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Lt. Commander
Join Date: Dec 2007
Posts: 120
Just really a question I thought up since Auxiliary by definition is a backup system. Plus wouldn't allowing them to use weapons power instead of Aux help make their basic power level configs about the same things most Cruiser and Escort captains face with mainly focusing on Weapons shields and speed. I can see some taking its power from Aux like Transfer shield strength but even that could be transferred from weapons and not be based on Aux.


Just figured I'd ask. Probably wouldn't ever be changed but seems weird that something like Gravity well and other offensive moves that are science officers weapons are drawing power from a backup system or alternative system instead of some main power like your weapon's system.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-12-2012, 11:41 AM
Aux exists only for science powers, moving powers to weapons would make aux have no reason to exist. It isn't a backup system in STO, it is in addition to, it is all the other thingss that aren't weapons, engines or shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-12-2012, 01:14 PM
Quote:
Originally Posted by CapnBludd View Post
Aux exists only for science powers, moving powers to weapons would make aux have no reason to exist. It isn't a backup system in STO, it is in addition to, it is all the other thingss that aren't weapons, engines or shields.
Engineers use it as a backup system like the name would suggest and I've been told it helps with turn rate on ships. Just to me It doesnt make much sense beyond maybe transfer shield strength and hazard emitters or something like those.. But thanks for reply.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-12-2012, 01:55 PM
Think of it this way. Every time I activate my gravity well, it puts such a huge strain on my ship's power output that I need to use auxiliary systems just to avoid the rest of my ship shutting down in the middle of combat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-12-2012, 02:40 PM
Auxiliary power = the rest of the systems on the ship not called a weapon, shield generator, or engine. This includes the 2 science mains, the tractor beam and the deflector dish.

Power systems were never "meant" to be set-and-forget, if I understand correctly. They're supposed to be varied (and maybe often), based on your needs at the time. I run 2 "main" settings on my Sci Main/RSSV, 100/50/25/75, for if I'm getting (periodically) shot at, and 100/25/25/100 for "max DPS" with enough coverage that I would not draw aggro. My skills / power bonuses means that I wind up with a 50 effective power out of any 25 that I set my sliders at. I even have a 100/25/50/25 spread envisioned for when I need to move quickly with weapons armed, such as crossing the map quickly to reach probes that are threatening to gate, and I need hot weapons when I get there. This worked a little better with the breen combat impulse (54 instead of 50 when running a slider at 25), but I still find need to drop to 1/2 or even 1/4 impulse when playing the "chase probes to the gate but stay behind them so I keep pounding a down shield" game...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-12-2012, 03:54 PM
Quote:
Originally Posted by Darthconnor View Post
Engineers use it as a backup system like the name would suggest and I've been told it helps with turn rate on ships. Just to me It doesnt make much sense beyond maybe transfer shield strength and hazard emitters or something like those.. But thanks for reply.
Aux hasn't had anything to do with turn rates for more than a year and a half, engine power affects turn rate.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-12-2012, 08:35 PM
Quote:
Originally Posted by CapnBludd View Post
Aux hasn't had anything to do with turn rates for more than a year and a half, engine power affects turn rate.
I guess you are also going to say it doesn't affect kinetic damage resistance as well. Since it actually affects turn rate, kinetic damage resistance, and specific science abilities. There was a discussion you can go read on a thread with the kar'fi where this was being discussed earlier in the year with the testing a mechanics around the kar'fi where all of these issues were acknowledged and changes were made to the kar'fi itself based on these game mechanics.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-12-2012, 10:52 PM
Well aux power can do that if you use it in conjunction with the engineering power Auxiliary power to the inertial dampeners. Increases turn rate and kinetic damage resistance I believe when that is active.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-13-2012, 06:36 AM
Quote:
Originally Posted by Zeuxidemus
I guess you are also going to say it doesn't affect kinetic damage resistance as well. Since it actually affects turn rate, kinetic damage resistance, and specific science abilities. There was a discussion you can go read on a thread with the kar'fi where this was being discussed earlier in the year with the testing a mechanics around the kar'fi where all of these issues were acknowledged and changes were made to the kar'fi itself based on these game mechanics.
I'm not the one saying move powers off off aux, that was the OP. I pointed out aux exists for sci powers, and the few ENG aux and moving powers off of it makes aux less of something needed. The raw turn mod has been eng power for ages now. Moving things off of aux just make power setting choices have even less impact on the game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-13-2012, 07:51 AM
in my opinion taking the turnrate, resistance increase away from AUX killed it. The further nerf of sci powers gave it the rest.
Maybe a rewamp of AUX as a energy that can be used as a pwersource to charge all the other powers...while depleting itself and recharging over a certain period of time.

let's say i use aux to enhance weapons, shields, and engines...and by doing so the powerlvl of aux will drop until it reaches 0. now the powerlvls off the other 3 return to normal and the aux starts to recharge again.

in battle this would be utilized to enhance shields, engines, weapons according to the situations.

healing and dmg powers previously affected by AUX would only be affected by the corresponding skill and the system they affect.

TSS, would be affected by the shield powerlvl, cannon rapid fire or fire at will would be affected by weapon power setting (it is anyway)
HE would be affected by the total hullpoints of your ship and hull repair skill.

power transfer rate affects this ability, and shortens recharge time.

every career should have access to it

up to now it's not well thought through, but basically AUX becomes an auxillary energy source for a short time, like batteries are now.
That would free up the device slots for other things like fighters, deuterium tanks and other stuff yet to be invented.

Ideas?
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