Captain
Join Date: Jun 2012
Posts: 1,333
# 251
10-03-2012, 10:06 AM
Quote:
Originally Posted by bitemepwe View Post
Escorts did not get more tankier.
The top end Escort players learned how to make them more tankier and that information has made its way down through the ranks so even a new Escort player with a modicum of ability to surf the forums will find the same tricks to increase an Escorts survival.
Cruisers where not mysteriuosly nerfed when no one was looking.
Only Science has been truelly nerfed into being subpar.

All of this happened becuase Cryptic can't balance a game they do not micromanage but keep throwing more fluff OP items into at an alarming rate.
The game has become a DPS monster in that burst DPS is the only solution to every conflict and that is why Cruisers seem to suck becuase they do not do burst DPS but sustained DPS.
Cryptic needs to balance thier game by making it viable to do indirect sustained damage that is meaningful without making the Cruiser a Burst DPS vessel that replaces the Escort.
I think the best way to do that without upsetting the system too much is to improve the way that Single Cannons do damage. There is a reason to why they aren't so highly valued in the exchange. People tend not to use them because they don't see much in the way of damage from them. Right now they are more a crit' device than anything else. I think that they should do a tad more damage than they do.
Empire Veteran
Join Date: Jun 2012
Posts: 6,540
# 252
10-03-2012, 10:09 AM
Quote:
Originally Posted by chi1701d View Post
I like the way you think though just a thought, having cruisers up to turn rate of 9, would the Nebula class then need a turn rate increase?
if it ever came to that, sci ships except the nova should proboly get +1 turn, especially the neb
gateway links-->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Lieutenant
Join Date: Aug 2012
Posts: 64
# 253
10-08-2012, 11:11 PM
I like the idea of the cruiser being the anvil to the escort's hammer; so I just thought of this, which will never happen:

1: No turn rate changes. "What?!" I hear you cry. Hear me out.

2: A drop across the Escort/BoP board in shield multipliers.

3: Increase damage on DHCs further, but decrease RoF; same with DCs.

4: Decrease efficacy of EPtS 1 significantly, and 2 slightly.

5: Give cruisers innate Tractor Beam 2.

6: Give cruisers a slight boost in shield capacity and regen rate.

7: Give cruisers an innate +10% damage boost on beam weapons.

8: Slight boost in movement speed of BoPs, to make up for extreme killability.

This would change gameplay completely. Escorts become even greater spike damage machines, but they end up absolutely needing the support of cruisers. Cruisers, on the other hand, end up dealing a bit more damage; but become much more effective anvils for the escort to hammer home.
Empire Veteran
Join Date: Jun 2012
Posts: 1,069
# 254
10-09-2012, 02:23 AM
Don't take a cruiser in PvP. Take a escort..
problem solved.
How to really behave in online forums with developers

Captain
Join Date: Jun 2012
Posts: 1,333
# 255
10-12-2012, 08:11 AM
Quote:
Originally Posted by enkemen View Post
I like the idea of the cruiser being the anvil to the escort's hammer; so I just thought of this, which will never happen:

1: No turn rate changes. "What?!" I hear you cry. Hear me out.

2: A drop across the Escort/BoP board in shield multipliers.

3: Increase damage on DHCs further, but decrease RoF; same with DCs.

4: Decrease efficacy of EPtS 1 significantly, and 2 slightly.

5: Give cruisers innate Tractor Beam 2.

6: Give cruisers a slight boost in shield capacity and regen rate.

7: Give cruisers an innate +10% damage boost on beam weapons.

8: Slight boost in movement speed of BoPs, to make up for extreme killability.

This would change gameplay completely. Escorts become even greater spike damage machines, but they end up absolutely needing the support of cruisers. Cruisers, on the other hand, end up dealing a bit more damage; but become much more effective anvils for the escort to hammer home.

I would argue to have some increases in dps for BA's and Single Cannons as well. If not that, slightly increase the rate of fire and slightly increase the damage per shot on each type as well.
Career Officer
Join Date: Jul 2012
Posts: 11
# 256
10-14-2012, 07:08 AM
I feel the turn rate for Federation Cruisers is awfully slow, it is the one negative factor which puts me off from playing them.
Captain
Join Date: Jul 2012
Posts: 2,912
# 257
10-14-2012, 09:08 AM
Quote:
Originally Posted by enkemen View Post
I like the idea of the cruiser being the anvil to the escort's hammer; so I just thought of this, which will never happen:

1: No turn rate changes. "What?!" I hear you cry. Hear me out.

2: A drop across the Escort/BoP board in shield multipliers.

3: Increase damage on DHCs further, but decrease RoF; same with DCs.

4: Decrease efficacy of EPtS 1 significantly, and 2 slightly.

5: Give cruisers innate Tractor Beam 2.

6: Give cruisers a slight boost in shield capacity and regen rate.

7: Give cruisers an innate +10% damage boost on beam weapons.

8: Slight boost in movement speed of BoPs, to make up for extreme killability.

This would change gameplay completely. Escorts become even greater spike damage machines, but they end up absolutely needing the support of cruisers. Cruisers, on the other hand, end up dealing a bit more damage; but become much more effective anvils for the escort to hammer home.
This I like, heck it might even cause me to go back from my tank build to my team heal build or of course it might just cause me to buy some new boff slots for it.

Either way, I give this my blessing
Empire Veteran
Join Date: Jun 2012
Posts: 6,757
# 258
10-14-2012, 09:48 AM
I prefer the ideas of Heavy Beams, new beam BOff abilities, + 1-2 turnrate boost for Cruisers & Battle cruisers, opening DBBs to 200degrees and mountible aft, new cannon BOff abilities and so such.

I prefer changes and fixes that add to the game as a whole and, in this case, favoring cruisers instead outright just buffing cruisers alone.
Roy Hatch (stryker) soldier, friend, and good man.
1945-2014
RIP
Captain
Join Date: Jun 2012
Posts: 2,228
# 259
10-14-2012, 12:16 PM
Quote:
Originally Posted by enkemen View Post
I like the idea of the cruiser being the anvil to the escort's hammer; so I just thought of this, which will never happen:

1: No turn rate changes. "What?!" I hear you cry. Hear me out.

2: A drop across the Escort/BoP board in shield multipliers.

3: Increase damage on DHCs further, but decrease RoF; same with DCs.

4: Decrease efficacy of EPtS 1 significantly, and 2 slightly.

5: Give cruisers innate Tractor Beam 2.

6: Give cruisers a slight boost in shield capacity and regen rate.

7: Give cruisers an innate +10% damage boost on beam weapons.

8: Slight boost in movement speed of BoPs, to make up for extreme killability.

This would change gameplay completely. Escorts become even greater spike damage machines, but they end up absolutely needing the support of cruisers. Cruisers, on the other hand, end up dealing a bit more damage; but become much more effective anvils for the escort to hammer home.
I've been PvPing for 2 years across both Fed and KDF cross all classes.

What this poster has suggested is not at all feasible for improving the balance of STO. For a number of reasons.

1.) STO, although a game which is designed to be played on a team with others, is played by most people alone, or as part of PUGS. PUGS are horrendous at support.

2.) Cruisers in theory become the only ship which can be risk free and solo-ed. If you are a TAC, you remain even more exposed and probably hanging on a loose thread as there is little or no support coming your way, as cruisers will now try to play offensively and further move out of their potential of being team defensive.

I don't get this argument. Professional sportsman, e.g. rugby or football, know what positions they play and are brilliant at it. Hookers don't go up to the Captain halfway through the match and say, "Geez Capt' I want to be a fly-half. Or better, please make me a wing. But so to make it that I shine, please can we shoot the rest of the team in the knees."

3.) TACs can fly cruisers too. So you are essentially opening the door again to Cruisers Online from Beta.

4.) You are advocating (I think) four (4x) nerfs to escorts, and three (3x) buffs to cruisers. In essence they are all against the escort. That is hardly balanced solution by a long shot.
Captain
Join Date: Jul 2012
Posts: 2,912
# 260
10-14-2012, 12:44 PM
Quote:
Originally Posted by drkfrontiers View Post
4.) You are advocating (I think) four (4x) nerfs to escorts, and three (3x) buffs to cruisers. In essence they are all against the escort.
Heh, nice try.

He's suggested 1 nerf to escorts to put them back into that glass cannons zone, you know, where they SHOULD be. He's also suggested a slight reduction to EPtS to bring it in line with others. If I read it right he's made no real change to escort weaponry, having reduced EPtS he's suggested a slight increase in cruiser shield stats and the 10% boost to beams on cruisers will give them that boost many have called for without breaking anything.

So all in all he's suggesting that cruisers should be able to be healboats without complete loss of damage output which is a GOOD thing, he's suggested escorts pay for their damage which is a GOOD thing, if we cruisers have to pay damage for healing then escorts have to pay tank for damage (it's called fairness and balance), The innate tractor beam 2 I'm not too sure about, I think 1 is a better idea but that works in FAVOUR of ESCORTS as their support ships will be able to hold their target still without paying a heal to do so.

So actually if you step back from the escort AND cruiser point of view and look at it from a game balance perspective what he is suggesting is a very GOOD thing.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 06:40 AM.