Lt. Commander
Join Date: Dec 2007
Posts: 120
# 61
02-15-2010, 01:24 PM
Quote:
Originally Posted by Meat_Machine
Here's the thing though - ships in this game are a tool, not a class.

I can guarantee that escorts are not worthless 'in general', but they might not be the best thing to bring against kdf because kdf outmatch them in that particular facet.
Yes, this is part of my argument as well: that escorts (including Raptors and BOPs) are largely a tool without a job. They are fast strike hit-and-run ships in a game that doesn't really have any fast strike hit-and-run situations - at least not in PvP.

If this game had truly open PvP, Escorts would own. You'd hunt down solo players, waste them and be away before anyone else could show up, whereas cruisers would have to spend more time slogging it out and possibly have enemy reinforcements arrive before they could finish the job. Without that element, though, Escorts are a square peg in a universe of round holes. (Even in the Salvage PvP missions, the map is so small that reinforcements are never more than a few seconds away. Even Escorts can't DPS down a target and get away before the enemy fleet shows up in most cases.)


One thing I do think would help though:
* Make escorts benefit more from engine power. An escort with 100 engine power should be FAST.
* Make ship speed give greater defensive bonuses.

Escorts should basically be "speed tanks". Put your engines to 50 power with +engine power consoles and maybe Emergency Power to Engines as you make your pass and you should be difficult to hit (until someone puts you in a tractor beam). That would be loyal to Star Trek canon and might actually be a good way to balance them out. Escorts would rely on speed for defense and the counter to them would be things that hurt their engines.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 62
02-15-2010, 01:29 PM
I find it laughable that people are saying that escorts being gimped is fine.

When something is so out of balance that it is a detriment to be flying that it needs to be fixed. Say someone likes flying one and generally enjoys the playstyle, that doesnt mean the only answer they should get is "lol pick something else its aok that its junk".

A game that isnt balanced is a result of lack of foresight and laziness. Though for sto's case my hunch rides with the rush the games development took.

edit

The post right above me I fully agree with and think buffing speed would fix things.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 63
02-15-2010, 01:35 PM
Quote:
Originally Posted by Slamz
Yes, this is part of my argument as well: that escorts (including Raptors and BOPs) are largely a tool without a job. They are fast strike hit-and-run ships in a game that doesn't really have any fast strike hit-and-run situations - at least not in PvP.

If this game had truly open PvP, Escorts would own. You'd hunt down solo players, waste them and be away before anyone else could show up, whereas cruisers would have to spend more time slogging it out and possibly have enemy reinforcements arrive before they could finish the job. Without that element, though, Escorts are a square peg in a universe of round holes. (Even in the Salvage PvP missions, the map is so small that reinforcements are never more than a few seconds away. Even Escorts can't DPS down a target and get away before the enemy fleet shows up in most cases.)


One thing I do think would help though:
* Make escorts benefit more from engine power. An escort with 100 engine power should be FAST.
* Make ship speed give greater defensive bonuses.

Escorts should basically be "speed tanks". Put your engines to 50 power with +engine power consoles and maybe Emergency Power to Engines as you make your pass and you should be difficult to hit (until someone puts you in a tractor beam). That would be loyal to Star Trek canon and might actually be a good way to balance them out. Escorts would rely on speed for defense and the counter to them would be things that hurt their engines.
I would have to agree. Those changes would help escorts a great deal. They are already supposed to be the fast, small, strike craft. Their job is to swoop in, deliver large damage quickly, and swoop out.

They are described as smaller and faster ships. They should have higher max speed, AND a higher bonus to defense from any given speed. If a cruiser has a 10% bonus at a given speed, an Escort should have a 15% or even 20% at that same speed. This plus a higher max speed (and so higher aggregate bonus) could help make them effective scouts and enemy force developers.

In addition to what you have suggested:

* Re-design cannons (NOT turrets) and cannon skills to be designed around high damage, long recharge, burst attacks.

Strike hard. Strike fast. Leave fire in your wake.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 64
02-15-2010, 01:41 PM
Quote:
Originally Posted by Slamz
Escorts should basically be "speed tanks". Put your engines to 50 power with +engine power consoles and maybe Emergency Power to Engines as you make your pass and you should be difficult to hit (until someone puts you in a tractor beam). That would be loyal to Star Trek canon and might actually be a good way to balance them out. Escorts would rely on speed for defense and the counter to them would be things that hurt their engines.
Actualy this works already, but still, the cruiser outperforms it overall.
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 03:02 AM.