Go Back   Star Trek Online > Test Servers > Tribble - General Discussion and Feedback
Login

Reply
 
Thread Tools Display Modes
Captain
Join Date: Jun 2012
Posts: 722
For those who have not noticed it yet the Emergency powers are going to be updated

http://sto-forum.perfectworld.com/sh...d.php?t=615651





Systems:
Updated "Emergency Power" Bridge Officer Abilities:

The Emergency Power category of abilities has been tuned so that all four abilities are closer in utility to one another.

The duration of all Emergency Power buffs has been standardized at 20 seconds.

Emergency Power to Engines:
Increased the Flight Speed bonus of Rank 2 and Rank 3 of this ability.
Increased the duration of the Flight Speed bonus from 5 seconds up to 20 seconds.
This ability now also gives a small flat added value to Turn Speed.

Emergency Power to Auxiliary:
Modified the tooltip to display the actual amount of Starship Stealth Detection given by this ability.
This ability now gives a skill bonus to Starship Particle Generators, Starship Graviton Generators, and Subspace Decompiler for 20 seconds when used.
The Stealth and Stealth Detection attributes of this power now last 20 seconds, up from 5 seconds.

Emergency Power to Shields:
The Shield Damage Resistance and Shield Regeneration attributes of this power now last 20 seconds, down from 30 seconds.

Emergency Power to Weapons:
The Energy Weapon damage bonus of this power now lasts 20 seconds, up from 5 seconds.




The Weapon one is very much liked by me but the biggest downer is the Shields one
Captain
Join Date: Jul 2012
Posts: 3,674
# 2
04-10-2013, 03:43 PM
It was always ridiculous that they could me made to last forever by dueling them, a downtimer was required.

Lets hope they go after the next problematic mechanic, drain.
Lieutenant
Join Date: Jul 2012
Posts: 97
# 3
04-10-2013, 03:51 PM
C'mon... 3 different threads on this already?
Empire Veteran
Join Date: Jun 2012
Posts: 6,845
# 4
04-10-2013, 03:58 PM
Quote:
Originally Posted by pantsmaster916 View Post
C'mon... 3 different threads on this already?
First Ive heard of it.
Got links to the others?
Leonard Nimoy, Spock.....

R.I.P
Captain
Join Date: Aug 2012
Posts: 18,537
# 5
04-10-2013, 05:59 PM
Quote:
Originally Posted by pantsmaster916 View Post
C'mon... 3 different threads on this already?
There's more than three, no? And it's getting damn complicated to follow them...meh.

It's also confusing because of various things being said in each one that contradicts things said in others. Good stuff...good stuff.
Willard the Rat, Klingon, Sci (60), U.S.S. Tong Vey, Geneva Command Battlecruiser (FT6), Inner Circle
Meena, Ferasan, Tac (60), I.K.S. vagh SuD bas, B'rel Retrofit Bird-of-Prey (T5U), Ho'ragh
[WIP] No-Fleet, T5U B'rel Retrofit Build


Career Officer
Join Date: Jun 2012
Posts: 1,848
# 6
04-10-2013, 06:04 PM
The changes to EPTS are extreme to say the least.

It makes more sense to upgrade the other powers to 30 seconds, then you can adjust as it makes sense.

Giving a huge 10 second gap in resistance coverage is just going to make people overheal to account for that.

It's almost like they want Escorts to be even more powerful in this game.

If this change turns out how I expect it to be, then it's a good thing I have another backup game that I'm playing.
Empire Veteran
Join Date: Jun 2012
Posts: 7,722
# 7
04-10-2013, 06:09 PM
its not just the 18%/24%/30%, or what ever it is anymore, that you lose for 10 seconds, its all the res you get from your power level droping too.

most ships seem to operate with about 40% res to 65% res, in some cases caping out at 76% with elite resA/B shields and useing EPtS3, or a lower grade of of EPtS and a TSS. this is a problem frankly, the ease of shield res buffing is completely out of hand, the elite shields are the worst item ever introduced into the game. a general nerf is needed, not a gaping hole of death. theres enough of a yoyo problem already.

for 10 seconds you will be lucky to have between 15% res, and 30% res for those 10 seconds. every good escort player will simply kill everything in that extreamly long 10 second window with basically 0 trouble. the entire duration of CRF is 10 seconds afterall, and they wont even need all 10 seconds.

yes i have a way of knowing my exact shield res, and anyone else's exact shield res.

YOU CANT PUT A HUGE HOLE IN SHIELD RES FOR AN ENTIRE 10 SECONDS.


its a branding problem. instead drop the 'emergency' from 'emergence power to'. make it just 'power to weapons' or 'power to shields'. its excess power your ship generates, waiting for you to distribute as you see fit, on top of the basic power generation. ships are powered by both the M/AM warp core and the fusion reactors that are hooked directly to the impulse engines. the 'power to' skills could be power from those impulse generators. every ship has at least 2 impulse engines, so you can double up 2 different types of 'power to' abilities. warp core potential and efficiency just effect the warp core generated 200 base power, so it all works out perfectly for a fluff explanation of whats happening.


so, the current res buff from EPtS, those should proboly be halved. let all the bonuses run for all 30 seconds, let thier be 0 down time, and keep those new changes as is. again for all 30 seconds. for all intents and purposes, these are passive skills you have to refresh, and thats ok.



here's another thought, sci ships have innate subsytem targeting, maybe give cruisers innate emergency power too skills. those can actual be emergency power, say a +20 boost to 1 of the 4 subsystems, with a 2 minute cooldown. all completely separate from the now called 'power to' abilities. could think up something for escorts to maybe, but frankly they dont need or deserve some inate extra like this. they are already the bast chassis of ship by far. if you gave the patrol escort the assault cruisers station setup, it would be a hugely better assault cruiser then the current assault cruiser.
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Empire Veteran
Join Date: Jun 2012
Posts: 6,845
# 8
04-10-2013, 03:57 PM
I like the changes to EPTE and EPTA.

EPTS changes?.
Meh. It will make timing more important though some will continue to cycle it even with a dead space now.

EPTW, I like the duration increase though believe that putting emergency power to weapons should also help reduce drain.
Leonard Nimoy, Spock.....

R.I.P
Captain
Join Date: Jun 2012
Posts: 9,041
# 9
04-10-2013, 05:11 PM
Please leave your feedback about these changes in this thread, including results of any testing. The systems team will be checking in on this thread often and will read and consider your feedback.

Cheers,

Brandon =/\=
Commander
Join Date: Jun 2012
Posts: 461
# 10
04-10-2013, 05:27 PM
The EPTS changes will penalize players with less skill very heavily while leaving players with lots of skill more or less as they are now. It may well be a good balance decision, but at the same time I worry that it is a poor game design decision for STO, where the difficulty curve is already extraordinarily steep.

I like the idea of normalizing the effects to a single duration, but I think it would be wiser to normalize them all at 30 seconds, specifically so that they are all chainable back to back, and therefore do not add to the already overwhelmingly complex and mentally taxing nature of high-end STO play.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 12:54 AM.