ships should not simply have interchangeable weapon slots. There should be weapon specific slots depending on the ship. Torpedoes in particular should be like the new heavy weapon slot

    one thing from SFC (and BC, for that matter) that i actually prefer to STO; weapon-specific slots - which are linked to actual firepoints on the ship itself, so you never got nonsense like beams firing from what is clearly a torpedo tube or cannon mount​​
    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

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  • gannadenegannadene Member Posts: 81 Arc User
    discojer wrote: »
    I think the real problem is that ships should not simply have interchangeable weapon slots. There should be weapon specific slots depending on the ship. Torpedoes in particular should be like the new heavy weapon slot

    one thing from SFC (and BC, for that matter) that i actually prefer to STO; weapon-specific slots - which are linked to actual firepoints on the ship itself, so you never got nonsense like beams firing from what is clearly a torpedo tube or cannon mount​​
    The problem with that is you're locked into running a specific build on every ship. A hybrid. No beam boats, no torp boats. No alterations allowed. Not very fun, and not a good solution.

    Several solutions have been offered up as alternatives to lazily making specific slots torpedo or beam only. Give weapons size classes so specific types of weapons can fit (or be wasted in) specific slots. A Resident Evil box style system, where as long as you can physically orient the weapon within the ship's array system, you can use it. A BV system that accelerates costs if you have too many of the same type, etc.

    Although personally, I think that is just an elaborate way to once again force everyone to use hybrid builds, when the choice to do so should be a natural one. Fixing the tac tree and console and trait benefits is a much easier solution, rather than handcuffing everyone into using 1 torp fore and aft when they may not want to.
  • asuran14asuran14 Member Posts: 2,335 Arc User
    edited May 2017
    Though I would also make a bit of a change to how beams, torpedoes, and cannons work against hulls an shields kinda. Similar to how torpedoes are quite effective against hulls yet weak against shields, I would also do the same yet reversed with cannons that they are quite effective against shields yet less so against hulls, but that beams are the middle ground being equally effective against both.

    If we were going the route of having ships with weapon specific slots than it could be interesting actually, but would need a fundamental change to many systems of the game most likely. If we to see something like this done in sto, than we might see the various ships made to have one of several weapon slot loadouts that either are unique to that ship, such as that certain escorts might have a weapon slot loadout that are more torpedo oriented or that some cruisers might have a more cannon or beam loadout. While there is the other idea of that you as a player can choose between several weapon slot loadout on any ship, but that these loadouts might be slightly tweaked based on the ship type, yet that would almost mimic in many ways we have the weapon slot loadouts now.

    I actually would not mind seeing a new three pack of ships that have traits that actually work towards making synergy between different weapon types being used together on a single ship. Whether that be a form of using one weapon type would stack up a buff that is tied to another weapon type, or that using one weapon type might give some form of additional effect to another weapon's weapon buff (like that using cannons might give you a chance to cause torpedo high-yield to fully bypass the target's shields).
    Post edited by asuran14 on
  • nickodaemusnickodaemus Member Posts: 711 Arc User
    I have only a handful without, but usually for a particular reason. Most of my ships have just one up front, and I have one that has one which is rear firng only. Depends on what I am trying to do with the build.
  • pottsey5gpottsey5g Member Posts: 4,177 Arc User
    edited May 2017
    IMO if you want a beam build do beam skills if you want a torp build do torp skills.

    Bear in mind they nerfed torpedos really really bad with season 13 though.
    What nerf to torpdeos? All I have seen is a large buff in a lot of areas. Some of my torpedo ships tripled in DPS output. The one area they did pre nerf was the new competitive mine which is useless but the rest of mines got a large buff as well as torps.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    gannadene wrote: »
    discojer wrote: »
    I think the real problem is that ships should not simply have interchangeable weapon slots. There should be weapon specific slots depending on the ship. Torpedoes in particular should be like the new heavy weapon slot

    one thing from SFC (and BC, for that matter) that i actually prefer to STO; weapon-specific slots - which are linked to actual firepoints on the ship itself, so you never got nonsense like beams firing from what is clearly a torpedo tube or cannon mount​​
    The problem with that is you're locked into running a specific build on every ship. A hybrid. No beam boats, no torp boats. No alterations allowed. Not very fun, and not a good solution.
    I think no one would have batted an eye if that is how they had introduced the game in the first place. "Of course every ship has energy weapons and projectile weapons, that's how things work in Star Trek".

    You still have plenty of build options this way. You can still decide whether you want cannons or beams (or a mix), you can decide what type of torpedo your ship is going to use.

    But I have doubts that this is something Cryptic is willing to change.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • potasssiumpotasssium Member Posts: 1,226 Arc User
    On some of my 5/3 ships I have been known to run double torpedoes in front, with all else being energy. Can be fun with things that boost photon and Disruptors, as well as running 2pc KHG set.

    At most I could see tweaking some of the tactical skills so that successful energy hits increase shield penetration of kinetic damage or increase the critical hit chance of kinetic damage weapons.
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  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    I never had a problem with hybrid builds until they inexplicably decided to nerf the **** out of Kinetic Shearing. :(

    *sorry*
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • ltminnsltminns Member Posts: 12,569 Arc User
    See the new R&D Promo for a boost to Kinetic. Well played, well played.
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  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    pottsey5g wrote: »
    IMO if you want a beam build do beam skills if you want a torp build do torp skills.

    Bear in mind they nerfed torpedos really really bad with season 13 though.
    What nerf to torpdeos? All I have seen is a large buff in a lot of areas. Some of my torpedo ships tripled in DPS output. The one area they did pre nerf was the new competitive mine which is useless but the rest of mines got a large buff as well as torps.

    Quantum Phase had a fix in its HY component so that it can now drain the main target's shields.
    Gravimetric received both a fix and a buff - fix to the coefficients of EPG and ControlX for the rift procs, and a buff to # of rift procs under TS (One rift per target w/ 100% proc rate), and HY has a buff to the projectile damage.

    The nerf primarily came from the torpedo special ability throughput, where you have a BOff lockout between firing a torpedo special ability and TS/HY. It's annoying, and is a far greater impact than the OKS change. My guess that it was done for PvP purposes (preventing chambering of a TS, then queue a HY and unleash both back-to-back, or TS/HY overlap, or TS first, then a quick HY, then CF or console-torp barrage.. see my videos for demonstrations of all of the above), but it severely crippled the PvE throughput.
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • nightkennightken Member Posts: 2,824 Arc User
    ltminns wrote: »
    See the new R&D Promo for a boost to Kinetic. Well played, well played.

    is it strange that is not on my list of reasons for wanting one?


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  • lianthelialianthelia Member Posts: 7,825 Arc User
    ltminns wrote: »
    See the new R&D Promo for a boost to Kinetic. Well played, well played.

    Yup, just proves my point...if they really wanted to make things more equal they could have done it.

    Instead if we want a boost we need to pay through the nose for it...and we need to sacrifice even more because the stupid weapon has a penalty to hit on it.

  • lianthelialianthelia Member Posts: 7,825 Arc User
    nightken wrote: »
    ltminns wrote: »
    See the new R&D Promo for a boost to Kinetic. Well played, well played.

    is it strange that is not on my list of reasons for wanting one?

    Only two reasons I want one...because it buffs kinetic damage...and because there are so few heavy weapons currently...but I will never get one because I sure as hell am not going to pay a billion ec for just weapon...so I'll never see one.
  • pottsey5gpottsey5g Member Posts: 4,177 Arc User
    edited May 2017
    pottsey5g wrote: »
    IMO if you want a beam build do beam skills if you want a torp build do torp skills.

    Bear in mind they nerfed torpedos really really bad with season 13 though.
    What nerf to torpdeos? All I have seen is a large buff in a lot of areas. Some of my torpedo ships tripled in DPS output. The one area they did pre nerf was the new competitive mine which is useless but the rest of mines got a large buff as well as torps.

    Quantum Phase had a fix in its HY component so that it can now drain the main target's shields.
    Gravimetric received both a fix and a buff - fix to the coefficients of EPG and ControlX for the rift procs, and a buff to # of rift procs under TS (One rift per target w/ 100% proc rate), and HY has a buff to the projectile damage.

    The nerf primarily came from the torpedo special ability throughput, where you have a BOff lockout between firing a torpedo special ability and TS/HY. It's annoying, and is a far greater impact than the OKS change. My guess that it was done for PvP purposes (preventing chambering of a TS, then queue a HY and unleash both back-to-back, or TS/HY overlap, or TS first, then a quick HY, then CF or console-torp barrage.. see my videos for demonstrations of all of the above), but it severely crippled the PvE throughput.

    I didn't notice the Quantum Phase changes as I replaced it with a Delphic Distortion torp as soon as that one came out. Personally I have not noticed a problem with the lockout and my projectile DPS increased a massive amount after the balance pass so I struggle to see the changes as an overall nerf. My current projectile setup is more fun, does more damage per hit and with more DPS after the new equipment and balance changes.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    pottsey5g wrote: »
    pottsey5g wrote: »
    IMO if you want a beam build do beam skills if you want a torp build do torp skills.

    Bear in mind they nerfed torpedos really really bad with season 13 though.
    What nerf to torpdeos? All I have seen is a large buff in a lot of areas. Some of my torpedo ships tripled in DPS output. The one area they did pre nerf was the new competitive mine which is useless but the rest of mines got a large buff as well as torps.

    Quantum Phase had a fix in its HY component so that it can now drain the main target's shields.
    Gravimetric received both a fix and a buff - fix to the coefficients of EPG and ControlX for the rift procs, and a buff to # of rift procs under TS (One rift per target w/ 100% proc rate), and HY has a buff to the projectile damage.

    The nerf primarily came from the torpedo special ability throughput, where you have a BOff lockout between firing a torpedo special ability and TS/HY. It's annoying, and is a far greater impact than the OKS change. My guess that it was done for PvP purposes (preventing chambering of a TS, then queue a HY and unleash both back-to-back, or TS/HY overlap, or TS first, then a quick HY, then CF or console-torp barrage.. see my videos for demonstrations of all of the above), but it severely crippled the PvE throughput.

    I didn't notice the Quantum Phase changes as I replaced it with a Delphic Distortion torp as soon as that one came out. Personally I have not noticed a problem with the lockout and my projectile DPS increased a massive amount after the balance pass so I struggle to see the changes as an overall nerf. My current projectile setup is more fun, does more damage per hit and with more DPS after the new equipment and balance changes.

    Out of curiosity, are you firing Delphic HY1's more often at your targets? What other torps do you run? IIRC, you have a Sci-Torp build, correct?

    I'd like for you to note the Delphic HY1 projectile damage vs the HY2 and 3 projectile damage. Please tell me which one does more damage without crits coming into play. :)
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
  • pottsey5gpottsey5g Member Posts: 4,177 Arc User
    edited May 2017
    pottsey5g wrote: »
    pottsey5g wrote: »
    IMO if you want a beam build do beam skills if you want a torp build do torp skills.

    Bear in mind they nerfed torpedos really really bad with season 13 though.
    What nerf to torpdeos? All I have seen is a large buff in a lot of areas. Some of my torpedo ships tripled in DPS output. The one area they did pre nerf was the new competitive mine which is useless but the rest of mines got a large buff as well as torps.

    Quantum Phase had a fix in its HY component so that it can now drain the main target's shields.
    Gravimetric received both a fix and a buff - fix to the coefficients of EPG and ControlX for the rift procs, and a buff to # of rift procs under TS (One rift per target w/ 100% proc rate), and HY has a buff to the projectile damage.

    The nerf primarily came from the torpedo special ability throughput, where you have a BOff lockout between firing a torpedo special ability and TS/HY. It's annoying, and is a far greater impact than the OKS change. My guess that it was done for PvP purposes (preventing chambering of a TS, then queue a HY and unleash both back-to-back, or TS/HY overlap, or TS first, then a quick HY, then CF or console-torp barrage.. see my videos for demonstrations of all of the above), but it severely crippled the PvE throughput.

    I didn't notice the Quantum Phase changes as I replaced it with a Delphic Distortion torp as soon as that one came out. Personally I have not noticed a problem with the lockout and my projectile DPS increased a massive amount after the balance pass so I struggle to see the changes as an overall nerf. My current projectile setup is more fun, does more damage per hit and with more DPS after the new equipment and balance changes.

    Out of curiosity, are you firing Delphic HY1's more often at your targets? What other torps do you run? IIRC, you have a Sci-Torp build, correct?

    I'd like for you to note the Delphic HY1 projectile damage vs the HY2 and 3 projectile damage. Please tell me which one does more damage without crits coming into play. :)
    I used to use High Yield Grav torps focused around extending how long the grav yields last.

    At the moment I use Delphic, Neutronic, Hargh’Peng, Trans Cluster. It’s less effective but sometimes I take out the Neut and fit a Bio-neul warhead. I do this due to bad joints which mean auto fire use. This way the Spread is guaranteed to be from one of the hard hitting torps without having to worry about extra manual fire clicks.

    Rear is support Beam, Modulating Mine, Task force torp. The idea of my build is to boost minimal base damage and hit hard not sustained high DPS.

    Tac powers are x2 Kemo. TT x2, Spread 3 and Pattern beta3 with Con fire power 2 & 3 in my ENG slot. I relay on cooldowns to use spread 3 around every 20 seconds ish and the 2nd kemo is a wasted slot.

    Without buffs sitting outside ESD Delphic HY1 is 74,308, HY2 is 71,890, HY3 is 73,776

    As for firing HY1 yes I do seem to be firing more of them and when my main target dies con fire power seems to move onto the next target if there is time left. I lost count how often the main target dies and I hit the next target with 2+ HY1's. Have you experienced that with con fire power? It no longer seems to be a single target power.

    Due to how I build the lock out change had zero impact on me. I didn’t realise how bad the lock out is for other types of builds as it never triggers for me.

    Last time we spoke you didn’t use mines has that changed with the mine update? For me the Seeking Mine subroutine is a lot better than I expected. Not only does it look nice with red target painter effects but the mines track at over 15km away. Not tested out max range as they move to slow to be useful past 15km. Its just nice to bring stay mines into the current fight area and choose which target the mines hit instead of nearest.

    Post edited by pottsey5g on
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