Should abilities have a to-hit roll?
View Single Post
Join Date: Aug 2012
02-14-2013, 06:10 PM
Originally Posted by
Its a decent idea and defiantly a premise that makes logical seance; as in moving target will not be where you aim some times. There ares little things like why cant you tell your torp it missed and should turn around and try again. And how the hell do you miss with a C weapon at kilometers? I suppose we could say electronic warfare but wouldn't that make sci ships the Vanilla ice of STO?
So lets just throw real life thoughts away and go from game play as its less of a headache with the way things are.
And it basically works out to tac skills save for a attack pattern or two and maybe the hull debuf remain unchanged, and the very powerful tac skills remain unchanged. Eng basically doesn't change as they really dont cast much on enemy's but the systems there so extends and eng team now have a miss chance on others. Minor nurf to escorts as they get less heals, however cruisers now cant do anything really helpful but deploy lots of warp plasma.
And then finally most all sci skills eat it in the face. You will never hit the escort with anything that bothers it save a really lucky RNG on subnuke. The new FOTM build would be double omega, 2 piece aegis evasive and KHG shield. All hail the nigh invulnerable escort, resistance is futile you will roll a tac in an escort or be meaningless cannon fodder.
I'm a bit bitter about this but not at you, I'm bitter at the system as I have an irrational fear of such actually happening. Its close enough already Sci just needs to be found to have a few more unintended benefits from tac buffs before they remove any purpose for them to exist other than healing slots/boats.
Full disclaimer I'm a Tac cap in a CC/burst Vesta. So yea the humor is not lost on me of my post.
It would take a great deal of careful crafting - certain abilities would likely have built in ACC modifiers, etc, etc, etc.
It would be a major overhaul and not something I think Cryptic should (or even could) do for STO...STO2 perhaps, lol, but yeah - not for STO.
It's just funny, when you think about what Thissler said in the other thread - about chasing Def with Acc or just nailing that Def. It's far more cost effective to nail the Def than chase the Def.
Three Sci abilities that can't miss render any discussion of Acc or Def moot...they simply no longer matter.
But it's just one of many things wrong in STO...so it couldn't be addressed, imho, without addressing many things...which isn't going to happen. But that doesn't change how it stands out like a sore thumb... why so many things are about spike, how people are invincible until they pop like a ripe zit. I don't get why people find that to be fun...
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin