Captain
Join Date: Oct 2012
Posts: 3,065
First is the Boff skills affecting other Boff skills in activating a cooldown for another Boff. Why would any Boff skill affect another outside of it own dept.? The biggest is any that have the name team in it, why would a tac team effect and eng team or sci team? I mean do you not have sufficiently trained teams in each dept., can you not scramble each of those teams at any given moment or is it your Boff's and crew are to stupid?

Second is why would a BA use up as much energy as a DBA only to do less damage, now some might say well both beams from the DBA divide or consume less energy. That would be fine if only one of those beams fired and not both at the same time, and yet even if that were so, together they still put out more damage for the same given energy consumption making a BA a waste of energy for less damage.

Third is why would using a hypo or psg shield charge effect the use of another? What can you not inject yourself with a hypo and quickly pop in a shield charge in a timely fashion? Or is your captain just as incompetent as your ship's crew. It was like the issue with grenades sharing a cooldown with the rifle's grenade launcher. DUMB!!!

Fourth is why does a tac captain's Boff time reduction skill not effect all of their skills? Or does it only effect tac Boff's? I will see some timers of 30sec. instantly drop to 15sec., while others that have 2min. timers not drop to 1min.!!! While it seems that the clock looks like it speeds up, that can't really be determined without a proper cooldown clock showing to prove it.

Fifth is why when a tac captain uses a skill to effect timers on ground it doesn't effect the use of consumables? That should be a universal skill to effect all timers and not just skills.

These are just a few of many things that I feel could really be improved upon, and I am sure there are many others should share here as well!!!
Career Officer
Join Date: Jun 2012
Posts: 4,888
# 2
06-29-2013, 10:36 AM
Quote:
Originally Posted by shadowwraith77 View Post
First is the Boff skills affecting other Boff skills in activating a cooldown for another Boff. Why would any Boff skill affect another outside of it own dept.? The biggest is any that have the name team in it, why would a tac team effect and eng team or sci team? I mean do you not have sufficiently trained teams in each dept., can you not scramble each of those teams at any given moment or is it your Boff's and crew are to stupid?

The obvious answer to this is "Game balance". The more "canon" explaination would be that it takes time to clear a transporter platform, and to get the new team in place and ready.

Second is why would a BA use up as much energy as a DBA only to do less damage, now some might say well both beams from the DBA divide or consume less energy. That would be fine if only one of those beams fired and not both at the same time, and yet even if that were so, together they still put out more damage for the same given energy consumption making a BA a waste of energy for less damage.

Back to balance (what's left of it). The "Canon" explaination would be that the Dual beam banks do not loose power because it dosen't have to charge a full array, and as such can output more damage at less/equal consumption.

Third is why would using a hypo or psg shield charge effect the use of another? What can you not inject yourself with a hypo and quickly pop in a shield charge in a timely fashion? Or is your captain just as incompetent as your ship's crew. It was like the issue with grenades sharing a cooldown with the rifle's grenade launcher. DUMB!!!

Ever wondered where you put all thoose items? Well I have, and the only thing I can think of is micro transporters that need time to recharge between each use.

Fourth is why does a tac captain's Boff time reduction skill not effect all of their skills? Or does it only effect tac Boff's? I will see some timers of 30sec. instantly drop to 15sec., while others that have 2min. timers not drop to 1min.!!! While it seems that the clock looks like it speeds up, that can't really be determined without a proper cooldown clock showing to prove it.

If you read the description, you will note that it says it will recharge tac BO's skills... It's logical that a tac specialist can only help other tacs.

Fifth is why when a tac captain uses a skill to effect timers on ground it doesn't effect the use of consumables? That should be a universal skill to effect all timers and not just skills.

Skills and consumables are not the same... It's like comparing eating a cookie, to recharging a weapon.

These are just a few of many things that I feel could really be improved upon, and I am sure there are many others should share here as well!!!
TBH, I see nothing that needs improvements of the way you describe them.

Now a full balance pass across the board...
My name may say "PWE member", but I will never be.
-NEVER Forget the Screwups and ignorance made towards the people who supported the game through 2011
Don't look silly, don't call it "Zen-Store" - Don't waste devs time, Post proper bug-reports
Captain
Join Date: Oct 2012
Posts: 3,065
# 3
06-29-2013, 10:45 AM
Quote:
Originally Posted by anazonda View Post
TBH, I see nothing that needs improvements of the way you describe them.

Now a full balance pass across the board...
LOL not bad, but ships have multiple transporter pads, well big ships do at least. And for the BA bit it takes energy to charge a BA/DBA no matter what, even if the each of the DBA split the difference you are still firing 2 BA's at the same time. And for your personal gear well, it's a game and you almost never can tell where multiple weapons and gear are stored 8)
Career Officer
Join Date: Jun 2012
Posts: 4,888
# 4
06-29-2013, 10:49 AM
Obviously you havn't been around that long...

Back at launch, the <X>-Team did not share cooldown... In fact, few skills did, and trust me, it wasn't pretty.

Even so, with a galaxy-classes around 10 Transporter pads, they never used them all at once, or over short periods of time... Why? Because Cargo transporters were bad to use for personell, and as such only used in emergencies, while the personnel transporters were severely limited.

In the episode with the bynars, it took several minutes to evacuate the entire ship even with the dock in use at the same time (people running off the ship).
My name may say "PWE member", but I will never be.
-NEVER Forget the Screwups and ignorance made towards the people who supported the game through 2011
Don't look silly, don't call it "Zen-Store" - Don't waste devs time, Post proper bug-reports
Captain
Join Date: Oct 2012
Posts: 3,065
# 5
06-29-2013, 10:54 AM
Quote:
Originally Posted by anazonda View Post
Obviously you havn't been around that long...

Back at launch, the <X>-Team did not share cooldown... In fact, few skills did, and trust me, it wasn't pretty.

Even so, with a galaxy-classes around 10 Transporter pads, they never used them all at once, or over short periods of time... Why? Because Cargo transporters were bad to use for personell, and as such only used in emergencies, while the personnel transporters were severely limited.

In the episode with the bynars, it took several minutes to evacuate the entire ship even with the dock in use at the same time (people running off the ship).
Eh but remember we are talking about a game vs canon after all, if a crew of say 1500+ can't deal with ship battle than they are as we see pretty much useless!!! Also if we were really going based on that idea the more crew you lose you longer the timer should become wouldn't they? Don't get me wrong your points are good and solid!!!

Last edited by shadowwraith77; 06-29-2013 at 11:00 AM.
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