Republic Veteran
Join Date: Jun 2012
Posts: 122
Whatever happened to this? I remember that J-man proposed that the ability was going to have the same ranks as the torpedo abilities, yet it has not happened. I would definitely make use of the 3rd ensign tactical abilities that the defiant/mvam ships have. I would like to know the reason why this wasn't put on along with the other mine changes.
Captain
Join Date: Jun 2012
Posts: 1,395
# 2
10-14-2012, 01:27 PM
I can see it being a little bit strong, especially when it comes to trics.
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,261
# 3
10-14-2012, 02:44 PM
We ran into some technical limitations that would've made it a prohibitive task to perform this change. It's not completely impossible, and not completely off the list of possibilities as far as bridge officer power changes, but not likely to happen over any sort of short-term time frame.

Instead, if it is determined that they need an increase in effectiveness to go along with their higher-rank seating requirements, that's a balance review we can perform more easily.
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Career Officer
Join Date: Jun 2012
Posts: 134
# 4
10-14-2012, 02:50 PM
Quote:
Originally Posted by borticuscryptic View Post
We ran into some technical limitations that would've made it a prohibitive task to perform this change. It's not completely impossible, and not completely off the list of possibilities as far as bridge officer power changes, but not likely to happen over any sort of short-term time frame.

Instead, if it is determined that they need an increase in effectiveness to go along with their higher-rank seating requirements, that's a balance review we can perform more easily.
Or you could ADD a new Mine BOFF power, make it the power of the current LT ability and then buff the three like you're talking about.

In fact, do that with EVERYTHING. Torpedo High Yield IV at Commander, Gravity Well I at Ensign, Gravity Well IV at Commander. That would be the best thing to do as it would give players complete choice of what powers to use based on their likes but the best use of them would still be limited by rank.
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Republic Veteran
Join Date: Jun 2012
Posts: 122
# 5
10-14-2012, 10:46 PM
Not to be rude but you guys said the same thing about Beam Fire at Will. Remember when one of the devs said it would be too hard to make the fx for missing the shot when using BFaW, but it was accomplished regardless. What I'm trying to say here is that it might not be as hard as it seems.
Starfleet Veteran
Join Date: Jun 2012
Posts: 836
# 6
10-14-2012, 11:56 PM
Quote:
Originally Posted by savingj View Post
Whatever happened to this? I remember that J-man proposed that the ability was going to have the same ranks as the torpedo abilities, yet it has not happened. I would definitely make use of the 3rd ensign tactical abilities that the defiant/mvam ships have. I would like to know the reason why this wasn't put on along with the other mine changes.
That would be really bad change for projectile builds and torp boats. I would have to lose torp spread III to move down Mine III and leave me with nothing useful in the top slot. I would end up with less projectile ability?s on my projectile build.
Rihannsu
Join Date: Jun 2012
Posts: 948
# 7
10-15-2012, 06:48 AM
Quote:
Originally Posted by pottsey5g View Post
That would be really bad change for projectile builds and torp boats. I would have to lose torp spread III to move down Mine III and leave me with nothing useful in the top slot. I would end up with less projectile ability?s on my projectile build.
theres a simple fix to that. something Bort was even mentioning months ago. Making a Torp and Mine attack all in one. Preferable a Bridge Officer attack. I hope this becomes a reality.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 8
10-15-2012, 07:07 AM
Quote:
Originally Posted by borticuscryptic View Post
We ran into some technical limitations that would've made it a prohibitive task to perform this change. It's not completely impossible, and not completely off the list of possibilities as far as bridge officer power changes, but not likely to happen over any sort of short-term time frame.

Instead, if it is determined that they need an increase in effectiveness to go along with their higher-rank seating requirements, that's a balance review we can perform more easily.


Part of the problem is that some ships win the lotto in terms of BOFF layout design (Bugship, Fleet Patrol Escort) and others lose out with a borderline useless third tactical ensign slot (or similar).

So players are pretty desperate for some skill that is viable that is also not Tactical Team for ensign stations (and to be honest here, third ensign engineering slots are even worse - this is why many players deride the Galaxy-R and Fleet Galaxy-R).


On top of this several powers are (in some cases, arbitrarily, and in other cases justified) limited to Ltc or CMD only (for example Attack Pattern Omega).


So you end up with a bottleneck of great abilities at the upper end that you can only take 1 or 2 copies of, and you end up struggling to fill 3 ensign stations due to a lack of choices.


A defiant using mines for example now has to fit in cannon skills, a mine skill, attack pattern omega which is basically a requirement, and even with 2 copies of tac team - you are left with the proposition of having to either leave it empty or stuff a torpedo/DBB there and drop your overall average DPS by losing a DHC (this build probably has 1 or maybe 2 mine launchers rear to make use of the dispersal pattern - so it's already made the sacrifice for kinetic weapons in the aft layout).

Starfleet Veteran
Join Date: Jun 2012
Posts: 836
# 9
10-15-2012, 08:34 AM
Quote:
Originally Posted by captainbmoney View Post
theres a simple fix to that. something Bort was even mentioning months ago. Making a Torp and Mine attack all in one. Preferable a Bridge Officer attack. I hope this becomes a reality.
Depends how they do it. Last time they talked about the skill merge it was hit the skill then only a mine or torp would tigger which ever was first. That to me is a real bad idea but if they can make both mine and torps trigger with one skill great.

If devs are reading this thread any chance we could get a comment on the missing fleet mines and why are all fleet mines still broken after all this time? Any chance for someone to take a look over fleet weapons to fix these and other problems?

EDIT: Another point with mines. Engineers are meant to be the mine using class but Engineers in cruisers cannot use lvl 3 mine skills. When you pick an Engineerin class you get “bottlenecking the enemies advance with defensive mine fields.” . Surly we should be better with mines over Escorts/Tac class?

Last edited by pottsey5g; 10-15-2012 at 08:39 AM.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 10
10-15-2012, 09:36 AM
Quote:
Originally Posted by pottsey5g View Post
If devs are reading this thread any chance we could get a comment on the missing fleet mines and why are all fleet mines still broken after all this time? Any chance for someone to take a look over fleet weapons to fix these and other problems?

Yeah broken mines is another thing that needs to be looked at.

Bort, if you're reading the [DMG] modifier does not work for Mines of any kind.

If it does do something, its not visible in the UI.

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