Lt. Commander
Join Date: Dec 2007
Posts: 120
It's just annoying to wait 4 minutes after respawning in a pvp enviroment for the skill to come up again. The CD makes me consider to wait for it, rather than participating in the match while waiting. It just feels wrong.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
07-20-2011, 02:51 PM
hmm g let me think about... NO!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
07-21-2011, 12:38 AM
Sure, remove the cooldown. But make the skill an option with some noticeable bonus / drawback. The current drawbacks are close to nothing, hence there is the cooldown as balancing factor.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
07-21-2011, 01:23 AM
no dont remove the cooldown, or you will just be able to use it nonstop if it resets after you die.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
07-21-2011, 12:39 PM
In theory, you've got less hull and crew to balance out the fact you're suddenly nimble as an escort. In practice however, you lose almost no resiliance because most of your survivability stems from the bof layout.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
07-21-2011, 12:44 PM
How about resetting all ability cooldowns after a map-change ? That couldnīt possibly hurt PvP cause that always happens on one map ?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
07-21-2011, 01:00 PM
I actually like the idea of resetting those cool downs when you change maps. There would have to be some protection to prevent exploiting by logging out (since that it technically a zone change) and that sort of thing, but I could certainly see that as reasonable. in most cases, you probably wouldn't get another PVP totally started in 5 minutes anyway, and this would be like a buff to using it in PvE.

Other than that though, until there can be some real penalty as a few others have alluded to, I would rather they kept the cool down as is.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
07-21-2011, 09:47 PM
Quote:
Originally Posted by Ebeneezergoode
In theory, you've got less hull and crew to balance out the fact you're suddenly nimble as an escort. In practice however, you lose almost no resiliance because most of your survivability stems from the bof layout.
Have you ever tried Galaxy-refit ? yes, you have less crew, but your hull repair number is same like from whole ship. And because the rate is % based, its even easier to replenish fewer crew memebers.

So actually the fact you have less crew on the stardrive section is BONUS, not malus. At least when i last checked my Galaxy-R and tried to maximime natural hull regen, my ship had 450% in both normal and seperta mode.

Galaxy-R is great tank, too bad people shy away from it because of its dreadful turn rate....which is not that bad, when you have used ot it...and since its so slow, you have plenty of time to write something in zone chat, while you turn :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
07-22-2011, 04:13 AM
Quote:
Originally Posted by Dalnar
Have you ever tried Galaxy-refit ? yes, you have less crew, but your hull repair number is same like from whole ship. And because the rate is % based, its even easier to replenish fewer crew memebers.

So actually the fact you have less crew on the stardrive section is BONUS, not malus. At least when i last checked my Galaxy-R and tried to maximime natural hull regen, my ship had 450% in both normal and seperta mode.

Galaxy-R is great tank, too bad people shy away from it because of its dreadful turn rate....which is not that bad, when you have used ot it...and since its so slow, you have plenty of time to write something in zone chat, while you turn :p
Yeah, I've flown it, that's why I qualified my statements with "in theory" and "in practice", you're essentially saying what I said but worded differently, I'm not sure what it is you're disagreeing with.

It is a very good tank, but the reason I shyed away from it was the ensign engineering slot, it didn't seem ever so useful to me compared to having a tactical or science ensign.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
07-22-2011, 04:26 AM
Well you said you do not loose any resilience from separating...I said that you actually get a BONUS even thought the original intention was you to get a MALUS from less crew....so your resilience is improved A LOT.

And I don't see the trouble in fitting 3 ensign slots. I could fit 4 or even 5 of them with no problem.

Remember you can cycle 2 pairs of EP powers indefinitely. So its actually half from Galaxy-R layout.

For Gal-R tank, cycling 2x EPtS and 2x EptA improves your survivability GREATLY. Add EPtE for optional maneuvering purposes and you have 5 slots from 8 already taken....

Or you can have 2xEptW for better dps.

Really I would have no problem using 2-3 more ensigns when I fly Galaxy-R. Its just matter of proper ship building. There is never enough engineering slots.
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