Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
08-15-2011, 09:22 AM
Some things I agree, some don't; SNB is fine the way it is, the problems only start when you have multiple SNB-capable players in the same team (and still, they have to be coordinating, which doesn't always happen). As a matter of fact, you easily clear the SNB effect by using Science Team - even the most basic version does the job; SNB with no additional cooldown would mean nothing - the player hit would just click the stripped buff again.

As for the shields resists it can get crazy, but so is the Escort's burst damage...with no resist, an escort can vaporize any shield in a couple of shots; besides, it's not just Science ships and Cruisers, in the hands of a competent player Defiants can take absurd amounts of damage without buckling as well, so the whole thing needs to be addressed on a general level.
A good idea would be to make it so that depleting a shield needs a sustained pounding for some time - with resist and regeneration giving a bit of breathing space, but not a "full shield replenish" as it often happens now.

Beam weapons do feel underwhelming, especially compared to dual heavy cannons, but perhaps they both need an adjustment (I often find myself doing the reasoning "oh, I'm being hit by beams, I can ignore it" and "ouch, those are heavy cannons, need to get out of here").

The weapon most in need of love is certainly the's ridiculous that even a tiny sliver of shielding can almost stop a full-salvo of quantums, or absorb most of a Tricobalt detonation...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
08-15-2011, 09:40 AM
I would be very cautious about adjusting the beam damage too much. Beam damage is fine, if not a little too strong, considering the forgiving firing arcs. They don't carry the burst of cannons but there are skill options to raise their potential as it is. However, fewer beams graphically would look a lot more like Star Trek and might still give beam users a slight burst boost.

I like the idea of each array firing one longer lasting shot. Couldn't they do that graphically and still have the same 4-5 shot damage calculation?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
08-16-2011, 09:55 AM
Yeah, I like the idea of "lower number of beams", it's a bit silly now...ok, being the hopeless Trekkie I am, I would also love to be able to see the "arc" effect on the saucer section when a beam i firing (AFAIK, the only game that did that was Bridge Commander).

The problem with beams is that unless you run a full beam boat with 6 or more beams and apply full weapons power, your opponents will be able to "scrub off" fire quite easily; They become deadly as you increase power and number of beams to the max. It's probably a matter of scaling, perhaps they are also a bit too effective against the hull (and this goes for dhcs as well), where torpedoes should get in the play.

Besides, I love the "PvQ" in your sign

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