Captain
Join Date: Jul 2012
Posts: 3,046
# 311
11-08-2012, 12:24 AM
Quote:
Originally Posted by baudl View Post
I'd like to go a little further on that statement:
why not give all ships a build in torpedo launcher (like a hangar) cruisers get 2 one front one aft and they operate with 180 degree angle.
sci ships get 1 front with 180 degree angle too and escorts a 90 degree torp launcher front only.
Now you can put in a torpedo launcher (or a mine launcher) into those slots and fire torpedos as usual. problem solved.
The only problem I can spot with this is if it's built in then we might well be left without control of what type we're using. I suggested the idea of a dual torp launcher (cruiser only as if it were mountable on all ships escorts would have the power to make it OP but if we only exclude them they'd be up in arms) mountable both ends thus giving reason to break broadside
Career Officer
Join Date: Jun 2012
Posts: 154
# 312
11-08-2012, 01:26 AM
Quote:
Originally Posted by baudl View Post
Or torpedos become a commodity and you must stockpile torpedos in a device like slot on your ship. Cruisers have 4 slots with a stack of 250 each. sci vessels have 3 slots and escorts only 2. That would mean you can variate during combat what kind of torpedo you like to fire.
Example: there are 4 spheres with shields infront of me...i switch to transphasics for a spread. their shields are gone i go back to photons or quantum.
Sounds like a nice plan to screw all sci torpedo boats. Good job...

With STOs combat mechanics in mind, why not just keep it the way it is? People who think they need torpedoes for their cruiser can do this, they only have to divert the necessary skill points from other more useful skills. People who want a wider angle allready can do this with Ferengi missiles and the Wide Angle Quantum Torp.

For PvE it's not hard to utilize torpedoes on cruisers if you really want too. For PvP, they will not become more viable just because they have a wider angle.
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decker999
Join Date: Aug 2010
Captain
Join Date: Jun 2012
Posts: 3,030
# 313
11-08-2012, 02:47 AM
Quote:
Originally Posted by decker03 View Post
Sounds like a nice plan to screw all sci torpedo boats. Good job...

With STOs combat mechanics in mind, why not just keep it the way it is? People who think they need torpedoes for their cruiser can do this, they only have to divert the necessary skill points from other more useful skills. People who want a wider angle allready can do this with Ferengi missiles and the Wide Angle Quantum Torp.

For PvE it's not hard to utilize torpedoes on cruisers if you really want too. For PvP, they will not become more viable just because they have a wider angle.
i did not think about that. thx for pointing it out.

my initial idea was to have torpedos as a standard fit for any ship, and as cruisers are the bigger ships they naturally have the highest torpedo stockpile and launcher number. And to add to the game mechanic that torpedos are a resource like devices that are not indefinately available in combat, and since not all torpedos are suiteable for all situations, to be able to have a variation during combat seems interesting, atleast to me.

however i fail to see how skilling projectile weapons forces anybody to miss out the more usefull skills since the last 3 are mostly irrelevant and not worth it. I mean there surely are more usefull skills than others, but to make projektile weapons worthwile doesn't mean you cripple your skills somewhere else.
sure there isn't much sense in skilling projectile weapons if you go 8 beams...but the points gained there only mean minor gain in the higher tiers or a sci power more that may not even be usefull for the build (i'm looking at you flow capacitator)
Go pro or go home

Last edited by baudl; 11-08-2012 at 03:03 AM.
Career Officer
Join Date: Sep 2012
Posts: 9
# 314 Cruisers
11-08-2012, 05:49 AM
For the Devs. Why not increase there shield bonus. Turn rates are i think correct for Cruisers, they are big bricks that have a larger power core. It should show threw in power transfer and shield management. Firepower if for esccorts, but shielding is for Cruisers.
Captain
Join Date: Jun 2012
Posts: 891
# 315
11-08-2012, 06:00 AM
Quote:
Originally Posted by adamkafei View Post
The only problem I can spot with this is if it's built in then we might well be left without control of what type we're using. I suggested the idea of a dual torp launcher (cruiser only as if it were mountable on all ships escorts would have the power to make it OP but if we only exclude them they'd be up in arms) mountable both ends thus giving reason to break broadside
Actually it wouldn't bother me as an escort pilot. I've always thought cruisers and science ships should have uniquely tailored weapons.

I'm not opposed to them doing more damage, so long as they don't do more than escorts.
Captain
Join Date: Jun 2012
Posts: 1,474
# 316
11-08-2012, 06:53 AM
Quote:
Originally Posted by centapeed View Post
For the Devs. Why not increase there shield bonus. Turn rates are i think correct for Cruisers, they are big bricks that have a larger power core. It should show threw in power transfer and shield management. Firepower if for esccorts, but shielding is for Cruisers.
Eh. The only thing that really kills a well run cruiser is stupid gimmick weapons like the NPC-strength Isometric Charge, or the Borg torpedoes that can hit for 200K damage. Cruisers stay alive just fine as-is, the issue that merely staying alive isn't contributing to the win. Staying alive is stalemate. You need to be doing relevant damage at the same time as you're staying alive, and the slower cruisers really struggle here.

I'm in favor of doing two things:
1.) Increase the maneuvering of all cruisers into the 9 to 11 degrees per second range. Still much worse than an escort, and worse than a lot of the science ships, but no long torturous. I have a Mirror Vor'cha battlecruiser, and I think it's one of the most amazing and well-balanced ships in the entire game; it's what cruisers should be. (Turns 10 deg/s)

2.) Modify Attack Pattern Delta to:
- 30 second cooldown (was 45)
- Threat generation for self is 200% for 10 seconds
- Multiplies your ship's damage resistances by a factor of N for 10 seconds

Delta then becomes the "cruiser attack pattern", and a real alternative to Beta.

Cruisers are better able to take hits and recover from them, which is why if you can you want the enemy to be shooting you instead of other people. The increased threat generation helps you in this essential cruiser role by making you seem like a more threatening target and the target of more enemies. And the damage resistance should be a multiplicative factor because, the way armor stacking works, a flat amount that is relevant to a ship with no armor will be trivial to a cruiser carrying armor while a flat amount that is relevant to a cruiser will be ludicrously effective to other ships. If the bonus was instead something like +25% to your actual damage resistances, then it becomes more relevant to your build when you carry more armor to make use of it.

Last edited by momaw; 11-08-2012 at 07:01 AM.
Career Officer
Join Date: Jun 2012
Posts: 154
# 317
11-08-2012, 07:13 AM
Quote:
Originally Posted by baudl View Post
however i fail to see how skilling projectile weapons forces anybody to miss out the more usefull skills since the last 3 are mostly irrelevant and not worth it. I mean there surely are more usefull skills than others, but to make projektile weapons worthwile doesn't mean you cripple your skills somewhere else.
sure there isn't much sense in skilling projectile weapons if you go 8 beams...but the points gained there only mean minor gain in the higher tiers or a sci power more that may not even be usefull for the build (i'm looking at you flow capacitator)
For PvE, that's probably correct.

Quote:
Originally Posted by centapeed View Post
For the Devs. Why not increase there shield bonus. Turn rates are i think correct for Cruisers, they are big bricks that have a larger power core. It should show threw in power transfer and shield management. Firepower if for esccorts, but shielding is for Cruisers.
Cruiser already have higher shield mods than escorts. You want even more? Go get a sci ship.
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decker999
Join Date: Aug 2010
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