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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 82
07-29-2011, 06:11 PM
Quote:
Originally Posted by Kilawpilath View Post
If scramble sensors were to be left as is, it should at least be fragile. Meaning that if the person who scrambled you deals X amount of damage, then his scramble on ALL targets wears off. Because it would become obvious that if that person is still attacking you, that he's the enemy.

Torpedo: Spread, should not have a Target limit. It should hit each enemy caught in the AOE, with the only difference being the Damage the Spread deals visualized by the torpedoes launched.
I agree with both of these suggestions, and think they'd work well.

Quote:
Originally Posted by Kilawpilath View Post
Science Fleet I agree may be too high when used in conjunction with other Science Captains all working together and keeping it up constantly. It should either be reduced by 25% of it's current possible maximums, or 50% of it's maximum. Either that, or reduce it's duration significantly.
Rather than nerfing the ability directly, I'd rather see the stacking (which you mentioned) being addressed instead. Perhaps once Science Fleet ends, a debuff follows which prevents you from getting buffed by another Science fleet for a short while?

Quote:
Originally Posted by Kilawpilath View Post
I feel each "team" ability should do more then they do. Or at least their Global Cool downs should not affect each different team ability the way it does. It shouldn't be a shared cool down between all team abilities, but perhaps a reduced global cool down among team abilities, with a higher global cool down for the same team abiliy. (For example, If you have Tac team 1 and Sci team 2, And you use Tac team 1, Sci team would go on a 5 second Global. If you have 2 Tac team 1's, then Tac team 1 would go on a 15 second global cool down. while the other Tac team is recharging.)
I agree with this. I think this would open more build possibilities up too.

Quote:
Originally Posted by Kilawpilath View Post
Yeah, I agree with Tractor Beam, it's hold strength should be based on 3 factors: Aux power, Skill ranks, and Version. Meaning If you have a fully trained, fully Consoled, 125 Aux Tractor Beam 3, not even an Evasive Maneuvers + Engi battery should be able to escape it's hold during the duration.
Conversely, if you have low Aux, no consoles, and only partial training, Tractor Beam should be rather weak/fragile, no?

Quote:
Originally Posted by Kilawpilath View Post
Energy Siphon, I agree is another power that is sorely lacking in effect. It's Drain and Duration should be based on Training, Consoles, and Aux. Not just it's Duration. Right now the power drain from Energy Siphon 3 is pathetic. And it's so minimal compared to Energy siphon 2, there really isn't much need to waste a Commander slot on Energy Siphon 3 at all.
I'm not familiar with Energy Siphon in practice, as I hear it's drain is so weak, so I agree... it'd be nice if the drain could be significant--perhaps up to -25, or even -50 at the top end. This could add to some really interesting and potentially very effective drain builds.

Quote:
Originally Posted by Kilawpilath View Post
I agree on Photonic fleet, in that if you are blown up, those holographic ships should disappear. Your dead.. nothing should be able to sustain them..
Makes sense.

Quote:
Originally Posted by Kilawpilath View Post
The subsystem repair skill definitely needs to be fixed and actually work. Either that, or just remove it all together. Because right now, there is no actual benefit from having points in that skill.
I'd actually like to see subsystem repair tied into other skills like Performance/Efficiency/Maintenance skills for the respective subsystems.