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Join Date: Jun 2012
Posts: 5,277
# 36
11-09-2012, 12:29 PM
Originally Posted by upyournacelles2 View Post
They can't take damage in place of another ship (tank), but to say they can't effectively protect another ship is not true. As far as being a threat, most premades I've run with quickly make cruisers their primary target if the cruisers are protecting their escorts too well. Cruiser BEST role in the game is healing.

Your not seriously saying the only thing a cruisers support is really good for is supporting another cruiser are you? So a cruiser that keeps his escort(s) alive is doinitwrong? They should only be healing another cruiser who can heal them back?

I guess I'm not sure what you meant by "escort dominated" and cruisers being low priority targets, slow and limited in their ability to protect.
Ok, going to take a shot at clarifying my meaning.

Can anyone honestly say that, all other things being equal, their priority targets won't be in something like the following order of precedence?

Science Vessel

You might swap SV's and Escorts, depending on your preference, but isn't this pretty close to the truth?

I'm not saying people are too stupid to adjust their tactics and focus on the cruisers if they are proving to be a bigger threat. I'm saying that people are naturally going to focus on softer targets that present a bigger threat and gang up on the cruisers when they don't have support. That really ought to be the other way around, in my opinion... people should have to pound on or outmanuver the cruisers in order to get at the softer targets more effectively and the game should balance around that.

And I am saying that sticking cruisers into a default healboat role makes them less dangerous in general, unless the cruiser captain really knows what he's doing. They don't have the speed and turnrate to keep up with the ships they're supposed to be covering and aside from having better Engineering BOFF stations the ships themselves don't have any particular advantage at playing the healboat role.

Escorts, on the other hand, are fast and manuverable. They're harder to hit and they're better at keeping their weapons in firing arc. They do get bonus weapon power and they can mount DHC's. On top of that, they have as many Tactical BOFF stations as the cruisers have Engineering BOFF stations and all of the Tactical BOFF abilities buff the very things that make escorts well suited at their role.

Engineering BOFF abilities are best at making cruisers better tanks, not better healers. Only three of them can be used on other ships (ET, A2S, ES), which means the healers have to supplement with Sci BOFF powers (HE, TSS) to be more effective at healing and damage mitigation for other ships. The good part about that is that all of those abilities also help tank.

In this game, where you can't tank to mitigate damage to another ship, being a tank isn't as much help as it should be in a team support role. In other words, it's not good enough to be a good tank... you have to be a good healer, too. But, as I said before, cruisers are entirely reliant on BOFF powers in order to be healers. They have no innate ability or advantage to do that. Tanking just lets them survive longer while they're healing.

So, to sum it up, cruisers are less effective at the role they're "designed" for than escorts are at theirs.

What I would like to see is some way to make cruisers better designed for a protective role in which tanking plays some part. How to do that without completely overhauling game balance, I have no idea.
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