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-   -   Todays patch notes (http://sto-forum.perfectworld.com/showthread.php?t=269098)

Archived Post 05-03-2012 09:03 AM

Todays patch notes
 
Your ships survivability is now even more dependant on your crews abilitiy to maintain. If they are dead I presume you wont have a ship to run. My torpedo boats now how some viability?! Discuss collectivly :D

Archived Post 05-03-2012 09:23 AM

This is stupid. Until they fix how much Torps and warp core explosions do to crew, this entire idea is BS. They need to make torps actually take 20 crew out from my Odyssey, not 20%. I appreciate what they are trying to do, but they are just tacking things on to a broken system.

All of my crew is dead when I respawn. While it makes sense, why don't I have to recover hull and shields? It takes more than a minute to fully recover an Odyssey's crew.

Archived Post 05-03-2012 09:32 AM

dont forget the crew extermination power known as "theta radiation"

seriously... it exterminates crews in seconds.

Archived Post 05-03-2012 09:44 AM

I believe the concept itself is a good one; however, the implementation of it, like everything else, is bad. I suppose Iíll have to invest in that crew recovery/resistance console for my cruiser if I want it to be able to heal correctly. :confused:

Archived Post 05-03-2012 09:50 AM

An attempt to devalue "tanking" by adding another mechanic that must be covered in a build to help survivalbility?

Most escort style ships will hate this due to low crew numbers and while I hate that VTR is still broken evidently, at least both side have access to it now.

Does this mean that TS just became the most valued Torp power now?

Archived Post 05-03-2012 10:16 AM

Im a fan of Crest of the Stars too. .But its never a good thing to have Insta Kill in an MMO.
Where people still pay monies out we look collectively at NPC PVE /PVP shield drops or one shots

much much differently from a bean counter on a spreed sheet.
We look at our Military Career our College Course studies our Management of personnel ..
Things that can bore the average X-boxer Space invader to tears.. Things that can take fun or arcade aspects out that make casual gaming existing can Punish hundreds of hours of MAt mining for crafting..

We evaluate with a odd assortment of Grey hairs earned by years of other Sims on and off line.
Fighting Steels WWII Naval Campaign mode with convoy escort pools and losing ships in battle action
Strategic patrols and complete control over fleets.

Microprose F-14 Fleet Defender hundreds of hours of stick time in campaigns Korea North Cape MED
Gunship-Gunship 2000 5tarting w singe platform to a whole Flight of 5 HVY/ Lt sections ..3 Apache 1 Kiowa and a huey or Blackhawk, Few missile's short of a Nuke could take down a major warship in one or two shots.

Even Starfleet Command Based of the StarFleet Battles System would put your Heavy Cruiser in the situations .. of a blown bubble in the wind.. like these Borg one shots do to use in STFs..

IF you like a challenge increase the STF ship groups to bring parity back or present a new mission arc as a Tutorial to Fleeting an STF? Build up more gear drops to give starting ships options.. for Borg Point Defence like we had for Star Fleet Command fighting excessive Mirak Drone swarms?

Archived Post 05-03-2012 12:23 PM

Quote:

Originally Posted by Roach (Post 4196929)
An attempt to devalue "tanking" by adding another mechanic that must be covered in a build to help survivalbility?

Most escort style ships will hate this due to low crew numbers and while I hate that VTR is still broken evidently, at least both side have access to it now.

Does this mean that TS just became the most valued Torp power now?

From what I understood from the release notes, the only thing they changed with your crew is being able to resist subsystems being disabled. Is that not correct?

Also, I thought low crew numbers didn't matter. It was the % of your crew that mattered. No?

Archived Post 05-03-2012 01:10 PM

Quote:

Originally Posted by Shook-Yang
From what I understood from the release notes, the only thing they changed with your crew is being able to resist subsystems being disabled. Is that not correct?

Also, I thought low crew numbers didn't matter. It was the % of your crew that mattered. No?

Evidently crew may now be cross-linked to how your ship performs in certain areas, such as hull healing.
More crew better hull heals > less crew worse hull heals.

Archived Post 05-03-2012 02:09 PM

Theta radiation shall be my cryptonite..../sadface

Archived Post 05-03-2012 02:31 PM

well, don't bother with subsystem repair

0 crew X 99 =0


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