Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Shared cooldowns:
06-27-2010, 02:15 PM
Being RA5 i have a ridiculous amounts of skills i can use in a match (and even mopre if you count weapons) but somethings end up putting me off the skills.

The most annoying is shared cooldowns.

I agree that if you activate an engineering team you cant just get another BO to do one starightaway (where would the people in the crew have come from) but there are times when it is silly and doesnt even make sense.

For example if i activate science team i have a coldown on tacital team. now why is that? it makes no sense. think about it. unlike my previous example trhe people making up the crews arent the same people as the people in science team are sci and those in tactical are tac (security) etc. so why do they have a shared cooldown.

However its the torpedo one that annoys me the most. If you have TWO weopon slots EACH with a SEPARATE system and torpedo launcher why the hell does firing one have an effect on the other? it shouldnt is the answer.

im probably overacting a bit here but it means that i concentarte less and less on my abilities. The problem is that inb STO dps is king (why the sci officers are getting more and more annoyed) and so different powers end up getting ignored with me frequently only using a couple of heals, MW, RSP, HYT, NI, EPS transfer and EPtW.

*end of rant*
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-27-2010, 02:42 PM
Game balance > sim. Without a shared cooldown on things like launchers, the alpha strike from a high-level escort is just unacceptable.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-27-2010, 02:50 PM
Quote:
Originally Posted by coderanger
Game balance > sim. Without a shared cooldown on things like launchers, the alpha strike from a high-level escort is just unacceptable.

hah but wouldnt it be so fun!?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-27-2010, 02:53 PM
Quote:
Originally Posted by coderanger
Game balance > sim. Without a shared cooldown on things like launchers, the alpha strike from a high-level escort is just unacceptable.
ahh i see (never played tact esc) that does make sense.

fair play but yeah would be fun!

but i still dont get the team things past the fact they have the same name
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-27-2010, 04:48 PM
Quote:
Originally Posted by Captain_Solok
hah but wouldnt it be so fun!?
Not if you're the person the escort is shooting at.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-27-2010, 07:17 PM
Quote:
Originally Posted by Constantinople999 View Post
However its the torpedo one that annoys me the most. If you have TWO weopon slots EACH with a SEPARATE system and torpedo launcher why the hell does firing one have an effect on the other?
That one wouldn't be so hard to change, but torpedoes would individually have their power drastically reduced to compensate. It would be more realistic, but also make gameplay a lot more bland. Not likely to happen.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-27-2010, 07:22 PM
If you use quantum torpedoes, the cooldown is 8 seconds

so you can actually stack 2 quantums and fire one every 4 seconds, since the cooldown is 4 seconds for a torpedo

this is actually a good way to fly a science ship, since they have skills which can strip shields
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-27-2010, 08:40 PM
Quote:
Originally Posted by coderanger
Game balance > sim. Without a shared cooldown on things like launchers, the alpha strike from a high-level escort is just unacceptable.
Oh wow.... I am an escort pilot and that image gives *me* nightmares......
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-27-2010, 11:25 PM
Quote:
Originally Posted by Constantinople999 View Post
For example if i activate science team i have a coldown on tacital team. now why is that? it makes no sense.
Yes this is without a doubt the most silly cooldown in the game. Tactical can do anything while engineers or science officers are working Well tactical team is a joke anyway. Use it to boost crew recovery wich we now is broken beyond, or maybe fight of borg landing party thats making your screen go all red and flashy for some reason .Yeah right. Boost weapon power, i dont think so.Who is gonna give up rapif fire or high yield
for tactical team, cant imgine anyone would.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-28-2010, 12:04 AM
Well, the whole act of playing a game requires a moderate suspension of disbelief.

But if it's internal consistency you're after, there are a multitude of ways that those things are explicable;

Deployable teams might share certain necessary resources (Equipment, Transportation, et cetera) or even certain shared duties, making it ineffecient, inadvisable or just plain impossible to have them deploy simultaneously.

The "torpedo" weapon systems - which are really just missiles, it seems - are even easier. With the immense number of variables that this fictional universe introduces (time and gravity mediating subatomic particles that pretty much everyone has the ability to manipulate, massive energy sources, any of numerous potential countermeasures that could be deployed, et al), the fact that target acquisition, logistics, load and deploy take four seconds - without fail, every time - is nothing short of miraculous.

Be glad they aren't just chucking them out a window. Because when you rush, that's when accidents happen.
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