Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
12-21-2011, 04:39 PM
I actually did the remap and I have to say I am pleased with it. I had 95% in space before and I can still get nearly the same build for space. As for ground I now actually have some decent stats as well.

I also think the new Skills window is great.

For the doom and gloom faction I can only say: Actually do the remap and you'll see space skills only got nerfed the tinyest bit thanks to the new skill costs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
12-21-2011, 04:42 PM
The Attack Patterns, Space Threat, and Driver Coil Skills are not in the Tribble build.

Having said that, how does Driver Coil work with the Borg engine? Will the engine continue to set my speed to Warp 14, or will coil boost me beyond Warp 14?

Also, I was 80/20 before. And thanks to your magic of reducing the T4 and T5 costs, I actually lost NO ranks in space and gained quite a bit of effectiveness in Ground.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
12-21-2011, 04:44 PM
Quote:
Originally Posted by Umorrian
I actually did the remap and I have to say I am pleased with it. I had 95% in space before and I can still get nearly the same build for space. As for ground I now actually have some decent stats as well.

I also think the new Skills window is great.

For the doom and gloom faction I can only say: Actually do the remap and you'll see space skills only got nerfed the tinyest bit thanks to the new skill costs.

I did the remap... I lose about 4 skills at the RA level that I have specced up to 6 on Holodeck. That is unacceptable in my Escort. I have 100% in space. I should be able to keep it that way. As its propsed now, I lose 25% of my skills to a portion of the game I dont play.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
12-21-2011, 04:44 PM
I actually gained in both space and ground somehow.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
12-21-2011, 04:45 PM
But what about the fact a Commander is blocked from maxing out the Lt. Cmdr ground skills by the "Max Ground" limit?

A Commander who can't master the skills of the rank below him? It's broken, it has to be.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
12-21-2011, 04:49 PM
The UI is fantastic! BUT the point spread is killing Ground players. I lost a lot going from Holo to Tribble. If you are going to Cap skills....can't it be 25:25:50 (space:ground:free to use)??? At least that way we have a choice on whether we want to play on the ground or in space regularly.

Out of the 10 skills that I'm allowed for ground as a Tac, I can only make it up to 6 on a about 6 of them, and having to leave other ground skills blank to do anything. I can't max any ground skill if I want to be covered a little in most of the ground skills.

Whereas as a player that hates space, you've given me a ton of points to max out close to 10 skills. There is something wrong here, as a person who likes ground, I should be able to max out more ground than space.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27 So Far So Good
12-21-2011, 04:49 PM
Well tried out the new skill tree on my Tac and it's looking good, even managed to put a few more points into space now that there is less ground skills to worry about.

However "The Space Attack Patterns skill was moved to Lieutenant rank. It was replaced with a Space Threat Control skill that increases your Threat while attacking, and grants a slight increase in Damage Resistance.
A new Engineering Lieutenant skill was added - Driver Coil. This skill increases your Sector Space Warp Speed and Turn Rate, increases your Full Impulse Speed, and reduces the power drain to other systems when you engage Full Impulse." appears to not have made it in on this build

Will test some more tomorrow.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
12-21-2011, 04:51 PM
Quote:
Originally Posted by neosaturn View Post
I am stuck at

Spent Space: 274,500
Max Space: 275,00

Spent Ground: 91,000
Max Ground : 92,000


The Accept Button is greyed out.
Same problem I'm having. The UI is nice but beyond that I think it's pretty crappy.


I really do not like being forced to put skills into ground. I've been playing since head start and have yet to need points in ground because, save for leveling up, I don't do ground. If I wanted to play a ground based game I'd go to WoW or Lightsaber WoW (TOR) I, for one, play STO for the space bits.

I won't threaten with leaving or not playing or any kind of foolishness like that but I really think being forced into a certain mold to limit my enjoyment of the game is pretty poor.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
12-21-2011, 04:52 PM
Quote:
Originally Posted by soonerjrj View Post
The UI is fantastic! BUT the point spread is killing Ground players. I lost a lot going from Holo to Tribble. If you are going to Cap skills....can't it be 25:25:50 (space:ground:free to use)??? At least that way we have a choice on whether we want to play on the ground or in space regularly.
Yeah, what was wrong with the old system where you could max out any skill you were the right rank for? That part was fine. It was the UI which sucked. Now the UI is awesome and the skilling up system itself appears "borked" to use a non-too technical term.

Seriously, Salami, a lot of these mainstream gamers who'll try silver accounts just want to murder things face-to-face. Only Star Trek fans want to fly around in Starfleet ships killing Klingons et al (or fly around in Klingon ships killing Federalies). You guys really need to re-think this imho.
Lt. Commander
Join Date: Dec 2007
Posts: 120
I would very much like the ground skill tree to become more balanced for each of the three character class specializations available, quoted below is how the ground skill tree is represented on the F2P Test Server (Tribble) and below that are the changes I propose.
Quote:
COMMON:
  1. Lieutenant:
    • Weapon Proficiency - Buffs ranged weapon damage.
  2. Lt Commander:
    • Personal Shield Generator - Buffs Shield HP.
  3. Commander:
    • Threat Control - Increased Threat when attacking. Adds some Damage Resistance.
  4. Captain:
    • Willpower - Resist all control effects (hold, disable, slow, knock, repel, confuse, placate).
  5. Admiral/General:
    • Combat Armor - Improves Armor.
TACTICAL:
  1. Lieutenant:
    • Grenades - Improves Grenades.
  2. Lt Commander:
    • Combat Specialist - Bonus weapon damage (stacks with Weapon Proficiency) and weapon secondary effects; buffs melee damage (armed and unarmed); Bonus Crit Chance and Crit Severity.
  3. Commander:
    • Special Forces - Improves tactical self buff abilities, including Power Cell Devices.
  4. Captain:
    • Squad Command - Improves tactical "buff others" abilities.
  5. Admiral/General:
    • Advanced Tactics - Improves Debuff abilities.
ENGINEERING:
  1. Lieutenant:
    • Demolitions - Buffs explosives damage, including Orbital Strike.
  2. Lt Commander:
    • Repairs - Improves Shield Heals and Repairs, including Shield Charge Devices.
  3. Commander:
    • Generators - Buffs placed generators.
  4. Captain:
    • Turrets and Drones - Buffs pet damage.
  5. Admiral/General:
    • Modification Specialist - Improves buffs and debuffs.
SCIENCE:
  1. Lieutenant:
    • Medic - Improves all heals, including Hypo Devices.
  2. Lt Commander:
    • Physiology - Improves buff abilities.
  3. Commander:
    • Scientist - Improves debuff abilities.
  4. Captain:
    • Probability Logistics - Improves control abilities.
  5. Admiral/General:
    • Particle Physics - Improves Science Damage abilities (not weapons).
I'm using a simple pattern based on promoting team play within this MMO, the pattern is below grouping all class specific skills in line with one another, and simply numbered making it easy for the reader to see which group within the pattern represents which tier of skills.
  1. Class Specific Buffs / to Group (CSB/G).
  2. Class Specific (CS).
  3. Class Specific Damage (CSD).
  4. Class Specific Crowd Control (CSCC).
  5. Class Specific De-buffs (CSDB).
Key:
  • Move up: ^
  • Moved down: v
  • Added (not on Tribble): *
  • Note for "Added" Skill: *
COMMON:
  1. Lieutenant:
    • Weapon Proficiency - Buffs ranged weapon damage.
    • Martial Arts* - Buffs Melee damage (armed and unarmed).*
  2. Lt Commander:
    • Personal Shield Generator - Buffs Shield HP.
    • Combat Armor - Improves Armor.^
  3. Commander:
    • Combat Proficiency - Bonus Crit Chance and Crit Severity.*
    • Threat Control - Increased Threat when attacking. Adds some Damage Resistance.
  4. Captain:
    • Stamina - Bonus Run Speed.*
    • Willpower - Resist all control effects (hold, disable, slow, knock, repel, confuse, placate).
  5. Admiral/General:
    • Cybernetic Enhancement*** - Bonus Chance to Dodge Half Damage of Ranged Attacks.*
    • Nanite Infusion - Bonus Health Regeneration.*
*Any humanoid entity, no matter what specialization they choose in their career, should be able to go down the gym and work on improving their physical fitness and strength, increasing Melee damage.

***It makes sense for future potential player Androids, or Bynar (who could have a Bynar pet follow for canon) and existing Liberated Borg or even just your average Officer as an option given the advances of 25th century Cybernetics.

TACTICAL:
  1. Lieutenant:
    • Squad Command - Improves tactical "buff others" abilities. ^
  2. Lt Commander:
    • Combat Specialist*** - Bonus weapon damage (stacks with Weapon Proficiency) and weapon secondary effects; buffs melee damage (armed and unarmed, also stacks with Martial Arts); Bonus Crit Chance and Crit Severity.
  3. Commander:
    • Special Forces - Improves tactical self buff abilities, including Power Cell Devices.
  4. Captain:
    • Grenades - Improves Grenades. v
  5. Admiral/General:
    • Advanced Tactics - Improves Debuff abilities.
***Added a note stating that this skills bonus melee damage stacks with the bonus melee damage from Close Combat Specialist.

ENGINEERING:
  1. Lieutenant:
    • Generators - Buffs placed generators. ^
  2. Lt Commander:
    • Repairs - Improves Shield Heals and Repairs, including Shield Charge Devices.
  3. Commander:
    • Demolitions - Buffs explosives damage, including Orbital Strike. v
  4. Captain:
    • Turrets and Drones - Buffs pet damage.
  5. Admiral/General:
    • Modification Specialist - Improves buffs and debuffs.
SCIENCE:
  1. Lieutenant:
    • Physiology - Improves buff abilities. ^
  2. Lt Commander:
    • Medic - Improves all heals, including Hypo Devices. v
  3. Commander:
    • Particle Physics - Improves Science Damage abilities (not weapons). ^
  4. Captain:
    • Probability Logistics - Improves control abilities.
  5. Admiral/General:
    • Scientist - Improves debuff abilities. v

That's my feedback on the ground tree, I believe what I've proposed is logical, efficient and fair to each class, while also promoting team play plus making it a little easier for tactical players to survive and lastly allows for all class of characters to up their melee damage, CrtH / CrtD bonus and lastly, a couple of extra special optionals.
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