Sounds good to me , my only gripe is gather intel should be Stackable while in cloak. I thank Jeremy for all his hard word, and look forward to him possible taking a look at pilot next ?
Gather intel will still be useless for the most part, 6 seconds is still too long.
Evade Target Lock is now control, which now means another UC proc and it's better over all.
Intel Team, much better though it was already good.
Subspace Beacon, never used it really no idea if the changes are good. Teleports are no bueno for me. Threat reduction is nice though.
EMP is now governed by control/EPG, with a slower detonation. UC proc again, though it was already.
Ionic Turbulence no longer takes 4 hours to get to the enemies, which means they might end up in the cloud. Control which means yet more UC proc.
Kinetic Magnet, well if you like your mine builds this will now be a great choice. Relocate mines will still do though.
Surgical Strikes, still too much downside. No trait or otherwise buffs to this one.
Transport Warhead, you can still skip this one.
Yeah this lines up with my thoughts. I mean Gather INtel remains useless for the majority of players. Which means the entire ships spec abilities are worthless because the typical solo or advanced player will never ever see them ramp up enough to let them actually be used. This was the single most glaring flaw in Intel. and they leave it as is to support "Multiple players putting it on the foe to speed the proc" Ummm WTF? So the ships inherent spec abilities are only designed for Meta Players chasing Tactical Cubes? That kind of sucks. For all the Int ships I fly I think I can count on one hand the number of times I've managed to get 6 stacks of Penetrating Scan on any given target. And in most of those I've had to deliberately avoid killing the enemy just so I could try and keep it alive long enough to build stacks.
The changes that put Evade Target Lock, EMP and Ionic Turbulance count as Control Abilities for UC procs and Science Procs is fantastic. It may actually boost a few Intel Science ships to the top of the heap and finally challenge the status of the Verne.
Kinetic Warhead, great now Intel has some appeal for Kinetic builds. Although I don't think Transport Warhead does much in that regard.
Surgical Strikes, which should be the DEW/Beam Spec's core ability still sucks. Largely because it acts as a replacement of Tactical Abilities, which due to Traits, Consoles and other Buff's remain far far better. Instead of simply being an Enhancement to Tactical Abilities the way most Specialist abilities are. It now sucks marginally less. But nowhere near enough to actually use it in your rotations.
Gather intel will still be useless for the most part, 6 seconds is still too long.
Evade Target Lock is now control, which now means another UC proc and it's better over all.
Intel Team, much better though it was already good.
Subspace Beacon, never used it really no idea if the changes are good. Teleports are no bueno for me. Threat reduction is nice though.
EMP is now governed by control/EPG, with a slower detonation. UC proc again, though it was already.
Ionic Turbulence no longer takes 4 hours to get to the enemies, which means they might end up in the cloud. Control which means yet more UC proc.
Kinetic Magnet, well if you like your mine builds this will now be a great choice. Relocate mines will still do though.
Surgical Strikes, still too much downside. No trait or otherwise buffs to this one.
Transport Warhead, you can still skip this one.
Although I don't think Transport Warhead does much in that regard.
Surgical Strikes, which should be the DEW/Beam Spec's core ability still sucks. Largely because it acts as a replacement of Tactical Abilities, which due to Traits, Consoles and other Buff's remain far far better. Instead of simply being an Enhancement to Tactical Abilities the way most Specialist abilities are. It now sucks marginally less. But nowhere near enough to actually use it in your rotations.
Transport warhead will be better in mixed, broadsiding FAW builds. Surgical strike after these buffs is only not top top tier because no supporting starship traits, but I still think it will be A or B tier ability in the right hands, even if it isn't S tier like beam overload,
The way I see Surgical Strikes, it is a replacement for Beam Overload/Fire at Will or Rapid Fire/Scatter Volley for those ships that do not have more than a Lt. Tact Boff. Never really saw it as a use it in conjunction with, more of a replacement. Same with Transport Warhead. Just something to consider.
> @orangenee#2931 said: > Better. > > Gather intel will still be useless for the most part, 6 seconds is still too long. > > Evade Target Lock is now control, which now means another UC proc and it's better over all. > > Intel Team, much better though it was already good. > > Subspace Beacon, never used it really no idea if the changes are good. Teleports are no bueno for me. Threat reduction is nice though. > > EMP is now governed by control/EPG, with a slower detonation. UC proc again, though it was already. > > Ionic Turbulence no longer takes 4 hours to get to the enemies, which means they might end up in the cloud. Control which means yet more UC proc. > > Kinetic Magnet, well if you like your mine builds this will now be a great choice. Relocate mines will still do though. > > Surgical Strikes, still too much downside. No trait or otherwise buffs to this one. > > Transport Warhead, you can still skip this one.
This pretty well sums it up. I am glad they are finally making Intel viable for an exotic build.
It is good they didnt rush out a more aggressive rework because something would have broken. I still hope they will change transport warhead and gather intel to be useful. Transport warhead should either give a damage boost or should apply to all torpedoes for 3-5 seconds.
Now please give us a Superweapon Ingenuity-like trait for Surgical Strikes.
Then this would really be an interesting choice for ships with Intel, but not enough Tac abilities.
Also, Ionic Turbulence changes look good. Did it scale with Aux at all right now?
No changes at all to the ridiculously high cooldown on most abilities.
So once again, it'll stay very niche and only if you don't have a teammate that can vaporize everything before you even get the opportunity to have all vulnerability stacks or your other cooldowns over.
So again, you'll just use Evade target lock, Intel team if you have a friendly to protect (can't wait to keep cloaking DS9 in its entirety again in Counterpoint) and Surgical Strikes if the layout can allow it.
It was a typo by me, I really meant US which is Unconventional Systems which is sometimes shortened to Uncon anyway. Seems people knew what I meant mostly anyway, so I left it.
No changes at all to the ridiculously high cooldown on most abilities.
So once again, it'll stay very niche and only if you don't have a teammate that can vaporize everything before you even get the opportunity to have all vulnerability stacks or your other cooldowns over.
So again, you'll just use Evade target lock, Intel team if you have a friendly to protect (can't wait to keep cloaking DS9 in its entirety again in Counterpoint) and Surgical Strikes if the layout can allow it.
That depends if you call science ships niche. I mean I get it, anyone and everyone really likes to fly cruisers because of the ability to fall asleep and face roll over your keyboard and do monster damage, but these improvements, at least some of them, look much better on many science/intel ships that use space magic. Add in the certain starship traits like Exitus Acta Probat and Spore-infused Anomalies and they now become more useful then just triggering those abilities.
> @ladymyajha said: > That depends if you call science ships niche. I mean I get it, anyone and everyone really likes to fly cruisers because of the ability to fall asleep and face roll over your keyboard and do monster damage, but these improvements, at least some of them, look much better on many science/intel ships that use space magic. Add in the certain starship traits like Exitus Acta Probat and Spore-infused Anomalies and they now become more useful then just triggering those abilities.
Agreed. Could they still improve intel for all the people out there with cookie cutter cruiser builds? Sure. In the meantime, this is a substantial improvement for sci builds.
Gather intel will still be useless for the most part, 6 seconds is still too long.
Evade Target Lock is now control, which now means another UC proc and it's better over all.
Intel Team, much better though it was already good.
Subspace Beacon, never used it really no idea if the changes are good. Teleports are no bueno for me. Threat reduction is nice though.
EMP is now governed by control/EPG, with a slower detonation. UC proc again, though it was already.
Ionic Turbulence no longer takes 4 hours to get to the enemies, which means they might end up in the cloud. Control which means yet more UC proc.
Kinetic Magnet, well if you like your mine builds this will now be a great choice. Relocate mines will still do though.
Surgical Strikes, still too much downside. No trait or otherwise buffs to this one.
Transport Warhead, you can still skip this one.
Although I don't think Transport Warhead does much in that regard.
Surgical Strikes, which should be the DEW/Beam Spec's core ability still sucks. Largely because it acts as a replacement of Tactical Abilities, which due to Traits, Consoles and other Buff's remain far far better. Instead of simply being an Enhancement to Tactical Abilities the way most Specialist abilities are. It now sucks marginally less. But nowhere near enough to actually use it in your rotations.
Transport warhead will be better in mixed, broadsiding FAW builds. Surgical strike after these buffs is only not top top tier because no supporting starship traits, but I still think it will be A or B tier ability in the right hands, even if it isn't S tier like beam overload,
It's not all that great then, even without a firing-arc requirement. Because you still need to get your nose on the enemy to fire that torpedo the other 50-75% of the time. Otherwise, it might as well be another beam array.
And while I appreciate the changes to kinetic magnet, it suffers from the same problem as concentrate firepower -- it's only good against a single hardened target, which happens, sure, but outside of specific missions and TFOs, that's a very small proportion of our time spent in combat. Most enemy ships are destroyed before either ability become worth the slot they're taking up. Most of the time, I get a *SINGLE* heavy torp out of rank2 CP before the ship is destroyed. I can't imagine mines, given their pursuit speeds, making it making it much further than a couple kilometers from their position before the target ship is destroyed, rendering the ability wasted.
I'd rather slot something that helps me do better *ALL* the time (or most of it) instead of just from time to time.
Also, I don't look forward to *MORE* Mokai warhead spamming. Especially since I can't maneuver out of the ability's firing arc anymore.
It's 15 secounds, I'd use a super high damage torp with a high cooldown. while yes it wouldn't have 100% up time. It's still a improvement.
It was a typo by me, I really meant US which is Unconventional Systems which is sometimes shortened to Uncon anyway. Seems people knew what I meant mostly anyway, so I left it.
It was a typo by me, I really meant US which is Unconventional Systems which is sometimes shortened to Uncon anyway. Seems people knew what I meant mostly anyway, so I left it.
Doesn't matter that much to us normal people, but that 7% could help the deepies get on the top of the DPS league tables.
It's largely useless on console though as it takes about 30 seconds to find whichever console clicky you want anyway as a large portion are not auto use capable......the game likes to move them around on the wheel too.
Comments
Gather intel will still be useless for the most part, 6 seconds is still too long.
Evade Target Lock is now control, which now means another UC proc and it's better over all.
Intel Team, much better though it was already good.
Subspace Beacon, never used it really no idea if the changes are good. Teleports are no bueno for me. Threat reduction is nice though.
EMP is now governed by control/EPG, with a slower detonation. UC proc again, though it was already.
Ionic Turbulence no longer takes 4 hours to get to the enemies, which means they might end up in the cloud. Control which means yet more UC proc.
Kinetic Magnet, well if you like your mine builds this will now be a great choice. Relocate mines will still do though.
Surgical Strikes, still too much downside. No trait or otherwise buffs to this one.
Transport Warhead, you can still skip this one.
The changes that put Evade Target Lock, EMP and Ionic Turbulance count as Control Abilities for UC procs and Science Procs is fantastic. It may actually boost a few Intel Science ships to the top of the heap and finally challenge the status of the Verne.
Kinetic Warhead, great now Intel has some appeal for Kinetic builds. Although I don't think Transport Warhead does much in that regard.
Surgical Strikes, which should be the DEW/Beam Spec's core ability still sucks. Largely because it acts as a replacement of Tactical Abilities, which due to Traits, Consoles and other Buff's remain far far better. Instead of simply being an Enhancement to Tactical Abilities the way most Specialist abilities are. It now sucks marginally less. But nowhere near enough to actually use it in your rotations.
Transport warhead will be better in mixed, broadsiding FAW builds. Surgical strike after these buffs is only not top top tier because no supporting starship traits, but I still think it will be A or B tier ability in the right hands, even if it isn't S tier like beam overload,
> Better.
>
> Gather intel will still be useless for the most part, 6 seconds is still too long.
>
> Evade Target Lock is now control, which now means another UC proc and it's better over all.
>
> Intel Team, much better though it was already good.
>
> Subspace Beacon, never used it really no idea if the changes are good. Teleports are no bueno for me. Threat reduction is nice though.
>
> EMP is now governed by control/EPG, with a slower detonation. UC proc again, though it was already.
>
> Ionic Turbulence no longer takes 4 hours to get to the enemies, which means they might end up in the cloud. Control which means yet more UC proc.
>
> Kinetic Magnet, well if you like your mine builds this will now be a great choice. Relocate mines will still do though.
>
> Surgical Strikes, still too much downside. No trait or otherwise buffs to this one.
>
> Transport Warhead, you can still skip this one.
This pretty well sums it up. I am glad they are finally making Intel viable for an exotic build.
It is good they didnt rush out a more aggressive rework because something would have broken. I still hope they will change transport warhead and gather intel to be useful. Transport warhead should either give a damage boost or should apply to all torpedoes for 3-5 seconds.
Then this would really be an interesting choice for ships with Intel, but not enough Tac abilities.
Also, Ionic Turbulence changes look good. Did it scale with Aux at all right now?
So once again, it'll stay very niche and only if you don't have a teammate that can vaporize everything before you even get the opportunity to have all vulnerability stacks or your other cooldowns over.
So again, you'll just use Evade target lock, Intel team if you have a friendly to protect (can't wait to keep cloaking DS9 in its entirety again in Counterpoint) and Surgical Strikes if the layout can allow it.
It was a typo by me, I really meant US which is Unconventional Systems which is sometimes shortened to Uncon anyway. Seems people knew what I meant mostly anyway, so I left it.
That depends if you call science ships niche. I mean I get it, anyone and everyone really likes to fly cruisers because of the ability to fall asleep and face roll over your keyboard and do monster damage, but these improvements, at least some of them, look much better on many science/intel ships that use space magic. Add in the certain starship traits like Exitus Acta Probat and Spore-infused Anomalies and they now become more useful then just triggering those abilities.
> That depends if you call science ships niche. I mean I get it, anyone and everyone really likes to fly cruisers because of the ability to fall asleep and face roll over your keyboard and do monster damage, but these improvements, at least some of them, look much better on many science/intel ships that use space magic. Add in the certain starship traits like Exitus Acta Probat and Spore-infused Anomalies and they now become more useful then just triggering those abilities.
Agreed. Could they still improve intel for all the people out there with cookie cutter cruiser builds? Sure. In the meantime, this is a substantial improvement for sci builds.
https://sto.fandom.com/wiki/Trait:_Unconventional_Systems
7% meh. So many traits, so few slots
Doesn't matter that much to us normal people, but that 7% could help the deepies get on the top of the DPS league tables.
It's largely useless on console though as it takes about 30 seconds to find whichever console clicky you want anyway as a large portion are not auto use capable......the game likes to move them around on the wheel too.