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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
05-13-2012, 07:52 AM
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 once improved turnrate, but this mechanic has changed since a long time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
05-13-2012, 08:17 AM
Too bad it didn't help with targeting, extending weapon ranges beyond the standard 10, and perhaps adding to accuracy. That would add something to the mix.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
05-13-2012, 09:47 AM
Science Powers are "tricks". Starship aren't intended to do them every 5 minutes, but then, Starships aren't intended to get into Kill 5/5 types of exploration missions every 5 minutes either. Anyway, that's the "story" reason why Science Powers are based on Auxillary - they aren't normal part of a ship's repertoire. Science Vessels use them because while they don't have good weapons, they at least have a pretty clever crew that knows how to make the best out of what they got, ever adaptive.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
05-13-2012, 10:11 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.
What tests?

An easy check on the holodeck in system space shows no change in turnrate nor Kin Resists when adjusting aux on a BoP (remember to lock your engine power when adjusting aux while testing turnrate). Some boff/doff abilities are aux dependent for performance/use. But, there's nothing I've seen to indicate Aux directly impact runrate or Kinetic resists.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
05-13-2012, 10:36 AM
Quote:
Originally Posted by CapnBludd View Post
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.

Actually I didn't say anything about moving powers off of Aux, I infact only asked why they were on what is by definition a backup power system instead of a main system. A poster above said it best

Cusashorn:
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.

So lets try not to put words in my mouth so to say. That seems like the best explanation of why they are Aux instead of the other three. Though yea honestly it still doesnt make perfect sense to me and I think it is one of the main reasons Science vessels have more of a hard time making good templates for their ships compared to escorts and cruisers. Though it was just a question as to why it was set up that way not a request for changes to said system or science ships. I only pointed out what I thought was weird and caused an inbalance between the three ship types based on what power types are important, cruisers and escorts only really need to choose between the first three in most cases while Science ships have to choose between 4 every time.

I also pointed out that it will probably never change..Which is realistic since the devs have alot of stuff they say they are working on.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
05-13-2012, 12:40 PM
Quote:
Originally Posted by Darthconnor View Post
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.
..seems like saying take them off aux to me..but ok
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
05-13-2012, 03:41 PM
Quote:
Originally Posted by CapnBludd View Post
..seems like saying take them off aux to me..but ok
Did I request anything. Making a statement and making a request are two very different things. I was looking for a answer to why they did it and got it. Beyond that I really couldn't care. I made an observation nothing more about why a specific Boff (Science officers) are stuck to a power setting that the other two really don't have to use or atleast don't reley heavily on. Seems unfair to say the least but honestly as I hardly every fly anything science heavy so it was more questioning why they did it that way then asking for a change from it.

Again taking my observations and what i wrote and twisting them to what you thought I was instead requesting is your failing not mine.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
05-15-2012, 12:12 AM
Quote:
Originally Posted by Raudl View Post
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.

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?
I would think the EptX abilities should apply a -10 to aux (like guns). All that power has to come from somewhere (at least Aux to X drains aux), currently it is "free" power. As many of the ship builds I see in the shipyards rely on EptS and EptW for their output, Aux becomes important for Escorts and Cruisers to keep their buffs up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
05-15-2012, 06:15 AM
I think AUX is really useful I for one don't want it to change. I used to think it was rubbish. I'm pretty sure AUX dosen't affect turn rate.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
05-15-2012, 12:38 PM
Your Auxiliary power level has a decent effect on the Engineer Bridge Officer Abilities that deal with healing. Also, the science offensive abilities and healing abilities!

Basically:
Weapons power setting helps with DPS nothing more.

Shield Power Setting Helps with damage resistance, and shield regeneration rate. You can, at 125 power to shields receive +35 all damage resistance and a 4x shield regeneration rate bonus.

Engine Power Setting helps with overall speed, Defense value (evasive/doge) and turn rate indirectly by speed boost.

Auxiliary Power setting helps with science offensive abilities heals and team heals. It also helps with stealth value when cloaked or while running silent running mode.

In a cruiser, running high shield power with high Auxiliary power will make you rather tough to kill. Especially when you are also able to increase speeds between healing cool-downs!
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