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# 1 Doffjerbs discussion
03-31-2012, 09:51 AM
Heretic requested that people post any DOFFs that need consideration, especially those that need to have resolve added, or seem to have issues for some reason or another.

For my bit, Conn officers are the only officers that have two "Active" jobs. They have:"

Evasive Maneuvers variant
Ship Duty: Space.
Game Description: Chance to reduce the time for Evasive Maneuvers to recharge after use.

And they have:
Tactical Team variant
Ship Duty: Space.
Game Description: Recharge time reduced for Tactical Team and Buff.

I would suggest splitting them into Helmsmen and Con officers, each with one of those jerbs.
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# 2
03-31-2012, 09:52 AM
Oh, and we need some Romulan Chains.
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# 3
03-31-2012, 10:57 PM
Because the more specializations there are the more difficult it is to build assignments that utilize them all with a reasonable span of distinctiveness, adding more specializations isn't likely. The Conn split is, more likely, where we are inclined to go in the future, with more variant active roster abilities for existing specializations.

This is not to rule out completely the possibility of additional specializations, but the bar is high.
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# 4
04-01-2012, 09:30 AM
Also, shouldn't there be doffjerbs in starbase sierra 39? There aren't any in space there at the least.
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# 5
04-01-2012, 12:27 PM
Quote:
Originally Posted by Heretic
Because the more specializations there are the more difficult it is to build assignments that utilize them all with a reasonable span of distinctiveness, adding more specializations isn't likely. The Conn split is, more likely, where we are inclined to go in the future, with more variant active roster abilities for existing specializations.

This is not to rule out completely the possibility of additional specializations, but the bar is high.
It'd be nice if we got more ground power buffs. I'd like see variant Explosives Officers that boost chroniton mines and/or transphasic bomb. Or an Assault Squad Officer that reduces the cooldown on Battle Strategies. Stuff like that.
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# 6
04-01-2012, 01:33 PM
Quote:
Originally Posted by Heretic
Because the more specializations there are the more difficult it is to build assignments that utilize them all with a reasonable span of distinctiveness, adding more specializations isn't likely. The Conn split is, more likely, where we are inclined to go in the future, with more variant active roster abilities for existing specializations.

This is not to rule out completely the possibility of additional specializations, but the bar is high.
This brings to mind something from the test. There was one specialization that disappeared during testing about the same time Bajorans did. Communications Officer I think? Was there any plan to get them back the way we did Bajorans, or are they gone for good?
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# 7
04-02-2012, 02:10 PM
Might be nice to have DOFFS that modify a cannon skill instead of just beam weapons.
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# 8
04-02-2012, 02:14 PM
Quote:
Originally Posted by eradikitten
Might be nice to have DOFFS that modify a cannon skill instead of just beam weapons.
Or have the Energy Weapons doff modified to have a chance to alter the CD of all energy weapon powers, instead of just Target Subsystem (which, to my experience, is mostly useful for those running Sci ships).
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# 9
04-02-2012, 02:20 PM
Quote:
Originally Posted by eradikitten
Might be nice to have DOFFS that modify a cannon skill instead of just beam weapons.
I find as a TAC officer there are actually very few Doffs that have a buff for any of my skills. They seem very science skill oriented.

I might suggest something like an accuracy buff as well

Also for those of us in cruisers or larger ships, a TURN RATE Buff proc would be so dandy
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# 10
04-13-2012, 12:41 PM
Quote:
Originally Posted by eradikitten
Might be nice to have DOFFS that modify a cannon skill instead of just beam weapons.
I would love to see DOFFs that modify Cannon Skills.

I'm not sure why they were left out vs. Beams & Torps.



Quote:
Originally Posted by MandoKnight View Post
Or have the Energy Weapons doff modified to have a chance to alter the CD of all energy weapon powers, instead of just Target Subsystem (which, to my experience, is mostly useful for those running Sci ships).
Reducing the cooldowns on cannons will not really be useful for Escorts, the primary users of Cannons.

Escorts have enough Tac abilities that they should always be carrying 2 Cannon skills, and I believe reducing cooldowns will just see you hitting the global cooldown lock out.


Some other things might be interesting like: increase (or chance to increase) firing arc, reduction of energy drain of cannons/turrets, etc.
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