I started digging deeper into the Checkmate starship trait to see which abilities do or don't trigger it and found some strange inconsistencies. At first, I didn't think several intel abilities triggered it, but some do. And some 'control' themed abilities don't. Which got me to thinking -- how many bridge officer abilities have control or drain effects but don't count as control or drain abilities for the purposes of traits and secondary deflectors? Moreover, what determines if an ability is a 'control' or a 'drain'? From what I can tell, 'Control' classified abilities impedes the target's operation or movement -- movement speed reduction, confuse, placate, disable, hold, pull or repel. Drain abilities, reduce a ship's effectiveness or power -- subsystem power drain, shield drain, resistance reduction, weapon damage, subsystem disable.
Which brings to light a bunch of inconsistencies -- there are abilities which clearly fall into one category or the other or even both. Very Cold In Space is clearly a control ability, reducing flight speed and friction (inertia). Chronometric Inversion Field is both and a control and a drain, reducing the target's damage (drain) and flight speed (control). For that matter, Ionic Turbulence is already a control ability, but it is also a drain ability, reducing the target's damage resistances. To that end, I've compiled a list of abilities that fall into either (or both) of these categories in the hopes that some kind of consistency can be applied to their interactions with all other game systems. Some of them are already handled properly. Some of them aren't properly classified as both. Some just aren't classified as either and should be one or both.
Control
- Tractor Beam
- Jam Targeting Sensors
- Delayed Overload Cascade
- Very Cold in Space
- Heisenberg Amplifier
- Evade Target Lock
- Viral Impulse Burst
- Null Pointer Flood
- Deploy Countermeasures
- Scramble Sensors
- Electromagnetic Pulse Probe
- Kinetic Magnet
- Clean Getaway
- Gravity Well
- Photonic Shockwave
- Tractor Beam Repulsors
- Chronometric Inversion Field
- Viral Matrix
- Eject Warp Plasma
- Emit Unstable Warp Bubble
- Timeline Collapse
- Deploy Gravitic Induction Platform
- Coolant Ignition
- Subspace Boom
Drain
- Tachyon Beam
- Let it Go
- Structural Analysis
- Evade Target Lock
- Charged Particle Burst
- Destabilizing Resonance Beam
- Energy Siphon
- Tyken's Rift
- Emit Unstable Warp Bubble
- Chronometric Inversion Field
- Gravimetric Conversion
- Rapid Decay
- Shared Fate
- Kinetic Magnet
- Ionic Turbulence
- Overwhelm Power Regulators
- Aceton Beam
- Viral Matrix
- Subnucleonic Carrier Wave
Comments
Second, let me ask, are these just lists of which BOFF powers would seem to belong in which category? You're not actually telling us (yet) which, for example, trigger the corresponding Secondary Deflectors?
I have, in past, gotten a massive ration of (stinky stuff) for my use of Inhibiting Secondary Deflectors rather than the Deteriorating. I choose as I do because it parses better with my GW3/VCIS3 build, but the conventional wisdom goes the other way. As always, YMMV
As for the debate between inhibiting and deteriorating, the big downside of deteriorating is that it takes ten seconds to do maximum damage.
Inhibiting takes 4s to do any damage at all, and is typically on slower recharge things.
So if things aren't lasting 10s, but at least 4, inhibiting becomes a real consideration.
Those tradeoffs could be why it is numerically superior and not nerfed. And since a drainboat or hybrid drainboat will generally take longer to chew an enemy down, getting the full duration is not that unusual unless someone else with a burstier build kills it.
EDIT: Doing this more for fun as a themed build. Rather then expecting it to be amazing.
I got a build close to that since a year or two now and while its doing ok in terms on damage output it never comes close to my epg builds. Its great if you build it as a supporter but as a standalone it will take longer to kill stuff.
Also instead of Reverberation I would use Carrier Wave Shield Hacking goes well with tractor beam and intel bridge officer skills.
Regardless, this was a great spot and I'll have to look into it on my own sci build, so thank you.