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New and improved upcoming Surgical Strikes

doctorstegidoctorstegi Member Posts: 1,226 Arc User
We need something to let it run longer like all the tactical abilities. Withering Barrage, go for the kill, whatever the primate trait is called ect...

It doesn't do much if you improve a skill but can't run it long enough.
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Post edited by baddmoonrizin on

Comments

  • davefenestratordavefenestrator Member Posts: 10,689 Arc User
    Context - intel spec changes for ships and powers - https://www.arcgames.com/en/games/star-trek-online/news/detail/11510983-intelligence-report

    EM Pulse Probe was a fun ability back in the day, the buffs for it and kinetic magnet look interesting.
  • jagdtier44jagdtier44 Member Posts: 376 Arc User
    I agree, it can be buffed in output but if it doesn't last long enough for it to have uptime like BO or WB than it's not going to be of much use.

    Also gather intel is going to still be pointless as it still remains only useful on enemies that take a long time to kill. Just turn it into a self buff like Command, Temporal and Miracle Worker ships. Those abilities are worthwhile as they aren't dependent on a target surviving long enough to get to 6 stacks than having to live the duration of the ability for full use. Making it last longer doesn't help the fact that you never reach 6 stacks on the vast majority of stuff we fight in TFOs
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  • husanakxhusanakx Member Posts: 1,608 Arc User
    Still not there with Transport Warhead. It's *NOT* launching from a torp tube, so it shouldn't be waiting for a warhead to be loaded into one. It should activate immediately. Its cooldown should be completely independent of torp spread or high yield.

    I think they mentioned it would be a nightmare to make major changes to it in the code. Having said that... we want it to use our torps one of the points of flavor on it is the effect is different for different torps. Its just a little boom off a photon... but has some interesting effects from torps like the temporal lobi trop ect. (although it takes probably too long to go off).

    I think if they know the code somewhat well enough they could just tweak the bouns effects / timers ect. To me it makes perfect sense you would have to beam over a armed torpedo and you might not want to arm a torp until its in a tube. Just beaming one out of inventory isn't going to work... so beaming it from a ready to fire tube seems logical.

    360 is a great change imo all I would do to further buff it would be to edit some of the values for triggers and overall dmg. I know they said they aren't sure they can make major changes without a rebuild... if possible it would be cool to see some cool new things for specific torps... perhaps AOE waves off plasmas... larger Eject plasma clouds off the Pep, larger GW procs off the dyson torp ect.

    I always thought transport could be one of the coolest fun torp traits.... if they really want people to use it though it has to not share a cool down with High Yield and Spread. There are so many torp traits now that anything less makes it semi useful. I guess you could combo it with things like the leg tliss trait... and entwined matrix. Still seems to me it doesn't need to share the tac cool down, its not a duration based buff that can be stacked.
  • husanakxhusanakx Member Posts: 1,608 Arc User
    We need something to let it run longer like all the tactical abilities. Withering Barrage, go for the kill, whatever the primate trait is called ect...

    It doesn't do much if you improve a skill but can't run it long enough.

    Oh they know don't worry... Intel changes ? All I read was... we are releasing some new lockbox ships with some new traits your going to love. lol

    Ya expect the surgical trait... and probably more Intel based stuff.
  • inyahin#3689 inyahin Member Posts: 47 Arc User
    The #1 problem with Surgical Strikes is that it locks out other firing modes.
    Scenario one: you're running the morphagenic set and need beam, cannon & torpedo firing modes to proc it.
    Scenario two: you're flying a slow turning ship and are using deft cannoneer personal starship trait
    Scenario three: you're flying a slow turning ship and are using Competitive Innervated Impulse Engines
    Scenario four: you're using preferential targetting, entwined tactical matricies, over-powered over-gunned.
    I could go on....

    In all of these scenarios; every one of them - no one is going to pick surgical strikes; because it locks out the firing modes that are used to trigger other abilities.
    No matter how much you buff it; the loss of other triggers is going to be a higher cost than the gains.

    The best way to improve surgical strikes is remove the lockouts on the other firing modes and scale it accordingly to bring it roughly in line with mixed armaments synergy.
  • husanakxhusanakx Member Posts: 1,608 Arc User
    The #1 problem with Surgical Strikes is that it locks out other firing modes.
    Scenario one: you're running the morphagenic set and need beam, cannon & torpedo firing modes to proc it.
    Scenario two: you're flying a slow turning ship and are using deft cannoneer personal starship trait
    Scenario three: you're flying a slow turning ship and are using Competitive Innervated Impulse Engines
    Scenario four: you're using preferential targetting, entwined tactical matricies, over-powered over-gunned.
    I could go on....

    In all of these scenarios; every one of them - no one is going to pick surgical strikes; because it locks out the firing modes that are used to trigger other abilities.
    No matter how much you buff it; the loss of other triggers is going to be a higher cost than the gains.

    The best way to improve surgical strikes is remove the lockouts on the other firing modes and scale it accordingly to bring it roughly in line with mixed armaments synergy.

    So your suggesting just removing it... and replacing it with some new buff skill.

    Probably the most logical solution really.
  • inyahin#3689 inyahin Member Posts: 47 Arc User
    edited March 2022
    Teleport warhead

    The duration the buff is applied to the torpedoes is too short.
    Some torpedoes have a long recharge time; sometimes the buff will fall off before the torpedo has fired; eg if the target is out of range or cloaked for a few seconds.

    Please extend the "launched within" timer from 10 seconds to 30 seconds so it matches high yield and full spread.
  • orangenee#2931 orangenee Member Posts: 837 Arc User
    The other issue with transport warhead is 'chance' to knock out subsystem. It's a space combat weapon designed to destroy other starships and usually does so against unshielded targets.

    So one detonating inside the hull is probably going to knock something out (it would annihilate it obviously in a non-videogame but balance).
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