Empire Veteran
Join Date: Jun 2012
Posts: 795
# 11
10-22-2013, 09:11 PM
Yes, get rid of classes altogether. Let us pick skills like we want. We are command, not tactical or engineering. Command.
Make the big skills mutually exclusive, apa, snb,mw for example, pick one, the others get locked.

-= ISE: 12:19 -=- CSE 12:41 -=- KASE 11:59 -=- HSe 8:06 total =-
-= KAGE 5:43 =-
[7:07] [Combat (Self)] Your Dual Disruptor Banks - Overload II deals 123086 (41096) Disruptor Damage(Critical) to Assimilated Carrier.
Lieutenant
Join Date: Oct 2013
Posts: 78
# 12
10-22-2013, 09:14 PM
Quote:
Originally Posted by roxbad View Post
How about dumping the whole concept of class structure?
Even if they do, and they might as well at this point, that would just change the problem from everyone taking one class to everyone taking one build.
Lt. Commander
Join Date: Oct 2013
Posts: 149
# 13
10-22-2013, 09:22 PM
Quote:
Originally Posted by lostusthorn View Post
Yes, get rid of classes altogether. Let us pick skills like we want. We are command, not tactical or engineering. Command.
Make the big skills mutually exclusive, apa, snb,mw for example, pick one, the others get locked.
That would be more "canon" - on the screen the "captain" gives up their specialisation when they take on command.
Captain
Join Date: Jun 2013
Posts: 1,729
# 14
10-22-2013, 09:26 PM
Quote:
Originally Posted by mirrorshatner View Post
Lots of one-dimensional thinking going on here.

Everyone says currently Tactical Captain + Escort is king.

If say the current arrangement does 10K dps,

Balancing through synergies could make the net result of changes through skill adjustments means the Tactical Captain + Tactical Boffs + Escort still does 10K dps.

Science + Science + Science synergies could be increased shield capacity and regeneration, or increased duration and effect of science skills.

Engineering + Engineering + cruiser could result in increased resistance, and increased turn rate
See this guy takes a bunch of win right here.

Quote:
Originally Posted by lostusthorn View Post
Yes, get rid of classes altogether. Let us pick skills like we want. We are command, not tactical or engineering. Command.
Make the big skills mutually exclusive, apa, snb,mw for example, pick one, the others get locked.
I have said this before but i get told that would "ruin" the game and irreparably break it. I feel as this would be a good way to go.
Inertia just means you can do Powerslides in you carrier!
I am Il Shadow and i approve these Shennanigans!
Lt. Commander
Join Date: Jun 2012
Posts: 154
# 15
10-22-2013, 09:37 PM
Quote:
Originally Posted by daedalus304 View Post
Ok so here's the thing, for a long time STO has seemed useless in its class system.

many blamed it solely on the DPS oriented style and lack of other setups.

I think it's more because instead of following a traditional stance of DPS for DPS, Tanking for Tanking, and Heals for Heals, each class can use Bridge officers to do basically all of that.

I have freaking tanked as a Tactical in a cruiser because of the bridge officers that I have.

does anyone else see this?

does anyone else see the distinction between the classes just go away because of the bridge officers? it basically takes away the science officers job, the Engineers don't have enough threat as is so either way they can't tank properly.
You class on the ground is the class of your captain. You are limited in what you can do by a kit and your class skills. You can wear the same armor and carry the same weapon but you will never be able to the same skills as another class.

Your class in space is the configuration of your starship. Sure, a science ship has one or maybe two tactical boffs but consider they are Ensign or Lieutenant at best. The same with most cruiser configurations. The class of your captain gives you some special skills in space but the species traits of your captain are much more useful as they are passives without a long cooldown. A tactical officer in an escort can train his/her own boffs for their jobs. An engineer in an escort has to hire a tactical officer to train their crew. And this is cannon. Picard was a science officer in command of a cruiser for example although most captains I think of were matched class with ship configuration.

A better address to the system would be to make skills used by a certain ship configuration a skill within that BOFF's class. Not many escorts use Fire At Will III but it is ranked too high to fit on most cruisers because it is a tactical skill at a BOFF rank higher than the BOFF station it is fired from. Not many escorts attack subsystems with beams (a skill built into almost all science ships at a grade 1 skill level) but I can tell you with 100% certainty that none of my ships will support grade 3 because of seats. If they made Fire At Will an engineering modification of a beam attack and it used an engineering seat due to its nature of being an aftermarket modification, then a ship that uses it would have it. The same with subsystem attacks. That and ensign seats are a joke. They should have a skill "Get me a mug of coffee" to put in those as it would almost be as effective as what we have to use in them.

The problem is not the boffs. The problem is the skills available to boffs and the boff rank they belong to as well as the way the system rewards participants. When you fire Scatter Volley III and put out masses of DPS, a cruiser is not going to pull threat by throwing out a Fire At Will I to trump you unless they spend skills in threat generation. But we all know that you don't get first place being a punching bag. You get first place making the enemy a punching bag. So you will see your cruiser with full points in energy weapons and none in threat generation. It is not in their best interest anywhere in space but STF to protect you or heal you. In many places on the ground, it is not in their best interest to protect you or heal you either. When tanking X% or healing X% of the enemy's output matches dishing out X% of the damage done to the enemy, this will change. Until then, your science ships and cruisers will be in the DPS business.

Just remember, they don't call our game we love (I love it anyway) Escorts Online and now Romulan Escorts Online for nothing. This is nothing new. Still, I play science and engineer. I don't have a single tactical officer. Silly me!
Captain
Join Date: Jul 2013
Posts: 694
# 16
10-22-2013, 09:51 PM
Quote:
Originally Posted by krisknives View Post
Even if they do, and they might as well at this point, that would just change the problem from everyone taking one class to everyone taking one build.
Why is that a problem?
Ensign
Join Date: Oct 2012
Posts: 17
# 17
10-22-2013, 09:55 PM
Not really sure what "problem" you're trying to solve here...

You want Science officers to only captain Science Vessels? Engineers to only captain Cruisers? Tactical officers to only captain Escorts?

You want no one to be capable of soloing content? For every class to be dependent on each other? For each team to require at least one Sci, Engineer, and Tac officer?
Captain
Join Date: Apr 2013
Posts: 1,204
# 18
10-22-2013, 10:18 PM
Ships, BOFF's, and career are not the issue. what is the issue is the way combat is setup and the differances between ships. There is no need for multi class teams like escorts needing a tank to draw agro or they die allot and a science to debuff the target or crowd control. Mkae all 3 class of ship practicaly required and they will all be valuable. If not having all 3 then you either die allot in escorts and take forever to finish or you just take forever to finish and with timers running down taking forever is not a good thing.
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Career Officer
Join Date: Jun 2012
Posts: 1,657
# 19
10-23-2013, 12:43 AM
Quote:
Originally Posted by daedalus304 View Post

does anyone else see the distinction between the classes just go away because of the bridge officers? it basically takes away the science officers job, the Engineers don't have enough threat as is so either way they can't tank properly.
... any class of captain on any kind of ship can do anything and everything. This is by design. Its one of the things Cryptic got REALLY right.
Quote:
Originally Posted by sorceror01 View Post
....you are a bad starship captain and you should feel bad.
Quote:
Originally Posted by tachyonharmonic View Post
However, I think with regard to the Romulan Republic player characters/npcs, it all comes down to a finite point:

These are not the Romulans from the shows.
Captain
Join Date: Nov 2012
Posts: 834
# 20
10-23-2013, 03:37 AM
I oppose this idea.
Reply

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