Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Power recommendations...
03-08-2010, 02:58 PM
A some power recommendations off of the top of my head. These are kind of rough, so be kind.

[New Power] Coordinate Fire:

Tactical Ensign/Lieutenant/Lt. Commander

Duration: 30 seconds

Cooldown: 1 minute at rank 9

Effect: Target ally. User and target ally do +20%/+25%/+35% damage with all weapons when shooting at the same target.

Rank 3 trainable with 9 ranks of Heavy Cruiser Captain/K't'inga Battlecruiser Captain.

[New Power] Silent Running:

Science Lieutenant/Lt. Commander/Commander

Duration: 35 seconds or removed when Cloak is deactivated, whichever comes first.

Cooldown: 1.5 minutes at rank 9

Effect: Target self. Stealth improves by 15%/20%/30%. Ship becomes detectable 3/5/9 seconds AFTER cloak is disabled, allowing for a brief period of being able to fire and raise shields while cloaked.

Rank 3 trainable with 9 ranks of Quargh Raptor Captain.

[New Power] Tetryon Ping:

Science Lieutenant/Lt. Commander/Commander

Duration: 20 seconds

Cooldown: 50 seconds at rank 9

Effect: Target self. Stealth detection improves by 20%/35%/55%.

Rank 3 trainable with 9 ranks of Research Vessel Science Captain.

Feedback Pulse:

Propagate reflected damage off of damage done to user's hull, not total damage received by beam weapon. Feedback damage is blocked by shields.

Fire at Will:

Duration effect which applies to all beams, similar to Cannon: Rapid Fire. Each affected beam targets random enemies and fires for moderate damage in rapid bursts for the duration of the power similar to now.

Torpedo Spread:

Each torpedo fired (current fires in bursts of 3) does 75% of its base damage at the center of its area of effect, centered each torpedo's point of detonation. Damage zones overlap, so an object may be hit by more than one torpedo. Damage drops off to 25% of its base at the outer edge of each area of effect zone.

Beam Overload:

Damage unchanged. Drains 75 weapon energy. Activated beam device is offline for 10 seconds. No other beam devices are affected.

Boarding Party:

Increase duration on target to 1min/1.5min/2min, disabling one random system every 40/35/30 seconds for 10/15/20 seconds. Boarding parties are now beamed to target, requiring target facing shield to be down (or at a very low level). Ship sending Boarding Party automatically lowers the shield facing its target for 5 seconds. Range is unchanged (10 km).

Tactical Teams:

Provides an anti-boarding party buff on friendly target for 40/60/80 seconds. While the buff is in effect, hostile boarding parties can not disable any systems. Has a 60%/75%/90% of removing one Boarding Party from the target when applied.

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