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Captain
Join Date: Aug 2012
Posts: 14,605
Career Officer
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Posts: 535
# 62
05-14-2013, 09:55 AM
Quote:
Originally Posted by naevius View Post
Stuff that adds power is irrelevant. Sure, it mitigates the lower warbird power, but it also helps non-warbirds. Warbirds still start lower.

The even bigger issue is the change that just went in which made it a new lower base level instead of a penalty. THAT matters, because you can't SET levels below 25.

So now, you cannot get (base) weapon power to 100. Double whammy, since all those [W->x] cores now help you less.
Singularity Core items can only be equipped by Warbirds.

So any chance in the core item to give more power would not effect Fed/KDF ships.

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# 63
05-14-2013, 12:28 PM
Quote:
Originally Posted by focht666 View Post
A more intelligent fix would be to reduce the cooldown and make each power use X charge from the Core.

The level 1 power recharges at say every 30 seconds and drops the charge level by 1.
The level 2 power recharges every 45 seconds and drops the charge by 2 levels.
The level 3 power recharges every 60 Seconds and drops the charge by 3 levels.
The level 4 power recharges every 75 seconds and drops the charge by 4 levels.
The level 5 power rechages every 90 seconds and drops the charge by 5 levels.

Make the Powers actual effectiveness run off your skills and the Trait.

This makes the powers more useful and makes them even out more with a warp core powered ship. Also gives Romulan Science and Engineer characters a buff with thier new found stronger SC powers...
not a terrible idea, but just not going to happen becuase how how the powers are worked out. and how would we decide what power is 1,2,3,4,5.

The way the powers work now is good, just not worth the -40 power.

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Republic Veteran
Join Date: Jun 2012
Posts: 474
# 64
05-14-2013, 07:56 PM
As I've stated before I believe there should be a build of 2 power across all levels per charge level so at 5 a person would be effectively the same as someone with out singularity power but by using a power you loose that power... It would also reduce the effectiveness of stealth at full power so that's another thing..

This gives us more options in using them situationally and not purely depending on them to keep up due to the power drain...
Commander
Join Date: Jul 2012
Posts: 318
# 65
05-14-2013, 08:26 PM
and how they currently look they won't help us keep up with this system even if we can max one system such as the 100/30/15/15 that still leaves two subsystems sooo terribly open to drain its not funny its a bad mechanic they came up with the counter balance an even worse one but sicne we are stuck with it

again making it optional would be nice they are not going to do that though

best bet lower the penalty from 40 to 20 you can always change it if people complain cryptic but that will be a better balance allowing romulans to be atleast playable still the underdogs by far but playable in endgame pvp...currently they will ahve to rely on the bang/cloak/run philosophy leaving that lovly ha'nom useless in its own right let alone the dd as those are stay in the fight ships(that can't stay in a fight as their healing will be compromised to heck)
Andy@andy30
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# 66
05-16-2013, 11:14 AM
Quote:
Originally Posted by kamipoi View Post
and how they currently look they won't help us keep up with this system even if we can max one system such as the 100/30/15/15 that still leaves two subsystems sooo terribly open to drain its not funny its a bad mechanic they came up with the counter balance an even worse one but sicne we are stuck with it

again making it optional would be nice they are not going to do that though

best bet lower the penalty from 40 to 20 you can always change it if people complain cryptic but that will be a better balance allowing romulans to be atleast playable still the underdogs by far but playable in endgame pvp...currently they will ahve to rely on the bang/cloak/run philosophy leaving that lovly ha'nom useless in its own right let alone the dd as those are stay in the fight ships(that can't stay in a fight as their healing will be compromised to heck)
I do really feel that once the PVPers hit max level and get all their gear and they start going up against FED/KDF and realize how screwed they are the backlash will be insane and we'll see a power level change.

From recent math done in the ship/singularity topic it doesn't look like our situation will be as bad as we think, we'll still be vastly outpowered by FED/KDF but we'll at least be able to reach pre-warp core fed/kdf levels. while losing out in other stats.

Quote:
Originally Posted by cryptkeeper0 View Post
As I've stated before I believe there should be a build of 2 power across all levels per charge level so at 5 a person would be effectively the same as someone with out singularity power but by using a power you loose that power... It would also reduce the effectiveness of stealth at full power so that's another thing..

This gives us more options in using them situationally and not purely depending on them to keep up due to the power drain...
I really like this as well, i've posted it and i've seen others post it as well and it would be very fair.

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Lt. Commander
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# 67
05-18-2013, 09:50 PM
If the Devs got rid of the one minute shared cooldown, the singularity abilities might actually be worth the penalty. The heal, teleport, and rapid fire would actually be useful if they weren't such an infrequent thing. And the penalty to bonus power wouldn't be so bad if I could start recharging it again right after I used a singularity ability.
Lt. Commander
Join Date: Jul 2012
Posts: 118
# 68
07-09-2013, 06:16 AM
Well the elephant in the room as well is that Singularity powers also require you to pick up a bunch of consoles often times that jam up your console list even more, further weakening you. However you need to do it in order to activate powers with a 3 minute cooldown, powers that are powered by weaker Power levels. That being said, there are other things about these ships which are awesome. For instance we can do battle cloak on semi-escort type vessels. This part is great, although I'm finding Battle Cloak to be cool on a cruiser, I don't fully comprehend its usage when flying a Cruiser. If someone has a fancy idea for it I'd love to hear, but mostly I just see disadvantage on an otherwise really cool ship like the D'Deridex or Ha'apax. Cruisers are meant to slug it out, but you've got to fast-twitch those singularity powers to save your butt all too often because of a squishier build, that can't really take advantage of the whole baseline advantage it is suggested you should (Cloaking). If someone has an idea for these I'd love to know. With regard to Mogai, Dhelan, Scimitar, and Tvaro I'm not as bothered by the power levels in large part because I can play the cloak and dagger build rather smoothly on these.
Captain
Join Date: Apr 2013
Posts: 1,014
# 69
07-09-2013, 04:01 PM
Personally, here's my take on this. If you don't want the lesser power penalty from using a Rom Warbird/Sing Core, by all means, don't use them, use one of your allies ship on this. (Yes I know that you can't do that for T5/fleet ships but, meh).
So you want to be able to cloak, have all these fun little abilities AND the same power capabilities as any other ship out there? If that happens, I would stop playing this game altogether as that would be beyond game-breaking, it's just ridiculous.
Now, I COULD be amenable to the idea of engineering the Warbirds to run off of a standard warp core, IF it removes the EBC (ie standard cloak), and ALL sing powers, in return, it gives the "normal" base power for ships in general. However, you have to make that choice when you first receive the ship, and cannot change it afterwards.
As far as people running at max sing charge, and forgoing the ability use, well, that's a tactical choice, and revamping the sing cores to both provide equal bonuses to warp cores, as well the bonus to sing powers would be complete crap as far as I'm concerned. If you choose to use the shiny...ie the sing power, then you should not be getting the "charge bonus", as you're not running at full sing power anymore.
However, the one thing I find hard to swallow, why is it, that it charges only in battle? What rationale is there for that? Is it inherently more dangerous to run at "full charge" all the time? If so, then there should be only a set amount of time you can have it regardless, and if that timer expires, then your ship suffers massive hull, power, and maneuverability failures/damage. (as well as personnel being hurt/killed)

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# 70
07-09-2013, 07:02 PM
Quote:
Originally Posted by peter1z9 View Post
If the Devs got rid of the one minute shared cooldown, the singularity abilities might actually be worth the penalty. The heal, teleport, and rapid fire would actually be useful if they weren't such an infrequent thing. And the penalty to bonus power wouldn't be so bad if I could start recharging it again right after I used a singularity ability.
http://sto.gamepedia.com/T%27varo_Light_Warbird

the singularity inverter does exactly what you want plus helps build charge
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