but yeah, i've noticed that a good premade, reguardless of what ships/captain types are in it, everyone has some sort of heal of their own for those "oh ****" moments. so saying that we need to remove healers isnt the right idea, but rather maybe requce the number of healing skills is more in line.
when you think about it, almost all engineering abilitys are heals, and about half of science are heals. (including shield heals). compaired to only the tactical being able to directly increase damage with about 3/4 of their powers (i dont really want to include mine spreads beacuse they can either hit you or be ignored altogether.
so to me i think it seams like there are way to many healing abilitys compaired to disruption, or offensive ones.
Tac cruisers you may need to run 2x rsp, but really there are very few really good tac cruisers usually if you are a tac an escort is probably better suited. (not always the case there is ninjaboy... but in general tac cruisers are a sign of inexperience)
Appearing inexperienced will make them shoot at me less and shoot at the more dangerous players first!
Though in all seriousness, the point of a tac cruiser is to do survivable DPS, not healing.
Ever since patch 2.0 I found out that I could no longer kill a good cruiser captain alone in my escort (Using my fleet members as a basis for the experience).
So I swapped over to a cruiser and I found out I could do approximately 90% of my escort's DPS in a cruiser.
Doubtful.It is just RNG and emergeny power to shields or engineering team will fix his shields subsystem.
Originally Posted by MustrumRidcully
Tri-Cobalt Mines and Photonic Shockwave for the stun effects perhaps?
Thats probably worth a try.
Originally Posted by MustrumRidcully
Or you could make it a stalemate with 2 RSPs on your ship.
This seems to be the best answer for 2 RSPs(though escorts and raptors cant do this).Not to make it a stalemate(I can reset the fight as often as I want with battlecloak but the goal was killing him not proving that a BoP can get away from everything so I didnt want to be cocky) but to give me enough time on him before I explode.He had a sci team to counter jam targeting sensors so cloaking the 2. RSP never went smooth(engine battery was on cd after the first 1 obviously) and I didnt have time to recover from the damage I suffered(50% hull or less and close to 0 shields) before he gets back his first RSP so from there I had 2 options:reset the fight entirely(but why when I cant get through 2 RSPs with just 1 RSP on my ship,just waste of time) or going in and dieing.
BTSS already works as resistance debuff and also native regeneration debuff. A -50 shield power drain = -10% shield dmg reduction (which basically adds some minor bleedthrough) and -200% shield regeneration (which doesnt hurt widespread covariant users so much). But since shields melt in couple of seconds, noone notices. Therefore BTSA is much more potent atm..
IMHO STO would be much more enjoyable if shields had 10x greater (or even more) value and the effect of RSP would be greatly reduced (so it doesnt fill up whole shields in few seconds). With such caps, regeneration would be much more noticable, and the whole shield debuffing/buffing would be more noticable. Also, the combat would be slower and there would be room to adjust the focused healing.
I think one of the greatest challenges is to make healing still noticeable but not too ... inactive or too powerful. That's a tough order.
The first 1.2 test balloon on Tribble got terrible player reception due to the long cooldowns. It took too long for getting to use a new skill. Contrary to what people might want to believe - space combat in empty vacuum with auto-targeting weapons isn't really all that exciting if ships just are tough. Players have to make meaningful decisions almost every second to make gameplay really exciting.
So powers must have a noticeable effect. Timing must be important. The current relatively fast paced combat with massive damage vs massive healing achieves that. What other model could achieve that?
If we make shields the all important thing but don't want the focus on massive healing, we would probably have to focus more on (shield) resistances and defense bonus, tactical retreats, and give more relevante to maneuvering in general.
How to do that? Something I can come up with.
1) You generally want to keep your resistances high by using various buffs available to you.
2) If you can't get good resistances, you need good defenses. High speed might give good resistances, but it might sacrifice in the offense department (so Escorts "tank" by darting around, and become glass cannons when they slow down - Attack Patterns might change the rules - APO might negate movement penaltes to damage or accuracy for example)
3) Shield regeneration might be stronger when not pressed. For example, when a shield facing is under fire, it's natural regeneration could be very slow. But if a shield facing hasn't received damage in the past 6 seconds, it recovers considerably more.
4) More ways to disable subsystems.
- Sensors (Reduces Accuracy and Stealth Sight - ships might suddenly be not targettable at all, or hostile ships look like friendlies and vice versa)
- Weapons (Reduce damage)
- Engines (Reduce speed)
- Life Support (lose Crew)
Heals restore specific subsystems.
5) Hull healing and crew recovery is slow. Former hull heals provide either resistance or restore subsystems. When out of red alert, hull healing might be stronger again, as could be
6) Crew affects general ship properites (Maybe system cooldowns are increased (Percentage of Dead Crew + 1/2 Percentage of Injured Crew - 25), with a cap so that they are never reduced. (Essentially - if you got more 75 or more crew, you work at 100 % speed, but if your entire crew is dead, system cooldowns are 75 % longer.
This would result:
The goal of the team is to identify enemies that do not benefit from strong resistances at the moment, and to cause gaps in their resistances. Slowdown effects become very strong.
A goal would be to minimize the number of shield facing that takes fire, so you can transfer shield energy from the regenerating shield to the shield under fire. Your enemy will naturally try the opposite.
Another goal would be to just retreat from combat to lick your wounds and restore shields and hull.
Hull and Crew become a precious resource - hull because you're dead when your hull is gone, crew because you have longer times between uses of powers that keep you alive or help you inflict damage.
If such a change would be implemtened, I would also propose an UI change - the resistance provided by a shield should be presented more visibly, as it becomes a major aspect of your ship's survival.