My observations:
1. Ramming Speed has become a very common finishing move.
With ships being very resilient, ramming has become THE no. 1 trick to kill off remaining 25-35% hull quickly in one blow.
2. Science Healing skills suck, except Hazard Emitters.
Science Team and the ever pathetic Transfer Shield Strength are not very useful at the moment. Hazard Emitters are still fine. HE2 healed me for around 15K.
3. Engineering Healing rules supreme.
Engineering Team is very strong, ET2 healed me for around 10K. Several players reported BUGGED Engineering Team and Miracle Worker skills that only healed for 1/3 of the values listed by me, some as low as 2.5K.
4. Escorts are in trouble
They require a lot of planning and serious team support, otherwise they get damaged very quickly, die or must simply disengage from combat while...
5. Cruisers dominate
They dish out constant medium damage, combined with their resilience this makes them very easy and efficient to use.
6. Science Vessels... more a problem of nerfed skills than Sci Vessels.
Sci Vessels were very hard to kill, so they apparently can make do even with nerfed Science Teams. Shield healing+resistance increase through Science Team seems no longer to be wanted, it has become a weak skill.
Overall I liked the combat speed. I think escorts need some help:
Burst damage is no longer killing quickly, but escorts also have trouble to stay in combat. No idea how to correct this. I think players and pickup groups just need to adjust and support their escort players more.
Some pics from the event. Sorry to the arena team that trashed us so soundly, I was so desperate that I forgot to take a screenshot of the fight.
http://picasaweb.google.com/Longasci...Devs24May2010#
Includes a lot of ramming maneuvers, one QA player and snix himself in his Advanced Escort.
P.S.: Someone please upload a screenshot of the "All Good Things" Enterprise.