Starfleet Veteran
Join Date: Jun 2012
Posts: 3,318
# 61
01-30-2013, 06:09 AM
Quote:
Originally Posted by dalnar83 View Post
Maybe give Emergency Power to Weapons a +weapon drain resistance buff for whole duration ? That is two birds with one stone. It would help cruisers to manage beam drain, would make version II and III more interesting and would give secondary benefit to EptW.
[...]
Hm, I strongly feel that Emergency Power To Weapons should completely cancel out a target's Emergency Power To Shields of the same level. Would this be achieved with a mere energy drain bonus?
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Promote what you love, instead of bashing what you hate.
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Career Officer
Join Date: Jun 2012
Posts: 597
# 62
01-30-2013, 06:11 AM
Quote:
Originally Posted by burstorion View Post
Heh...so you want to nerf tact team, the only real defence against getting obliterated by dhcs, even if you have epts cycling, ph cycling, aux2 sif on and tss cycling with a side order of extend shields?

Methinks I sense a heavy dhc user, be it escort, bop, raptor or freakish halfbreed ship
think you need to pvp a whole lot more. most times in premades i dont even use my own tt. im giving it to my sci healer or shut down sci. and tt has a way to long clear. so lets see what it does, disto sheilds, clears tact debuffs, and a minor buff to weps. what people use it for mostly? disto sheilds. should just call it defense team. btw im a tact in a jem ship. and your example is really not true. if im getting hit my sheilds just auto disto anyways with w s a d keys. if anything a simple tss or extends will fix thoes issues. ill also hit rsp. if im being held ill then use my own tt. trust me tt is way op. why do you think its on every class? call for a sci team? well ur m8 will also put a tt on you. again ur sheilds are bricked.
Captain
Join Date: Aug 2012
Posts: 1,014
# 63
01-30-2013, 06:13 AM
I feel like more could be done to balance the desire for certain weapon and energy types.

Torpedoes could become more useful for everyone if more types were added.

-In ds9 most fed ships fire yellow torpedoes, call them phased torpedoes with the phaser proc. Put them somewhere in between quantums and photons in firing rate and damage. Have phaser consoles give a slight damage boost.

-During the TNG Klingon civil war the first kill is made by Gowrons ship firing some sort of charged disrupted bolt. It builds up its form in what was normally a torpedo launcher for Klink ships. Call it the disruption torpedo with the disrupter proc. Make it the photon torpedo to the plasma torps quantum torpedo. Fires more but with less damage per shot, doesn't get as big as plasma high yields but it can't be shot down. Overall slow firing rate.

-Tetryon torps are utterly great against shields, but worse than photons against hull hp. Maybe same stats as photons but against shields etc. Same as others with a small dmg bonus from energy consoles. It would be a great cruiser torp no matter the class.

-Polaron torpedo with the Polaron proc. Small bonus from energy consoles, don't know enough about Polaron to wager a dps stat set.

-Antiproton torpedo is another tough one, maybe it could proc a non stackable defense debuff. just making its crits better might work in between photons and quantums. Since the proc is purely damage related traditionally, it would be cool to really make it a gamblers weapon.

In adding all this, the iconic torpedo would become more desirable, effective, and efficient for everyone. Eng consoles for energy resistance could offer slight defenses against the new torps, but at the same time proc rates could get a buff on the torpedoes to counter the exchange for an energy weapon slots pps. Photons and quantums would probably need a damage boost to stay useful as burst weapons, but it could be minor and done in several different ways.

And in general Tetryon advanced fleet turrets need to have an acc mod available like all the other weapons in the fleet store. Antiproton weapons need to be added to the drop pool for all acc procs and other such combinations in missions like the gorn minefield.
The Somraw, K'tinga, D'Kyr, D7, Kumari, Xindi carrier, Xindi escort, and the T'Varo are all older than the Constitution Refit and yet they are tier 5. The Constellation is made up primarily of Connie refit parts and it is tier 5, there is no logical reason whatsoever for the no tier 5/6 connie rule.

Last edited by cidstorm; 01-30-2013 at 06:16 AM.
Captain
Join Date: Jul 2012
Posts: 2,192
# 64
01-30-2013, 06:16 AM
Too much complicated solution for torpedoes. Mine is, give photons a 120 degree arc and let it dmg shields more. Make it fire and forget weapon. While quantums would be the time-it-right spikes.
Empire Veteran
Join Date: Jul 2012
Posts: 194
# 65
01-30-2013, 06:31 AM
Quote:
Originally Posted by suaveks View Post
Jem'Hadar Attack Ship
Highest turn-rate of all escorts, excluding raiders.
Aside from Escort Carriers, the highest HP of all escorts.
Shield Rating of 1, while most other escorts tend to have around 0.9
Two universal boff slots
5 tactical console slots
Benefits from Jem'Hadar Space Set

In other words, for an escort the ship has no flaws. Other ships at the very least tend to trade defensive stats for offense or turn rate etc. In this case... it's an OP ship and the whole community knows it.


i have to agree after flying this ship in pvp tests with my fleet vs a defiant and adv escort it is a far better choice and it showes in the pvp ques where every 2-3 ships are bugs
Career Officer
Join Date: Oct 2012
Posts: 522
# 66
01-30-2013, 07:25 AM
- Make Photon Torpedos do more damage to shields (2x more than current) and more damage over all

- Make all energy weapons do less damage to hull - to break the all energy weapon hegemony on ship fittings.

- Beam arrays need to drain way less energy than current, and have higher proc chances to make up for reduced hit chance. - Right now, cannons both do more damage than beams and proc more often. FAW and subsystem targeting is the only reason to run arrays at current.

- DEM needs a massive boost to bleed through damage, it should also become a beam weapon only effect. No real use for it besides the doff skill

- In future, there should be more escorts with Bugship-like agility stats.

- 1 new captain ability at level 60 that boosts science or engineer skills for those captains and gives a critD+acc bonus to tactical captains (space)

- you need to fix/nerf the cryo pulsewave

- Mobius temporal destroyer should have +10 Weapons and +10 Aux

- The amount human doffs reduce subsystem disable is too much.

- Tetryon, Polaron should reduce energy recharge rates for afflicted subsystems for 5 seconds per proc

- Omega/MACO/Borg sets are either too strong or sit in complete isolation. If new repulation stores (ie PVP store) becomes availible, focus on making stronger sets that equal those in performance.

- Escorts in general tank too much. Remove APO resistance bonus. Slight modification to defence or provide sci captains with unbreakible holds.

- Did I mention that beam arrays suck?

- Mines and cluster mines (of which a photon cluster mine with the above chances to photon torpedos would be nice) should no longer chain-crit.

- The Lobi Jem'Hadar set should be much better than it currently is (+15 shield resistances, higher regen, actual set bonus doubled to match description of 8.8%) - antiproton sweep to have a greater range, uncloak targets for much longer than current.

- More ensign bridge officer powers, especially for tactical officers - and especially if you insist on putting ensign tactical bridge officer slots on everything.

- Did I mention that beam arrays suck?

- Dual Cannons should have a chance to proc (weapon type effect) of 3 or 4% - There's no reason why these should be made purposefully inferior/pointless beyond (minor) additional DEM damage.

Last edited by magniacapra; 01-30-2013 at 07:42 AM.
Commander
Join Date: Jun 2012
Posts: 251
# 67
01-30-2013, 07:48 AM
Quote:
Originally Posted by suaveks View Post
Jem'Hadar Attack Ship
Highest turn-rate of all escorts, excluding raiders.
Aside from Escort Carriers, the highest HP of all escorts.
Shield Rating of 1, while most other escorts tend to have around 0.9
Two universal boff slots
5 tactical console slots
Benefits from Jem'Hadar Space Set

In other words, for an escort the ship has no flaws. Other ships at the very least tend to trade defensive stats for offense or turn rate etc. In this case... it's an OP ship and the whole community knows it.
I will agree. The entire community knows that among Escorts, this thing is the king, I would consider not so much nerfing the ship, but tweaking it so that it is only slightly better. Not the super ship that people praise it as.
Captain
Join Date: Aug 2012
Posts: 13,600
# 68
01-30-2013, 07:51 AM
Quote:
Originally Posted by broken1981 View Post
think you need to pvp a whole lot more. most times in premades i dont even use my own tt. im giving it to my sci healer or shut down sci. and tt has a way to long clear. so lets see what it does, disto sheilds, clears tact debuffs, and a minor buff to weps. what people use it for mostly? disto sheilds. should just call it defense team. btw im a tact in a jem ship. and your example is really not true. if im getting hit my sheilds just auto disto anyways with w s a d keys. if anything a simple tss or extends will fix thoes issues. ill also hit rsp. if im being held ill then use my own tt. trust me tt is way op. why do you think its on every class? call for a sci team? well ur m8 will also put a tt on you. again ur sheilds are bricked.
Three of my four guys will always have TT. Depending on the ship, they may even have 2x TT. One of the four runs at least one TT on every ship aside from one. That's the KDF Eng when he's in his Mirror Vor'cha.

EPtS, TSS, RSP, RSF, BFI, and MW...and well...AtS, ET, HE, PH, BFI, and MW. He also runs x/100 Shield Power for the most part.

Even there though, I've considered grabbing TT to drop out on other players.

Even though he's not built this way, imagine something like that along with the Rep Passives: Enhanced Shield Systems, Emergency Second Shielding, Hull-Repairing Nanites, and Superior Shield Repair. Heck, add in the Hull/Shield Romulan consoles, eh? Think about the various combinations of sets you can also throw together - whether you're looking at Borg set bonuses, Fleet Elite Shields, or the subvert on the KHG/AMACO?

IMHO, I'm not sure whether it's a case that TT is OP or if the Shield Distro aspect of TT should be a baseline Captain ability (any Career) with TT being modified to offset the loss of the Shield Distro.

Course, any such change to TT...could also potentially affect how ET and ST are used...which in turn could affect all the abilities they are used against. Looking at TT isn't something that should be taken lightly...


"Wheeeee, this is kind of fun. Oopsie...my bad."
Admiral Geist, Klingon Science Officer
Arcadia, Benthan Assault Cruiser
Captain
Join Date: Jun 2012
Posts: 1,486
# 69
01-30-2013, 07:55 AM
Quote:
Originally Posted by naz4 View Post
Nothing wrong with hazard emitters. It would have been op if it had the same cool down as team abilities however its 3 times longer factoring in doffs. Based on that alone, the eng team specd right can do 45+k healing vs approx 30k of hazards in same time frame. And no hazards dont debuff everything and isnt the most powerful hull heal.
Fyi, hazzards can be reduced to ~ 30 second cooldown w/doffs. It also come w/a resist boost. So, roughly they repair the same, clear different debuffs, HE has longer global is a HoT but comes w/resists over time. I mainly used ET as a debuff clearer and HP boost is gravy, Aux2sif would be what I'd want for repair/resist w/a short cooldown that can be spread around.
Captain
Join Date: Jul 2012
Posts: 3,123
# 70
01-30-2013, 07:58 AM
Quote:
Originally Posted by magniacapra View Post
- More ensign bridge officer powers, especially for tactical officers - and especially if you insist on putting ensign tactical bridge officer slots on everything.
I could have 4 or 5 ensign tacs and still not run out of useful skills even if I don't double up on any, it's engineers that need more ensign skills, it's either EPtX or ET meaning it's best to run EPtX1 on all cruisers to avoid ET and keep the max number of useful eng skills, a problem science also doesn't share.

Quote:
Originally Posted by magniacapra View Post
- Did I mention that beam arrays suck?
^^This.
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