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Captain
Join Date: Oct 2012
Posts: 818
# 91
04-25-2013, 01:00 AM
Quote:
Originally Posted by virusdancer View Post
It's kind of funny, because when some of the folks out there have suggested it's covered by Inertial Dampeners - I've wondered about Cryptic doing that. Actually setting caps based on a character's skill in ID. If they've got 3, then they're capped at a certain number - at 6, at 9, etc, etc, etc - also, allowing for consoles to allow them to go higher.

I was undecided whether that suggestion should have ship modifiers - or - if it would simply be a case that the lower base turn ships wouldn't need to worry about ID in the way that higher turn ships would have to worry about ID.
I don't think we could introduce a crew death by spinout mechanic... the crew dies so much already just from... anything really it seems. If we did that, an escort would lose the whole crew every time they evasived.

I know that escorts aren't fighters, and frankly, I think if they reworked the weapon mechanics so that beams and dual heavy cannons do the same damage, have the same rate of fire, but the beam array pays more power for it's larger arc... I think we'd have more people flying with a mix of beams and cannons rather than just full cannon builds.

The benefit of a smaller arc could be just lower energy requirements, or it could be a slight bonus to shield penetration the smaller the arc, and dual heavies could have extra shield penetration over a dual cannon but they would pay a bit more in energy for it.

I'd also like them to rework torpedoes so that they fire in volleys and spread by default (you can choose the mode of fire) so that ships that might only have two tac skills can take a beam fire at will and a tac team and still feel like they're doing those star trek torp volley/spreads instead of ploping out one little torp here and there. The omega torpedo and the romulan hyper torpedo head in the right direction on that for me... it's unfortunate you can't have an omega up front and in back or a hyper up front and in back to match though... but whatever, lol. Then I'd take out the spread skill and just keep high yield and let that be a buff to your volley/spread that your launcher does naturally.
Rihannsu
Join Date: Jun 2012
Posts: 1,735
# 92
04-25-2013, 05:47 AM
Quote:
Originally Posted by ussultimatum View Post
There are these things, called Science ships. They turn better than Cruisers.

There is this other thing, called 'subspace jump' console.



SNB now has a 50% wider arc, and Cruisers now gain more turn from RCS consoles AND Starship Impulse Thrusters Skill.


Sorry if you're unable to make any of that work.
so you do agree, calling turn on sci ships and cruisers QOL, was you just trolling.

got it.
Joined 06.10
PvP 2010-2011
PvP 2012-2013
Captain
Join Date: Jan 2013
Posts: 659
# 93
04-25-2013, 08:15 AM
Cryptic SOP: buff escorts again, nerf cruisers again

Nothing new to see here.
Captain
Join Date: Aug 2012
Posts: 14,463
# 94
04-25-2013, 02:49 PM
Quote:
Originally Posted by tinkerstorm View Post
Cryptic SOP: buff escorts again, nerf cruisers again

Nothing new to see here.
Not so much SOP for Cryptic, but definitely SOP for folks that don't bother paying attention to what's going on.

RCS was buffed. Thus, anybody that uses RCS - Cruiser or Escort - was buffed.
Captain
Join Date: Jan 2013
Posts: 659
# 95
04-25-2013, 07:08 PM
Quote:
Originally Posted by virusdancer View Post
Not so much SOP for Cryptic, but definitely SOP for folks that don't bother paying attention to what's going on.

RCS was buffed. Thus, anybody that uses RCS - Cruiser or Escort - was buffed.
I am sorry that you got pwned by maths.
Captain
Join Date: Aug 2012
Posts: 14,463
# 96
04-25-2013, 07:16 PM
Quote:
Originally Posted by tinkerstorm View Post
I am sorry that you got pwned by maths.
Hrmm... nope, that's not it.
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