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Anyone noticing that the enemy keeps mega critting?

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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    trennan wrote: »
    Mega-crits. I've explained it already.

    You have made your own assumption of what the problem, nothing more. Bug report is cool and all, but we all know the Invisi-Torp issue and this isn't it. The issue is more with how enemy critical damage is scaling, my first issue was with Mines from an Orb Weaver, not a HY Invisi Torp.

    Nothing wrong with all of us throwing out ideas and suggestions, and yours are as appreciated as anyones, but lets not all start insisting that we have the answer and others aren't listening.
    Insert witty signature line here.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    trennan wrote: »
    Mega-crits. I've explained it already.

    You have made your own assumption of what the problem, nothing more. Bug report is cool and all, but we all know the Invisi-Torp issue and this isn't it. The issue is more with how enemy critical damage is scaling, my first issue was with Mines from an Orb Weaver, not a HY Invisi Torp.

    Nothing wrong with all of us throwing out ideas and suggestions, and yours are as appreciated as anyones, but lets not all start insisting that we have the answer and others aren't listening.


    ^^ 100 This!

    Oh, and it really isn't the invisi-torps.
    3lsZz0w.jpg
  • trennantrennan Member Posts: 2,839 Arc User
    edited July 2018
    meimeitoo wrote: »
    trennan wrote: »
    Mega-crits. I've explained it already.

    You have made your own assumption of what the problem, nothing more. Bug report is cool and all, but we all know the Invisi-Torp issue and this isn't it. The issue is more with how enemy critical damage is scaling, my first issue was with Mines from an Orb Weaver, not a HY Invisi Torp.

    Nothing wrong with all of us throwing out ideas and suggestions, and yours are as appreciated as anyones, but lets not all start insisting that we have the answer and others aren't listening.


    ^^ 100 This!

    Oh, and it really isn't the invisi-torps.

    I'm aware of what others are saying. For me, I'm going by what I've seen. On my geared character, I'm not seeing any mega-crits. That could be because I have Miracle Worker seated as my primary specialization, which gives me Crit Resistance. Plus my build is more balanced for damage and defense. Perhaps a bit more on the defensive side than I was going for.

    Have I been one-shotted in ViL? Of course. But for me, since my build is set to be balanced, and not glass cannon, it's only when something fails to render. On my less geared character, I feel it a bit more. But, I expect this, since most of them are still running at most VR Mk XII gear, and may have 1 or 2 specializations filled.

    So, could it be that perhaps the mega-crit here, is one way for Cryptic to balance out against glass cannons? Why, yes it is.

    Is it possible that their CritH and CritD could be set a touch to high? Of course.

    Did anyone other than me stop to consider this? I can't really say.

    But, this is plausible, and thinking on it this way, it makes a bit more sense. I mean, being one-shot killed is a good repercussion for building a glass cannon. Just some food for thought there.

    Edit: Forums Langolears, Begone!
    Mm5NeXy.gif
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    trennan wrote: »
    meimeitoo wrote: »
    trennan wrote: »
    Mega-crits. I've explained it already.

    You have made your own assumption of what the problem, nothing more. Bug report is cool and all, but we all know the Invisi-Torp issue and this isn't it. The issue is more with how enemy critical damage is scaling, my first issue was with Mines from an Orb Weaver, not a HY Invisi Torp.

    Nothing wrong with all of us throwing out ideas and suggestions, and yours are as appreciated as anyones, but lets not all start insisting that we have the answer and others aren't listening.


    ^^ 100 This!

    Oh, and it really isn't the invisi-torps.

    I'm aware of what others are saying. For me, I'm going by what I've seen. On my geared character, I'm not seeing any mega-crits. That could be because I have Miracle Worker seated as my primary specialization, which gives me Crit Resistance. Plus my build is more balanced for damage and defense. Perhaps a bit more on the defensive side than I was going for.

    Have I been one-shotted in ViL? Of course. But for me, since my build is set to be balanced, and not glass cannon, it's only when something fails to render. On my less geared character, I feel it a bit more. But, I expect this, since most of them are still running at most VR Mk XII gear, and may have 1 or 2 specializations filled.

    So, could it be that perhaps the mega-crit here, is one way for Cryptic to balance out against glass cannons? Why, yes it is.

    Is it possible that their CritH and CritD could be set a touch to high? Of course.

    Did anyone other than me stop to consider this? I can't really say.

    But, this is plausible, and thinking on it this way, it makes a bit more sense. I mean, being one-shot killed is a good repercussion for building a glass cannon. Just some food for thought there.

    Edit: Forums Langolears, Begone!

    It has nothing to do with 'glass cannons.'

    When a mine from an Orb weaver deals 250k in one hit you can be as 'tanky' as you want.. you're dead. These are hits so massive they will kill anything hopelessly in one single shot.

    If this was their way of dealing with Glass Cannons, this approach would actually do the exact opposite. If I know that hits are going to be so massive that I can't take the hit no matter what, then what would be the point of defense at all? If this was an intentional design choice, players would do the logical thing and forgo all defense entirely since it obviously wouldn't matter anyway. Why build a tank when you take a quarter million damage in a single hit? You can't make a ship that survives that.. so TRIBBLE it.. I am going 'balls to the wall' on offense.

    I appreciate that your'e trying to help, but I really don't think you're listening to what anyone is saying. It's not a bunch of people that don't know how to build crying because their terrible build can't hang. Many of these players reporting this issue are players that absolutely know what they're doing.. there is a game issue here rather you choose to acknowledge it or not.
    Insert witty signature line here.
  • trennantrennan Member Posts: 2,839 Arc User
    trennan wrote: »
    meimeitoo wrote: »
    trennan wrote: »
    Mega-crits. I've explained it already.

    You have made your own assumption of what the problem, nothing more. Bug report is cool and all, but we all know the Invisi-Torp issue and this isn't it. The issue is more with how enemy critical damage is scaling, my first issue was with Mines from an Orb Weaver, not a HY Invisi Torp.

    Nothing wrong with all of us throwing out ideas and suggestions, and yours are as appreciated as anyones, but lets not all start insisting that we have the answer and others aren't listening.


    ^^ 100 This!

    Oh, and it really isn't the invisi-torps.

    I'm aware of what others are saying. For me, I'm going by what I've seen. On my geared character, I'm not seeing any mega-crits. That could be because I have Miracle Worker seated as my primary specialization, which gives me Crit Resistance. Plus my build is more balanced for damage and defense. Perhaps a bit more on the defensive side than I was going for.

    Have I been one-shotted in ViL? Of course. But for me, since my build is set to be balanced, and not glass cannon, it's only when something fails to render. On my less geared character, I feel it a bit more. But, I expect this, since most of them are still running at most VR Mk XII gear, and may have 1 or 2 specializations filled.

    So, could it be that perhaps the mega-crit here, is one way for Cryptic to balance out against glass cannons? Why, yes it is.

    Is it possible that their CritH and CritD could be set a touch to high? Of course.

    Did anyone other than me stop to consider this? I can't really say.

    But, this is plausible, and thinking on it this way, it makes a bit more sense. I mean, being one-shot killed is a good repercussion for building a glass cannon. Just some food for thought there.

    Edit: Forums Langolears, Begone!

    It has nothing to do with 'glass cannons.'

    When a mine from an Orb weaver deals 250k in one hit you can be as 'tanky' as you want.. you're dead. These are hits so massive they will kill anything hopelessly in one single shot.

    If this was their way of dealing with Glass Cannons, this approach would actually do the exact opposite. If I know that hits are going to be so massive that I can't take the hit no matter what, then what would be the point of defense at all? If this was an intentional design choice, players would do the logical thing and forgo all defense entirely since it obviously wouldn't matter anyway. Why build a tank when you take a quarter million damage in a single hit? You can't make a ship that survives that.. so **** it.. I am going 'balls to the wall' on offense.

    I appreciate that your'e trying to help, but I really don't think you're listening to what anyone is saying. It's not a bunch of people that don't know how to build crying because their terrible build can't hang. Many of these players reporting this issue are players that absolutely know what they're doing.. there is a game issue here rather you choose to acknowledge it or not.

    I'm not saying it's fully intentional. But, when looking at it. I can't say to much. I mean, I run right at a 94% CritD, and I've seen 50k+ on critical hits, especially from my Voice of the Prophets. I've seen others hitting 60 or 70K+ from Beam Overload.

    Looking at it from both sides, this means there is a problem in the CritD area. For the NPCs this is likely a scaling issue, where they're CritD is jumping up higher than it should. One of those issues that crops up on the live server, but wasn't on the test server. Especially if they're trying to balance the NPC damage against an average for Player damage.

    Then again this could also be a CritD problem on both sides of the coin. Since with 94% CritD, I really shouldn't see hits like 50K from any of my weapons. If I were ramp up my CritD to higher, I could potentially cross 100K on critical hits.

    On this, we'd have to look at Player critical damage. I'm not one to parse, so I can't track such things. For those that do, especially for the high CritD players. Compare your crits and the NPCs. Then, here we also have to take in to account, the NPC health and shield pool and resistances are also set higher than the Players. So players can maintain a steady rate of DPS.

    For me, looking at it this way, and having seen 50K+ crits from one of my weapons, and looking at my ship. Which is currently a Maquis Raider, on balanced build, well probably more defensive than I was going for. The build itself is something I put together for the Xyfius Heavy Escort. But, with the Raider I have 84K health, a 50K crit is almost a one shot to my own ship.

    Looking at this, tells me there is a problem in the CritD area. As to whether this problem is both player and NPC, or just on the NPC side of the coin, I cannot say. But, with all the information here, one can surmise that there is a problem on the NPC side of it. This could be a scaling issue. Or it could simply be set to high, and the scaling is working properly. It's just ramping the NPCs CritD up higher than it should be.

    Then again, the CritD and scaling side of this could be working properly. But, for some reason these could be just ignoring things like shields and resistances. Which is what reminded me of the old render problem. Which it is is possible for this to happen, and if it is this, it would explain the mega-crit as well. Since, by ignoring shields and resistances it's doing 100% damage to your ship, without adjustments.

    Which is what I'm doing. I'm not overlooking all the information. I'm just trying to break it down into the ballpark of the problem area(s). Which seems to be in the CritD, or ignoring shields/resistances area. This, the dev's will have to figure out. As we can only point in the general direction of said problem.
    Mm5NeXy.gif
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    coldnapalm wrote: »
    Okay so here's the deal. NPV have MILLIONS of HP...we have like 100k HP. That is why we, as the players need to do 50k+ hits...and why the NPC doing 300k+ damage by the NPC is BAD. Plain and simple, this is a bug. It's not a game design issue unless we are gonna assume that cryptic is full people so dam stupid that they should not be a dev. Like at all. I mean yeah, I assume cryptic devs to be bad...but not THAT bad. Other than these mega crits, the game system actually semi works other than the rather LARGE skill gap issue.

    Exactly this.

    Plus this is a fairly new thing, it popped up recently and seems very random. It's a bit too uneven to be an intentional 'game design' option.

    I know part of the hesitance some people have is the fact that they themselves have not experienced this. Trust me, I get it. When this thread was started, I thought the same.. that it was probably imagination, bad builds, bad luck or something else. Then I saw a couple people who's opinions I trust talking about it and started to consider it. Then I experienced it.

    To this day, I have only seen this issue in one place, the Tholian Red Alert. You can take some unreal hits in that thing. Others have seen it other places though. The random and varied nature of this bug threatens to make it rather hard to replicate so this could be an issue for some time. But nonetheless, it's a very real thing.. I have seen it first hand.
    Insert witty signature line here.
  • trennantrennan Member Posts: 2,839 Arc User
    coldnapalm wrote: »
    Okay so here's the deal. NPV have MILLIONS of HP...we have like 100k HP. That is why we, as the players need to do 50k+ hits...and why the NPC doing 300k+ damage by the NPC is BAD. Plain and simple, this is a bug. It's not a game design issue unless we are gonna assume that cryptic is full people so dam stupid that they should not be a dev. Like at all. I mean yeah, I assume cryptic devs to be bad...but not THAT bad. Other than these mega crits, the game system actually semi works other than the rather LARGE skill gap issue.

    Exactly this.

    Plus this is a fairly new thing, it popped up recently and seems very random. It's a bit too uneven to be an intentional 'game design' option.

    I know part of the hesitance some people have is the fact that they themselves have not experienced this. Trust me, I get it. When this thread was started, I thought the same.. that it was probably imagination, bad builds, bad luck or something else. Then I saw a couple people who's opinions I trust talking about it and started to consider it. Then I experienced it.

    To this day, I have only seen this issue in one place, the Tholian Red Alert. You can take some unreal hits in that thing. Others have seen it other places though. The random and varied nature of this bug threatens to make it rather hard to replicate so this could be an issue for some time. But nonetheless, it's a very real thing.. I have seen it first hand.

    I'm not saying I haven't seen this. For me though, it's hard to actually say if it was a one-shot or not. As at the time, I'm usually being shot at by two or three things. I've been blown up in Tholian RA in ViL, generally while fighting the bosses and everything else that goes with them. I have seen some big hit that let me scrambling to heal, as well. So, I'm not doubting the problem.

    I've seen this in Break the Circle, with tractor beam repulsors. I got hit by three, I was at 100% shields and 100% hull. By the time I was free of it, I was down to 37% hull and still at 100% shields. This is where I'm looking at the rendering problem.

    But, with the information here. We can point at the CritD area for the NPCs. As others have been pointing out, this mainly seems to be in the Torpedo/Mine area only.

    Has anyone seen this problem with the NPCs energy weapons or abilities? Or is it as everyone says here, just in the torpedo/mine area?
    Mm5NeXy.gif
  • starswordcstarswordc Member Posts: 10,963 Arc User
    trennan wrote: »
    coldnapalm wrote: »
    Okay so here's the deal. NPV have MILLIONS of HP...we have like 100k HP. That is why we, as the players need to do 50k+ hits...and why the NPC doing 300k+ damage by the NPC is BAD. Plain and simple, this is a bug. It's not a game design issue unless we are gonna assume that cryptic is full people so dam stupid that they should not be a dev. Like at all. I mean yeah, I assume cryptic devs to be bad...but not THAT bad. Other than these mega crits, the game system actually semi works other than the rather LARGE skill gap issue.

    Exactly this.

    Plus this is a fairly new thing, it popped up recently and seems very random. It's a bit too uneven to be an intentional 'game design' option.

    I know part of the hesitance some people have is the fact that they themselves have not experienced this. Trust me, I get it. When this thread was started, I thought the same.. that it was probably imagination, bad builds, bad luck or something else. Then I saw a couple people who's opinions I trust talking about it and started to consider it. Then I experienced it.

    To this day, I have only seen this issue in one place, the Tholian Red Alert. You can take some unreal hits in that thing. Others have seen it other places though. The random and varied nature of this bug threatens to make it rather hard to replicate so this could be an issue for some time. But nonetheless, it's a very real thing.. I have seen it first hand.

    I'm not saying I haven't seen this. For me though, it's hard to actually say if it was a one-shot or not. As at the time, I'm usually being shot at by two or three things. I've been blown up in Tholian RA in ViL, generally while fighting the bosses and everything else that goes with them. I have seen some big hit that let me scrambling to heal, as well. So, I'm not doubting the problem.

    I've seen this in Break the Circle, with tractor beam repulsors. I got hit by three, I was at 100% shields and 100% hull. By the time I was free of it, I was down to 37% hull and still at 100% shields. This is where I'm looking at the rendering problem.

    But, with the information here. We can point at the CritD area for the NPCs. As others have been pointing out, this mainly seems to be in the Torpedo/Mine area only.

    Has anyone seen this problem with the NPCs energy weapons or abilities? Or is it as everyone says here, just in the torpedo/mine area?

    Now that you mention it, the 166k hit I mentioned earlier was in combat range with the hive ship in "Break the Circle". I couldn't tell you if it was their TBR, though.
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  • trennantrennan Member Posts: 2,839 Arc User
    edited July 2018
    coldnapalm wrote: »
    TBR is 100% shield pen and does a damage type that is hard to resist. So basically, if it does not render and you keep running into, you will die...or get close to it. That isn't a mega crit issue. TBR just rips you apart normally. It's what rips entire teams apart in MU advanced if they let it get bad and multiple command cruisers show up.

    Good to know. I didn't know this before hand. Explains the direct damage to my hull. Thanks!

    starswordc wrote: »
    trennan wrote: »
    coldnapalm wrote: »
    Okay so here's the deal. NPV have MILLIONS of HP...we have like 100k HP. That is why we, as the players need to do 50k+ hits...and why the NPC doing 300k+ damage by the NPC is BAD. Plain and simple, this is a bug. It's not a game design issue unless we are gonna assume that cryptic is full people so dam stupid that they should not be a dev. Like at all. I mean yeah, I assume cryptic devs to be bad...but not THAT bad. Other than these mega crits, the game system actually semi works other than the rather LARGE skill gap issue.

    Exactly this.

    Plus this is a fairly new thing, it popped up recently and seems very random. It's a bit too uneven to be an intentional 'game design' option.

    I know part of the hesitance some people have is the fact that they themselves have not experienced this. Trust me, I get it. When this thread was started, I thought the same.. that it was probably imagination, bad builds, bad luck or something else. Then I saw a couple people who's opinions I trust talking about it and started to consider it. Then I experienced it.

    To this day, I have only seen this issue in one place, the Tholian Red Alert. You can take some unreal hits in that thing. Others have seen it other places though. The random and varied nature of this bug threatens to make it rather hard to replicate so this could be an issue for some time. But nonetheless, it's a very real thing.. I have seen it first hand.

    I'm not saying I haven't seen this. For me though, it's hard to actually say if it was a one-shot or not. As at the time, I'm usually being shot at by two or three things. I've been blown up in Tholian RA in ViL, generally while fighting the bosses and everything else that goes with them. I have seen some big hit that let me scrambling to heal, as well. So, I'm not doubting the problem.

    I've seen this in Break the Circle, with tractor beam repulsors. I got hit by three, I was at 100% shields and 100% hull. By the time I was free of it, I was down to 37% hull and still at 100% shields. This is where I'm looking at the rendering problem.

    But, with the information here. We can point at the CritD area for the NPCs. As others have been pointing out, this mainly seems to be in the Torpedo/Mine area only.

    Has anyone seen this problem with the NPCs energy weapons or abilities? Or is it as everyone says here, just in the torpedo/mine area?

    Now that you mention it, the 166k hit I mentioned earlier was in combat range with the hive ship in "Break the Circle". I couldn't tell you if it was their TBR, though.

    166K crit from a TBR? That's, painful. But, good info. This is pointing us more toward the CritD area, instead of just a bug in the weapons.

    I mean I know in general TBR is painful. But this is a bit over the top there. It may not have been from the TBR. But, with the damage I've seen it crank out against me. I can believe that it was. Since the swarms and swarmers don't use torps, unless there was a ravager or assembly near by.
    Mm5NeXy.gif
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  • nightkennightken Member Posts: 2,824 Arc User
    reyan01 wrote: »
    I've said it before, it really ticks me off that tractor beams of ANY kind are doing damage. That's not what they're FOR, they're NOT death rays. In Star Trek, tractor beams don't do damage (though the Borg variety can drain shields). The only exception was when they caught a 20th century fighter jet in a tractor, a craft VASTLY more fragile than anything in this game.

    Tractor Beams should not be doing damage.

    To be fair, Deflectors shouldn't behave the way they do either. They deflect things, not shoot magic situational beams.

    *looks at the deflector page on memory alpha* ummm, are you sure about that.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
  • baddmoonrizinbaddmoonrizin Member Posts: 10,914 Community Moderator
    I knew that tractor beams did direct damage, but it seems over the top since VIL. For example, I never used to die in a Tholian RA, but now it seems I get shredded every time I get near a Recluse.
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    I knew that tractor beams did direct damage, but it seems over the top since VIL. For example, I never used to die in a Tholian RA, but now it seems I get shredded every time I get near a Recluse.

    It's also really bad in the Undine Zone on the final wave holding off the Voth. The Gravity Wells they drop do an insane amount of damage, if you don't get away from it it will kill you in seconds.

    I don't mind it, it adds an element of risk, it makes it so I have to keep something in my back pocket to get away. Still, I wish I could deal that much with a GW. :smiley:
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  • echattyechatty Member Posts: 5,917 Arc User
    Gotta watch those TR some of them drop too. Get away from them or you're dead in the water. Wish my TR can do that too.
    Now a LTS and loving it.
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  • trennantrennan Member Posts: 2,839 Arc User
    reyan01 wrote: »
    I've said it before, it really ticks me off that tractor beams of ANY kind are doing damage. That's not what they're FOR, they're NOT death rays. In Star Trek, tractor beams don't do damage (though the Borg variety can drain shields). The only exception was when they caught a 20th century fighter jet in a tractor, a craft VASTLY more fragile than anything in this game.

    Tractor Beams should not be doing damage.

    To be fair, Deflectors shouldn't behave the way they do either. They deflect things, not shoot magic situational beams.

    For the game the TB and TBR are defined as a Deflector ability. In truth though, these are actually a separate thing from the Deflector Dish. These are mainly used for things like docking procedures and such.

    Think of tractor beam, this is the lasso of science.

    TBR's would be the pepper spray.
    Mm5NeXy.gif
  • starswordcstarswordc Member Posts: 10,963 Arc User
    nightken wrote: »
    reyan01 wrote: »
    I've said it before, it really ticks me off that tractor beams of ANY kind are doing damage. That's not what they're FOR, they're NOT death rays. In Star Trek, tractor beams don't do damage (though the Borg variety can drain shields). The only exception was when they caught a 20th century fighter jet in a tractor, a craft VASTLY more fragile than anything in this game.

    Tractor Beams should not be doing damage.

    To be fair, Deflectors shouldn't behave the way they do either. They deflect things, not shoot magic situational beams.

    *looks at the deflector page on memory alpha* ummm, are you sure about that.

    It does make a twisted kind of sense. A deflector shield as they're implemented in Star Trek would necessarily need to be some kind of exotic particle projector, so it's not unreasonable they could re-tune it to produce other kinds of particles.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
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  • vetteguy904vetteguy904 Member Posts: 3,923 Arc User
    I knew that tractor beams did direct damage, but it seems over the top since VIL. For example, I never used to die in a Tholian RA, but now it seems I get shredded every time I get near a Recluse.

    seems like everything bad guys have to inflict damage has a serious PEN mod
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  • ltminnsltminns Member Posts: 12,572 Arc User
    I've taken to getting right up next to or between those Tholian Capital Ships in the Red Alert. That avoids the Web Cannon.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
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    l don't know.
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  • harlequinpixieharlequinpixie Member Posts: 172 Arc User
    NPC's tend to defy the rules of the game also, as I have noticed they crit on cheese feed back pulse, yet we cannot since the change. Still, mega crits happen on occasion, and I've experienced it in random places. Though as it was mentioned, the Tholians in the red alert are happy to hit very very hard. Almost like it's on a elite setting instead of normal.
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  • trennantrennan Member Posts: 2,839 Arc User
    reyan01 wrote: »
    I've said it before, it really ticks me off that tractor beams of ANY kind are doing damage. That's not what they're FOR, they're NOT death rays. In Star Trek, tractor beams don't do damage (though the Borg variety can drain shields). The only exception was when they caught a 20th century fighter jet in a tractor, a craft VASTLY more fragile than anything in this game.

    Tractor Beams should not be doing damage.

    To be fair, Deflectors shouldn't behave the way they do either. They deflect things, not shoot magic situational beams.

    That started in TNG, when they were preparing to fight the Borg. The premise there was they main deflector needed to be drastically modified to do what it did, it wouldn't normally work that way. More, they only used it because no other part of the ship could handle the power required.

    Put another way, I agree. Deflectors shouldn't behave that way either. It's why I tend to avoid the special magic powers, and restrict my science skills to more logical, rational things, like Science Team, Polarize Hull and the like.

    Tractor Beams and TBR's though, aren't space magic, so to speak. They're not a part of the Deflector Dish. Tractor Beams have their own emitters. The damage part of the TBR is annoying.

    http://memory-alpha.wikia.com/wiki/Tractor_beam
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  • talonxvtalonxv Member Posts: 4,257 Arc User
    > @reyan01 said:
    > baddmoonrizin wrote: »
    >
    > I knew that tractor beams did direct damage, but it seems over the top since VIL. For example, I never used to die in a Tholian RA, but now it seems I get shredded every time I get near a Recluse.
    >
    >
    >
    >
    > I'm with you on this one. I play Tholian Red Alert frequently - it's probably my favourite PvE queue.
    >
    > However, whilst those Dreadnought web-cannons definitely pack a harder punch than before. I used to find that, IF hit by one, I'd be instantly down to half-health. However recently I sometimes find that they can reduce my ship to about 5% health.
    >
    > And the smaller ships seem to be able to use their web-cages more frequently too; have found myself trapped in a double-cage at least twice.

    Why when I do that queue my friend, I play a beam equipped ship and have FAW on the ready and not shooting it at ships.
    afMSv4g.jpg
    Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!

    http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
  • talonxvtalonxv Member Posts: 4,257 Arc User
    > @reyan01 said:
    > talonxv wrote: »
    >
    > > @reyan01 said:
    > > baddmoonrizin wrote: »
    > >
    > > I knew that tractor beams did direct damage, but it seems over the top since VIL. For example, I never used to die in a Tholian RA, but now it seems I get shredded every time I get near a Recluse.
    > >
    > >
    > >
    > >
    > > I'm with you on this one. I play Tholian Red Alert frequently - it's probably my favourite PvE queue.
    > >
    > > However, whilst those Dreadnought web-cannons definitely pack a harder punch than before. I used to find that, IF hit by one, I'd be instantly down to half-health. However recently I sometimes find that they can reduce my ship to about 5% health.
    > >
    > > And the smaller ships seem to be able to use their web-cages more frequently too; have found myself trapped in a double-cage at least twice.
    >
    > Why when I do that queue my friend, I play a beam equipped ship and have FAW on the ready and not shooting it at ships.
    >
    >
    >
    >
    > Same here - BFAW or TSIII and/or trajector jump to take me out of the cage entirely.
    >
    > Wasn't saying that I don't know how to manage these situations, only that they happened in the first place.

    I know. But some people are not us and may not have figured out tips a d tricks so, for public consumption.
    afMSv4g.jpg
    Star Trek Battles member. Want to roll with a good group of people regardless of fleets and not have to worry about DPS while doing STFs? Come join the channel and join in the fun!

    http://forum.arcgames.com/startrekonline/discussion/1145998/star-trek-battles-channel-got-canon/p1
  • trennantrennan Member Posts: 2,839 Arc User
    talonxv wrote: »
    > @reyan01 said:
    > talonxv wrote: »
    >
    > > @reyan01 said:
    > > baddmoonrizin wrote: »
    > >
    > > I knew that tractor beams did direct damage, but it seems over the top since VIL. For example, I never used to die in a Tholian RA, but now it seems I get shredded every time I get near a Recluse.
    > >
    > >
    > >
    > >
    > > I'm with you on this one. I play Tholian Red Alert frequently - it's probably my favourite PvE queue.
    > >
    > > However, whilst those Dreadnought web-cannons definitely pack a harder punch than before. I used to find that, IF hit by one, I'd be instantly down to half-health. However recently I sometimes find that they can reduce my ship to about 5% health.
    > >
    > > And the smaller ships seem to be able to use their web-cages more frequently too; have found myself trapped in a double-cage at least twice.
    >
    > Why when I do that queue my friend, I play a beam equipped ship and have FAW on the ready and not shooting it at ships.
    >
    >
    >
    >
    > Same here - BFAW or TSIII and/or trajector jump to take me out of the cage entirely.
    >
    > Wasn't saying that I don't know how to manage these situations, only that they happened in the first place.

    I know. But some people are not us and may not have figured out tips a d tricks so, for public consumption.

    Acutally on one of my character, I keep BF@W and TBRs. Both work amazingly well for getting out of said web netting.
    Mm5NeXy.gif
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