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Captain
Join Date: Jun 2012
Posts: 1,066
# 11
03-22-2013, 07:29 PM
wile having innate abilities for cruisers and escorts sounds nice.... that's a bit excesive
Captain
Join Date: Oct 2012
Posts: 1,181
# 12
03-22-2013, 08:00 PM
I think Science ships should gain a bonus with their Science abilities by either making Science powers automatically stronger when use with a Science ship or have the cooldown for Science powers reduced when used with Science ships.
Captain
Join Date: Sep 2012
Posts: 3,108
# 13
03-22-2013, 10:25 PM
adding class specific abilities to attempt to cover up for badly implemented balance schema is one of the most obvious signs of having no clue about game design you will find.

its the single most common incarnation of runaway power creep that can be displayed ingame.
as it turns out, an intrepid would lose a fight with a connie.
and thats canon.
! the power of plot compels you.
Captain
Join Date: Jun 2012
Posts: 1,462
# 14
03-23-2013, 02:09 AM
Escorts already have their special thing. It's high agility and the ability to carry dual cannons.

Science ships already have their special thing. It's built in sub-targeting capability and sensor analysis. It could be argued strongly that these aren't very STRONG abilities as they are currently implemented, but fact is that they exist and we should try tweaking their performance before we bolt on entirely new parts.

Cruisers have... well, kind of nothing. They come with more hull strength than the others, but given that 90% of your survivability comes from keeping your shields between your hull and incoming fire this really doesn't matter much. Even if you give cruisers an extra 25K hitpoints, that's only a 50/50 chance of surviving one heavy borg torpedo that another ship would not. So.

If the crew system was fixed, cruisers would have their special thing by merit of having thousands of crew members all working on fixing holes. Or give them faster shield balancing. Or more active doff slots (cool idea). Lots of things that could be done. But they really only need One Of The Above. Adding all of these new innate things to every ship would just complicate an already precarious mix of imbalances.
Captain
Join Date: Feb 2013
Posts: 630
# 15
03-23-2013, 02:45 AM
Quote:
Originally Posted by momaw View Post
Cruisers have...
One more weapon slot than any other ship class.
Captain
Join Date: Jun 2012
Posts: 1,462
# 16
03-23-2013, 03:04 AM
Quote:
Originally Posted by emacsheadroom View Post
One more weapon slot than any other ship class.
True enough. The fact that I forgot this feature entirely should indicate how highly I value it.
Lieutenant
Join Date: Jul 2012
Posts: 47
# 17
03-23-2013, 05:31 AM
Quote:
Originally Posted by emacsheadroom View Post
One more weapon slot than any other ship class.
you mean one more power drain from your weapon subsystem ?
Captain
Join Date: Feb 2013
Posts: 630
# 18
03-23-2013, 05:53 AM
Quote:
Originally Posted by burningstar View Post
you mean one more power drain from your weapon subsystem ?
And how bad is that if you use turrets, single cannons or torpedoes? Yes power drain is an issue with cruisers and beams, but the extra damage is still there helping you to blow things up.
Captain
Join Date: Jul 2012
Posts: 2,000
# 19
03-23-2013, 08:14 AM
True and an extra weapon adds a lot more DPS than an extra 2 tactical slots even if it is firing at slightly less power.

Also you say having an extra 25k hull wouldn't make much difference but a tanking cruiser usually has 40% resists before boff abilities. Most carry something that will boost it to 50-60%. So when you factor that in they have more like 40k extra hull on top of how much they already have. Then again most ship classes can get to 40% resistance easily so it hardly puts them leagues above the rest.
Captain
Join Date: Jun 2012
Posts: 1,462
# 20
03-23-2013, 08:52 AM
Quote:
Originally Posted by bpharma View Post
True and an extra weapon adds a lot more DPS than an extra 2 tactical slots even if it is firing at slightly less power.

Based on my last combat results, removing a turret would have reduced my total damage output by a theoretical 10.25%. (This ignores the power benefits of removing an energy weapon which would make all the others hit slightly harder).

The difference between 1 tactical console and 3, meanwhile, is about 12%.

So, in reality a free turret is roughly somewhere between 1 and 2 tactical console's worth of improvement, not "a lot more" than 2.
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