Empire Veteran
Join Date: Jun 2012
Posts: 6,373
# 41
10-30-2012, 08:13 AM
[quote]
Quote:
Originally Posted by adamkafei View Post
SNB is not OP at all the problems occur when you put 5 SNB doffs on an escort
Thats 5 SNB DOffs on any vessel. Its not an escort only issue.

Can you even stack 5 SNB DOffs at a time?
STO is very much an Adam One culture and completely inarticulate about Adam Two.
Captain
Join Date: Jul 2012
Posts: 2,698
# 42
10-30-2012, 09:05 AM
Quote:
Originally Posted by bitemepwe View Post
Thats 5 SNB DOffs on any vessel. Its not an escort only issue.
This is true however as the proc is chance per hit the chance is far greater on an escort

Quote:
Originally Posted by bitemepwe View Post
Can you even stack 5 SNB DOffs at a time?
To be honest with you I don't know, I do know that you can stack more than 1 though (I read the pvp forums not too long ago, hence I know of SNB doffs at all)
Empire Veteran
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# 43
10-30-2012, 09:40 AM
[quote]
Quote:
Originally Posted by adamkafei View Post
This is true however as the proc is chance per hit the chance is far greater on an escort
I do not believe this is correct.
It should give proc chances based on the number firing cycles, not number of hits.
Any vessel with CRF,CSV or BFAw can increase thier chance of proc.
In fact a Beam Turret build is great for the increased turret+CRF combo.


Quote:
To be honest with you I don't know, I do know that you can stack more than 1 though (I read the pvp forums not too long ago, hence I know of SNB doffs at all)
I believe three is the maximum allowed on a build.


Overall though I dislike the SNB DOffs and think they are out of balance with the rest of the game.
Maybe we need two more DOffs that each can mimic another single Captain ability for tac or Eng?
STO is very much an Adam One culture and completely inarticulate about Adam Two.
Lieutenant
Join Date: Jun 2012
Posts: 95
# 44
10-30-2012, 09:44 AM
yesterday I was playing the episode in Hobus where you get attacked by a D'deridex at the end (the IRW Sitesh I think). I used Eject Warp Plasma II to halt it in it's tracks and then used Evasive maneuvers to get distance. I then got to the side of the ship (out ofr Torpedo and Heavy Cannon firing arcs). This is a solid tactic that should work. What happens? It fires volley of four Heavy Plasma Torpedos at me... at least 45 degrees out of any firing arc that could launch torps... it fired them anyway. My response was Fire At Will to destroy them, then my weapons go red and lose all power, my shields were still at 90%, my hull untouched, no shuttles were launched and no beam was used that could have droped my weapon power... it was just gone. I hit an Engine Battery to up engine power to escape, then my engines go red and I am dead in space, the torps hit and drop my shields and hull to zero (which is odd since torps are supposed to be weak against shields).

So it is obvious that NPC 'boss' ships are programed to be able to cheat, that their weapons fire in impossible arcs, and do damage not even MK XII Borg weapons can do.
Vice Admiral Ross
and others too numerous to name...
Captain
Join Date: Jul 2012
Posts: 2,698
# 45
10-30-2012, 09:49 AM
Quote:
Originally Posted by bitemepwe View Post
I do not believe this is correct.
It should give proc chances based on the number firing cycles, not number of hits.
Any vessel with CRF,CSV or BFAw can increase thier chance of proc.
Well as I genuinely do not know enough about this I will not argue

Quote:
Originally Posted by bitemepwe View Post
I believe three is the maximum allowed on a build.
Again, I don't know enough to build a comment on

Quote:
Originally Posted by bitemepwe View Post
Overall though I dislike the SNB DOffs and think they are out of balance with the rest of the game.
Here we agree again

Quote:
Originally Posted by bitemepwe View Post
Maybe we need two more DOffs that each can mimic another single Captain ability for tac or Eng?
What we really need is to remove SNB doffs from the game and to stop putting captains out of jobs but I don't believe that needs saying.

Out of curiosity, what do you think of my suggested adaptions of reynoldsxd's cruiser buffs?
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# 46
10-30-2012, 10:15 AM
Quote:
Originally Posted by adamkafei View Post

Perhaps give cruisers all 3 team skills as inates with lower cd (to reflect their larger crews)
Interesting. Possibly give them a innate buff when using "Xteams" due to the larger crews.

Quote:
Inate resist to power drain in general (more power production than the others and could thus compensate for drain)
Now this is a definate idea.....

Quote:
Just give cruiser torps a buff, give them a reason to lose beam DPS perhaps a cruiser only dual torp launcher? (could viably be mounted both ends due to ship size), escorts get dual cannons and DHCs why can't we have dual torp launchers?
Very interesting........
STO is very much an Adam One culture and completely inarticulate about Adam Two.
Captain
Join Date: Jun 2012
Posts: 2,561
# 47
10-30-2012, 10:36 AM
this thread is getting into some sort of useless discussion. The arguments of the OP are wrong and/or based on his interpretation (imagination) of Star Trek canon. Mainly it does not represent current gameplay in any way.
When i read through it again, it seems he is playing some other game.

yet a discussion that starts to circle has come out of it. Why?

why should cryptic start to redesign their tank class? Is there a vaid reason to do that? No, cruisers tank just fine.
Why should cruisers (the current tank class) do more dmg accross the board? Only because fans of the ships can use them as dmg dealers? The game is not intended to provide that, period.
Actually that isn't entirely true, since there are some cruisers that just do good dps...but that ofcourse takes experiance and playerskill...which most cruiser captain simply lack drastically.

to deal dmg with a cruiser just needs an above average captain to function, not a redesign of the class itself.
Go pro or go home
Career Officer
Join Date: Jun 2012
Posts: 152
# 48
10-30-2012, 11:28 AM
Quote:
Originally Posted by ericandrewross View Post
yesterday I was playing the episode in Hobus where you get attacked by a D'deridex at the end (the IRW Sitesh I think). I used Eject Warp Plasma II to halt it in it's tracks and then used Evasive maneuvers to get distance. I then got to the side of the ship (out ofr Torpedo and Heavy Cannon firing arcs). This is a solid tactic that should work. What happens? It fires volley of four Heavy Plasma Torpedos at me... at least 45 degrees out of any firing arc that could launch torps... it fired them anyway. My response was Fire At Will to destroy them, then my weapons go red and lose all power, my shields were still at 90%, my hull untouched, no shuttles were launched and no beam was used that could have droped my weapon power... it was just gone. I hit an Engine Battery to up engine power to escape, then my engines go red and I am dead in space, the torps hit and drop my shields and hull to zero (which is odd since torps are supposed to be weak against shields).

So it is obvious that NPC 'boss' ships are programed to be able to cheat, that their weapons fire in impossible arcs, and do damage not even MK XII Borg weapons can do.
Obvious is such a strong word. You are aware of the simple fact that D'deridex NPCs are using Viral Matrix, right? I mean, it even shows a funny debuff icon when you've been hit with it. Can't see any cheating here. Next time it's probably better to just wait till VM deactivates your engines before using a battery or just stay out of its front arc.

High-Yield plasma torpedo salvos are the D'deridex' special ability. What's wrong with that? Nothing different than having special consoles on C-Store ships. They are stonger but so incredible slow, that I can't even remember when the last one hit me. Also your fireing arc argument sounds quite funny when you think about the Feds Wide Angle Quantum Torpedo Launcher, doesn't it? Dare those evil NPCs, why do they have something only us players are allowed to have. How are we supposed to kill them now?

STO NPCs are stupid. They are so stupid that it's probably not possible to dumb them down any further, so you should be happy that there are a few NPC ships with at least a couple scripted abilities.
-----------------------
decker999
Join Date: Aug 2010
Captain
Join Date: Jul 2012
Posts: 2,698
# 49
10-30-2012, 12:08 PM
Quote:
Originally Posted by bitemepwe View Post
Quote:
Originally Posted by adamkafei View Post
Perhaps give cruisers all 3 team skills as inates with lower cd (to reflect their larger crews)
Interesting. Possibly give them a innate buff when using "Xteams" due to the larger crews.
I think the only one you can really justify buffing on cruisers is eng team mainly because it is the most practical. On the subject of crew and crew bonuses, what do you guys think of a higher crew recovery on cruisers as a large crew requires a large med-bay and a large medical crew complement.

Quote:
Quote:
Inate resist to power drain in general (more power production than the others and could thus compensate for drain)
Now this is a definate idea.....
Perhaps have a flat resist to them with a stacking boost when externally drained (like the Aegis sets reactive shields and/or sensor scan)

Quote:
Quote:
Just give cruiser torps a buff, give them a reason to lose beam DPS perhaps a cruiser only dual torp launcher? (could viably be mounted both ends due to ship size), escorts get dual cannons and DHCs why can't we have dual torp launchers?
Very interesting........
I'm thinking either straight 2 torps fired per cycle, this would be compensated for my escorts running HY, if we do this would it still be safe to have them affected by HY (spread would remain unaffected for obvious reasons) or should it be a high percentage of the standard yield per torp? If we do the former then I can imagine escort pilots complaining that HY is suddenly a MUST have skill but the latter has to potential to negate the whole idea if it isn't high enough... ideas?
Lt. Commander
Join Date: Jun 2012
Posts: 144
# 50
10-30-2012, 02:11 PM
Quote:
Originally Posted by baudl View Post
why should cryptic start to redesign their tank class? Is there a vaid reason to do that? No, cruisers tank just fine.
Why should cruisers (the current tank class) do more dmg accross the board? Only because fans of the ships can use them as dmg dealers? The game is not intended to provide that, period.
Because a) any vessel beside shuttle can tank in endgame content in STO, b) endcontent is all about damage, c) for the the endcontent that is not purly about damage, the heal of an escort using power management is sufficent.


Quote:
Actually that isn't entirely true, since there are some cruisers that just do good dps...but that ofcourse takes experiance and playerskill...which most cruiser captain simply lack drastically.
LoL, according to you any healer in this game lacks skil because he does no DPS in his cruiser.

Quote:
to deal dmg with a cruiser just needs an above average captain to function, not a redesign of the class itself.
Of course, also cruiser can deal damage. But no cruiser, will deal more damage than an escort. So, an escort can tank endgame content as well as an cruiser, whats the point of flying a cruiser anyway?

It is nothing wrong with the damage of cruisers, however, escorts because of several "broken" powers are much to tanky.

Nerf escort tanking! The average escort pilot only needs to get the borg set, 3 blue+ shield dsitribution officer and set engine to full impuls.
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