Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-25-2010, 09:40 PM
Quote:
Originally Posted by JeanLucSkywalker View Post
I have a proposal

The death penalty is your crew, the more you lose the more it costs to get back, ok obviously cruiser has the most crew so they gotta pay more when they die

BUT , give cruisers 2 points more of turn rate at t4 and 1 point and T5, or else NO GO, and the death penalty is even

Cruisers need a buff the most in pve, and small amount in pvp
Hey, go start your own thread
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-25-2010, 09:41 PM
I had a Cruiser RA in Beta, Escort RA right now and Science Captain in Beta.

Talking strictly from a PvP perspective... Cruisers > Science = Escorts.

Escort's have high DPS however not so much as to make it worth it's huge glassness. Escorts break easily. Cruisers are huge tanks with good DPS and will generally be able to do slightly better in PvP.
Science ships take more skill. If you don't know how to play 'em you'll suck and if you do you'll be pretty good.

Cruisers are like "lulz I'm huge and I spam repairs and shield regens!" and escorts will have a nearly impossible time with a cruiser who knows what they're doing.


But PvP shouldn't have death penalties anyways and in PvE they're all fine. I mean in PvP escorts get shot at first since they're glass and in PvE you can manage aggro better.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-25-2010, 09:49 PM
Quote:
Originally Posted by Riv_Ryder
So basically you are saying rather than addapting/improving your strategy, you would rather not add something that could potential be a good thing for a many people? It's not like it is impossible to play it a bit more careful and stay alive.
Because I shouldn't have to change how I play the game (and have played, enjoyably, since Beta) just because some people want something else in the game that isn't already.

How about if Cryptic said they're going to decrease (even more) the turn-rates on ships depending on size so that their momentum is taken into account more realistically? Moving a million tons of heavy metal should take a long time, realistically... So now your turn-rate just increased 20%, and this specifically affects Cruisers much more so than the other classes (due to size), and it also doesn't make much sense for you because you realize it's just a game, and that adding that to the game would make it less fun for you. Wouldn't you be upset?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-25-2010, 09:56 PM
imho everyone should be forced to play eng/cruiser to avoid DP. or all classes/shipclasses hould be made exactly the same so that everyone can avoid the DP.


ok not really.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-25-2010, 09:58 PM
Quote:
Originally Posted by majicebe View Post
Is anyone reading what I'm saying? Do I need to make it more clear?

I have NO PROBLEMS WITH ESCORTS AS-IS, but if there's going to be a death penalty (depending on severity), please take into consideration how it might affect Escorts. If there's a 5% loss in XP or a boff gets taken out of action for half an hour every time their ship blows up, a lot of people probably won't be flying Escorts anymore.
Ohh i read what you said and i believe you havent taken into consideration that everything has a trade off. Escorts do dps, its what they are designed for. Your trade off for being a squishy is you get the to do so much more dmg that you get the drops before cruisers and science ships. So its a simple trade off, you want dps then your going to be squishy. You want survivability and less penatlies for dying then dont play an escort. I prefer science ships, why because I dont like dying.

Your idea only goes to make escorts the only type of ship used in STO, which is already geared towards them to start with. All a dp is going to do is make having a cruiser, or a science ship a viable option. Escorts not wanting to die all the time will be looking for those of us who use cruisers and science ships to keep them alive and in turn your gonna have to start sharing the drops. Well only if you want us to keep you alive. Ohh i think i just described team work, huh go figure. A good team working together dies so much less then playing solo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-25-2010, 09:59 PM
Quote:
Originally Posted by majicebe View Post
Because I shouldn't have to change how I play the game (and have played, enjoyably, since Beta) just because some people want something else in the game that isn't already.

How about if Cryptic said they're going to decrease (even more) the turn-rates on ships depending on size so that their momentum is taken into account more realistically? Moving a million tons of heavy metal should take a long time, realistically... So now your turn-rate just increased 20%, and this specifically affects Cruisers much more so than the other classes (due to size), and it also doesn't make much sense for you because you realize it's just a game, and that adding that to the game would make it less fun for you. Wouldn't you be upset?

No not realy as I indeed find them to turn much too fast. Point being that there are three distinct classes each of them with their own advantages and weaknesses. The fun lies in figuring out a way to play them each successfully and to have them fill specific roles in group scenarios. If you buff up the DPS class so they can tank just as good as the tank then what good does it do to even have different classes.

Also wait and see what the death penalty will be, as I'm VERY confident that it will be nothing to worry about. In fact I suspect it to be something similar to what was in CO.
Lt. Commander
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Posts: 120
# 17
02-25-2010, 10:06 PM
Threat generation on cruisers needs to be improved. Only problem I have on my escort is as soon as I open fire I get agro on everything.
Lt. Commander
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# 18
02-25-2010, 10:08 PM
all you red shirts need to quit whining about there being a death penalty. i am science and have been watching escorts hang back till enemys shields are down then run in with a vollery torpedoes and collect loot right after declining to team. so for the next couple encounters id just sit back and watch the escort blow up in no time.....thats whats happens when you actually get targeted.

so change your style of play or how bout this...there are other classes of ships. i for one am sick of the sea of red shirts in space dock
Lt. Commander
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Posts: 120
# 19
02-25-2010, 10:09 PM
Quote:
Originally Posted by Troglis View Post
Ohh i read what you said and i believe you havent taken into consideration that everything has a trade off. Escorts do dps, its what they are designed for. Your trade off for being a squishy is you get the to do so much more dmg that you get the drops before cruisers and science ships. So its a simple trade off, you want dps then your going to be squishy. You want survivability and less penatlies for dying then dont play an escort. I prefer science ships, why because I dont like dying.

Your idea only goes to make escorts the only type of ship used in STO, which is already geared towards them to start with. All a dp is going to do is make having a cruiser, or a science ship a viable option. Escorts not wanting to die all the time will be looking for those of us who use cruisers and science ships to keep them alive and in turn your gonna have to start sharing the drops. Well only if you want us to keep you alive. Ohh i think i just described team work, huh go figure. A good team working together dies so much less then playing solo.
having cruisers and science ships are already viable.

science ships absolutely own in pvp. in fact the only matches in t3 pvp i've won were due to science ships.

ia lready play defesnivly using self helaling abilities in my cruiser. and guess what, i still die.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-25-2010, 10:13 PM
Quote:
Originally Posted by Troglis View Post
Ohh i read what you said and i believe you havent taken into consideration that everything has a trade off. Escorts do dps, its what they are designed for. Your trade off for being a squishy is you get the to do so much more dmg that you get the drops before cruisers and science ships. So its a simple trade off, you want dps then your going to be squishy. You want survivability and less penatlies for dying then dont play an escort. I prefer science ships, why because I dont like dying.

Your idea only goes to make escorts the only type of ship used in STO, which is already geared towards them to start with. All a dp is going to do is make having a cruiser, or a science ship a viable option. Escorts not wanting to die all the time will be looking for those of us who use cruisers and science ships to keep them alive and in turn your gonna have to start sharing the drops. Well only if you want us to keep you alive. Ohh i think i just described team work, huh go figure. A good team working together dies so much less then playing solo.
Troglis, have you ever played an Escort? The only way I can do "that much more damage" is to have weapon power maxed at all times, then pop Rapid Fire, Tactical Team, Attack Pattern Omega, and EPS Power Transfer at the same time. Because I'm forced to rely on 2 to 4 buffs working in-tandem to out-dps the rest of the zone, I have them doubled up so that I'm not without Rapid Fire or Tactical Team for too long, otherwise I'm just toast. My main is an Engineer, so I at least have some additional "oh crap!" buttons to push every so often -- I can't even imagine being Tactical with an Escort *shudders*. Playing like this is super fun for me, and I expect to explode a lot, which is fine -- that's just part of the class.

What I don't expect is to now be punished for something that doesn't really affect the other classes, but is something they want so bad without understanding how it will affect Escort users.

If we're going to be glass cannons, then there needs to be more emphasis on cannon, or we need to not be punished more than the rest for flying them.
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