effectively APO3x2+APD1x2 +xtra LtCommander Tac Boff != APO3+APO1+APD1 (not that many people spent slots on 3 AP Boffs)
I'm not sure why acknowledging this is a big deal.
well it kinda is. i hate the one side talk of apd, i dont see people making a big deal on sci team 3 or et 3 on global. thats alot of burst healing numbers in a match. i do agree omega needs to be fixed so it dont do more then it should. but leave the doffs out of it. while you say thats an extra slot i can say the same for sci and engys.
but this whole topic of crusiers are underpowered is just stupid. they do healing. i know engys in cruisers are ment to be a hybrid of dps/healing but i tend to hate that idea. if you want to do damage go in escorts, if you want to heal go in a crusier or sci ship. am i the only one who is a bit worried that you guys get cruisers buffed and we go back to cruisers online? faw is getting fixed. that should help a bit, but again i am a bit worried about it. yeah it helped eat sheilds but rendered mines useless.
Last edited by broken1981; 02-02-2013 at 08:02 PM.
the more i think about it, the more i think the core of the problem is the way ships are setup.
Most damaging guns forward, every ship the same amount of guns, same firing angles etc.
What would happen if cruiser mounted weapons have a higher arc then escort mounted weapons. If cruisers can mount all weapons types everywhere? Reducing, eliminating the blind spots of cruisers that make it so easy for escorts to kill cruisers with impunity .
Or restrict what MK of a gun can be placed on a ship class. There is a canon reason for the ent-d to be so big for example. Its the phaser emitter strips. They are so power full because they are so large. Much larger then the entire defiant. Yet in game the situation is pretty much reversed. The weapons are the same, shuttle, cruisers, escort. but the number of tac consoles and boff slots are more important. And in that area the escort usually wins big time.
I don't think the imbalance can be addressed without having different ship types effect what and how much they can mount. Be it weapons, boffs, MKs and so on.
-= ISE: 12:19 -=- CSE 12:41 -=- KASE 11:59 -=- HSe 8:06 total =-
-= KAGE 5:43 =-
[7:07] [Combat (Self)] Your Dual Disruptor Banks - Overload II deals 123086 (41096) Disruptor Damage(Critical) to Assimilated Carrier.
Remove the hold protection of ApO and it would solve some issues with Escort survival.
Otherwise the only defense bonus that escorts get is the 10% over the cruisers. Everything else is power stacking through variuos means, trait buffs, passives buffs and equipment buffs.
Making so a held or slowed Escort is once again highly vulnerable defensewise would be a step towards balancing them in PvP.
Or they give Cruisers a bonus 10% to defense for being being massive to even it out.
My 2 ec.
Originally Posted by staq16
The Federation may have all the superficial attention - but the game engine has a Klingon heart that lives only for battle.
Dealing damage should be a basic ability in every class based game. in every other game are the same problems with pure damagedealers and other classes. they are to effectiv and to simple, so other classes can not compete against them. maybe the devs should find a new role for escorts and normalize all classes in damage abilitys. alternative: make damagedealers to real glasscannons, so the need to use hit & run tactics
Cut the available skill points: 1/4 of them would be enough. Reverse the investement-return gain from the skills. It's 15/10/5 now, should be 5/10/15. Make the last 3 points more costly then the first six (500/750 for first tier). Move resists to two highest levels of skills, not first two or three as they are now. This would force players to make some choices and not build Swiss Army Knifes.
To sweeten the deal make the respecs a LOT cheaper so that players can afford them. With such setp - make LOTS of money (that's for Cryptic).
Make the bonus difference between 3rd level of BOFF powers a LOT greater then between first two. 1st level bonuses should be minimal (like 1% bonus, 10% bonus - 50% bonus). Making the powers specific for ship types relevant again (EPtS - I look at you...). This would also solve the problem of overhealing as escorts would not be able to slot powers that can heal them really effectively (thus turning them into glass cannons).
Cut available power to 100 while keeping the power level requirements. Sloting 100% of power to most subsystem would not be possible, even getting 100% to one will at expense of shooting down everything else if don;t have skill bonuses. Get batteries or skills or suffer. Would cut the DPS of escorts while giving them great spike damage from DHC and batteiries. While not screwing as much sci (which rely on Aux) and cruisers (with eng power boost skills).
Or do anything that will force players to think and make the game about skills at flying, not at creating keybinds.