Captain
Join Date: Jul 2012
Posts: 2,192
# 171
02-27-2013, 10:49 AM
Quote:
Originally Posted by frtoaster View Post
I thought some of you might be interested in an analysis of hull repair rates that I've posted here:

http://sto-forum.perfectworld.com/sh...31&postcount=3

Currently, the hull repair bonus granted by the leadership trait and the Borg set (2 pieces) is uneffected by combat status and crew. I'm not sure if this is intended or a bug. To discuss this issue, I've created the following thread:

http://sto-forum.perfectworld.com/sh....php?p=8340991
You operate with pretty small numbers there. My experimental cruiser build was at 500%, my steamrunner sits at 360%. Now in those ranges, the hull regen starts to be interesting I guess leadership will be nerfed soon. It took them 3 years to fix it, only to nerf it in 3 weeks.

If anything, the subsystem repair part is somewhat OP in PvP, because it cuts VM duration to 1-2s.
Rihannsu
Join Date: Jun 2012
Posts: 1,705
# 172
02-27-2013, 11:11 AM
Here's a balance concern unevenly distributed among both faction. Keep em coming. maybe in 3 years time it ll get fixed.

Please continue to nerf the KDF, much more important /sarcasm_0
Joined 06.10
PvP 2010-2011
PvP 2012-2013
Captain
Join Date: Jul 2012
Posts: 2,192
# 173
02-27-2013, 11:41 AM
Quote:
Originally Posted by havam View Post
Here's a balance concern unevenly distributed among both faction. Keep em coming. maybe in 3 years time it ll get fixed.

Please continue to nerf the KDF, much more important /sarcasm_0
Well well, both sides aren't balanced from the start anyway. I do not like to use this argument, but all klingon ships have extra "cloak" for free. The lower hull hps are compensated by the turn rate (even tho we both know its not a fair trade).

Now I do not like one side neglected by content, and I quite do not understand why there is no 5 tac console escort on KDF side, or more science choices, but I hardly think Leadership trait on boffs affects the balance between KDF and FED.

If I accept that superior turn rate and cloak are perks for klingons, well by same logic I understand that superiorly trained and disciplined crew and especially engineers in starfleet should have effect via leadership.

For me, stacking romulan boffs for invisibile, undetectable bops is much more gamebreaking than extra 150% hull regen outside of combat at the cost of crit boffs.

Spikes kill, and elite fleet shields are much more game-breaking than this.
Captain
Join Date: Jun 2012
Posts: 1,723
# 174
02-27-2013, 11:49 AM
Quote:
Originally Posted by dalnar83 View Post
You operate with pretty small numbers there. My experimental cruiser build was at 500%, my steamrunner sits at 360%. Now in those ranges, the hull regen starts to be interesting I guess leadership will be nerfed soon. It took them 3 years to fix it, only to nerf it in 3 weeks.

If anything, the subsystem repair part is somewhat OP in PvP, because it cuts VM duration to 1-2s.
Well, the first thread wasn't really concerned maximizing the hull repair rate, but to understand its mechanics. The second thread is meant to discuss whether the current behavior is intended or not.
Captain
Join Date: Jul 2012
Posts: 2,192
# 175
02-27-2013, 11:52 AM
Also the issue with the "bug" that keeps your the leadership bonus even at 0 crew is much more complicated. Because currently, the more crew you have, the LESS effective the natural healing is, because it takes longer for large ship to replenish crew. Total crew numbers have no effect on the repair rate, just the % of living crew.

An escort with 200 crew (or even the idiotic bug ship with 50 crew) profits from natural hull regen much more, than a cruiser with 1000 crew. When such cruiser blows up, it takes several minutes to get the crew back.

So if anything is imba here, is how small crew ships, like the retarded bug ship, gets all the goodies, while the big ships eat most the negatives.

If any change should happen, then that the hull repair gained should be linked to the total number of crew. Large ship = large bonus, small ship = small bonus.
Captain
Join Date: Jun 2012
Posts: 1,723
# 176
02-27-2013, 11:54 AM
Quote:
Originally Posted by dalnar83 View Post
If anything, the subsystem repair part is somewhat OP in PvP, because it cuts VM duration to 1-2s.
I keep reading that the subsystem repair bonus from leadership is OP, but I also remember reading that the subsystem repair skill is mostly useless. Why is it suddenly useful now that it comes from boffs instead of the skill tree? As far as I understand, the sources of subsystem repair are just added together to get one stat, which then modified by crew.
Captain
Join Date: Nov 2012
Posts: 3,828
# 177
02-27-2013, 11:54 AM
Quote:
Originally Posted by dalnar83 View Post
Well well, both sides aren't balanced from the start anyway. I do not like to use this argument, but all klingon ships have extra "cloak" for free. The lower hull hps are compensated by the turn rate (even tho we both know its not a fair trade).

Now I do not like one side neglected by content, and I quite do not understand why there is no 5 tac console escort on KDF side, or more science choices, but I hardly think Leadership trait on boffs affects the balance between KDF and FED.

If I accept that superior turn rate and cloak are perks for klingons, well by same logic I understand that superiorly trained and disciplined crew and especially engineers in starfleet should have effect via leadership.

For me, stacking romulan boffs for invisibile, undetectable bops is much more gamebreaking than extra 150% hull regen outside of combat at the cost of crit boffs.

Spikes kill, and elite fleet shields are much more game-breaking than this.
Well if you really want to get into balance... Not all klingon ships get free cloak... only the low hull low shield Klingon variety. Of course you can claim ya but but the turn... come on there cruisers all it means is people throw cannons on... which is fine for pugs but isn't really viable outside of that.

Klingons still don't have any more then 1 sci ship that is and has always been the real balance issue. It doesn't matter how many battle cruisers we bring if the fed team has 2 half decent sci sci on the team. At that point Klinks loose almost every time badly.
When the messenger comes to appropriate your profits ... kill the messenger.
Captain
Join Date: Jun 2012
Posts: 1,723
# 178
02-27-2013, 11:58 AM
Quote:
Originally Posted by dalnar83 View Post
Also the issue with the "bug" that keeps your the leadership bonus even at 0 crew is much more complicated. Because currently, the more crew you have, the LESS effective the natural healing is, because it takes longer for large ship to replenish crew. Total crew numbers have no effect on the repair rate, just the % of living crew.

An escort with 200 crew (or even the idiotic bug ship with 50 crew) profits from natural hull regen much more, than a cruiser with 1000 crew. When such cruiser blows up, it takes several minutes to get the crew back.

So if anything is imba here, is how small crew ships, like the retarded bug ship, gets all the goodies, while the big ships eat most the negatives.

If any change should happen, then that the hull repair gained should be linked to the total number of crew. Large ship = large bonus, small ship = small bonus.
I'm aware of the crew recovery issue. I also discuss crew recovery rates in my analysis. I really think crew recovery rates are bugged, because the crew recovery rate reported by the UI doesn't seem to apply at all.
Captain
Join Date: Jul 2012
Posts: 2,192
# 179
02-27-2013, 11:59 AM
Quote:
Originally Posted by antoniosalieri View Post
Well if you really want to get into balance... Not all klingon ships get free cloak... only the low hull low shield Klingon variety. Of course you can claim ya but but the turn... come on there cruisers all it means is people throw cannons on... which is fine for pugs but isn't really viable outside of that.

Klingons still don't have any more then 1 sci ship that is and has always been the real balance issue. It doesn't matter how many battle cruisers we bring if the fed team has 2 half decent sci sci on the team. At that point Klinks loose almost every time badly.
But I said I do not understand why klingons do not have access to some ships and layouts, quite the same why I do not understand why fed cruisers are mostly crap (compared to battlecruiser). the issue was that leadership imbalances FvK, I just said, it was never perfectly "balanced" in first place, as both sides have their perks.
Captain
Join Date: Jul 2012
Posts: 2,192
# 180
02-27-2013, 12:07 PM
Quote:
Originally Posted by frtoaster View Post
I'm aware of the crew recovery issue. I also discuss crew recovery rates in my analysis. I really think crew recovery rates are bugged, because the crew recovery rate reported by the UI doesn't seem to apply at all.
I would like to help you with everything I know. But I won't do it. Past experience told me, that Cryptic is first to nerf, later to ask. And I can learn from my own mistakes, so I do not report anything anymore.
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