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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
04-26-2010, 11:39 PM
Just my .02

How about instead of inventing new skills or what have you, let tactical boff have target subsystem S,A,E,W 1 instead of making it sci/carrier unique. That would add four more skills to the nub Boff slot

"What about those escorts/raptors/cruisers/bops/whatever that only use cannons!"

I'd personally say I think they're limiting themselves, a beam subsystem target can wreak havok...don't know how many times I've had my engines taken out or shields taken out or weapons...or aux...

Just my thought.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
04-27-2010, 02:00 AM
Picard manoeuvre!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
04-27-2010, 03:28 AM
omg, im not the only one struggling to find a use for this slot?

its crazy how many merits and boff points ive wasted over the last 3 days tryingto figure out some USEFUL way of slotting my 2nd ensign Tac station!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
04-27-2010, 07:31 AM
Be lucky that you do not use a Raptor. He has 3 of them and no use for the beam abilitys.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
04-27-2010, 01:26 PM
Uh, take the unique part away from sci ships doesn't solve the issue for the tac ensign console. It should be clearly tactical skills that also have value for escorts self and support their function. These skills, target subsystem, are all available for beam weapons, and that is useless enough for science vessels.

How about something as simple as 'aux power to foreward shields'? A quick shield heal like sci team, but more specific for escorts. It would be useful for any ship using cannons, as they don't have the freedom to turn away to avoid shield damage while firing. Or a version of feedback pulse/polarize hull, that reflects torpedos away from the ship? (Not back to the enemy, just out of damage range - if there is a hostile ship, too bad for it, but I more see the skill as a defensive one.)
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