Star Trek Online

Star Trek Online (http://sto-forum.perfectworld.com/index.php)
-   Builds, Powers, and Game Mechanics (http://sto-forum.perfectworld.com/forumdisplay.php?f=219)
-   -   Human trait "leadership" breakdown (http://sto-forum.perfectworld.com/showthread.php?t=185825)

Archived Post 10-26-2010 11:00 AM

Human trait "leadership" breakdown
 
Hey guys, last night I bought 5 common humans off the requisition officer. Before i could test if the leadership traits stacks/works, i had to log off the game for reasons that best not be said.

First, what i know.

1. It may be listed as a ground trait when looking at abilities but it is a space trait when looking at passives on the status page.

2. One of only 2 space traits available for BOs.

3. The BO in question must be assigned to the proper station

4. No one really has proof, some say it works other say it does not

If anyone has hard evidence of it working/stacking or not, I would greatly appreciate a reply otherwise I will post my findings after work (7 hours away) >.>

A fraps(video) or parse with one segment showing space regen in combat/out of combat with no human BOs and one with all stations occupied by humans would be optimal.

Thanks guys, have a good one

Archived Post 10-26-2010 12:35 PM

Im looking forward to your results.. I do wonder if this skill works.. it would be a GOD send for my escort.

Thanks for taking the time to do this.

Archived Post 10-26-2010 06:09 PM

Ok guys, the hard results.

Leadership doesn't do anything whatsoever.

I allowed a frigate ship to bring my hull down to 10% 4 times, after observing in combat with 5 BOs, out of combat with 5 BOs, in combat with no BOs, and out of combat with 5 BOs. There was no change from the norm.

If you feel that you need to min/max everything. the Saurian BO is for you (remember that the effiecent trait only adds 1 point to systems under 50).

Once again, the Human BO trait "Leadership" does not do jack

Archived Post 10-27-2010 12:12 AM

Humans shouldn't suck
 
It really should do something, but I noticed that my klingons heal at the same rate as my fully human crews. Sadly it means that humans are the worst members of Starfleet. If they did have leadership it would make them the best.

The problem is with PVP balance. Klingons win more PVP games, because of more experience with PVP, than does Starfleet. But most elite PVPers I know agree that the federation ships are better in elite hands than the klingon ones. So if only the federation has humans, then a working leadership trait would ravage the PVP balance.

I think it would be best to give humans their leadership trait at the full 15%, but give klingons a compensating space damage boost to the honourable trait. Most space crews in the shows are human or klingon for their respective sides. Let the others have their role on ground combat. Or the devs could give every major race some space trait on top of what they already have, and give the humans another ground trait to keep things balanced.

PVP should not be imbalanced, but having humans as the race least likely to succeed is pathetic. Human has to be the race least played in the federation, because everyone knows leadership remains broken. How many of my human looking toons are actually aliens? All of them. How many humans do I meet on ESD? None with more than a few weeks of play.

Archived Post 10-27-2010 03:59 AM

One wonder why they put in "Leadership" at all then. I mean it has probably never worked! It canīt be that hard to fix if itīs supposed to be in the game!

Archived Post 10-28-2010 04:53 AM

Leadership
 
Leadership does work for you in space, but you only need 1 human officer as their traits do not stack.

Archived Post 10-28-2010 06:46 AM

Quote:

Originally Posted by Taflek
Leadership does work for you in space, but you only need 1 human officer as their traits do not stack.

I have a hard time believing that it works. I never noticed any difference since putting a human BO on the bridge.
Granted that itīsonly 15% faster repair rate but i think that one would notice that anyway.

Archived Post 10-28-2010 07:21 AM

I don't see any difference in the repair rate (per tick or rate of tick). I however think the trait might reduce the time a subsystem is disabled by target subsystems though.

Archived Post 10-28-2010 08:17 AM

But if it works for subsystem repair then it would also work for hull repair, one would think :)

Archived Post 10-28-2010 08:45 AM

I will test the subsystem repair speed, but i doubt there will be a differnce. Also,having only one human BO does not help repair rate at all.


All times are GMT -7. The time now is 03:18 PM.