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Lt. Commander
Join Date: Dec 2007
Posts: 120
I have been thinking about this off and on for the past few weeks. I am sure that others have as well...but the only mention I see of "special" powers for the KDF refits is a BoP that can fire while cloaked....

To be candid...I don't think that this is much of a special abillity -- but to each their own, I guess.

In any case, I thought I would throw out some ideas for KDF special abilities, and see what others might come up with as well. My initial thought on this was to not have any special abilities at all -- just more higher ranking BO slots...but that idea probably will not fly in any case. So...here are some other suggestions to consider. Each refit "class" has two suggestions...not completely fleshed out, but the outline of the idea is there....

Battlecruisers (Vorcha Refit)
1. Displacement Device. This is a beam with a 180 degree front arc. It is built into the hull of the warship, and does not take up a weapons slot. It can be used both offensively and defensively. When activated, the beam creates a spatial bubble around the target and then randomly displaces the target 12 KM in a random direction. This can be used to break up enemy formations, save a team mate who has lost shields and needs space, or can even be self targeted to get yourself out of a tight spot. Cooldown is 45 seconds.

2. Battle Command Array. When activated, the battlecruiser is surrounded by a sphere of disrupter-armed drones that begin firing on all enemy targets witihin range. While active, the host ship is immune to scramble and jam sensors. The drones only last for 30 seconds, and the special ability has a 1 minute cooldown. The drones have two targeting options -- they can "fire at will" at any target in range (great for anti-mine or torpedo defense) or they can be slaved to the host ship targeting controls and will focus their fire on the Battlecruiser's target. Each drone is equivalent to either a turret or beam array. When used, 16 drones will spawn.


Raptor Refits
1. Electrostatic field. When activated, the Raptor is engulfed in what appears to be a static electric field. The field can be "set" to either an offensive or defensive mode. As an offensive tool, all targets within a 5 KM radius will be struck by bolts of lightning -- damage is polaron-based and does the same type of damage as a beam array. As a defensive tool, the field becomes an energy absorbtion field that transfers all inbound energy to charge up internal power systems as well as recharge the main shield (similar to reverse shield polarity). The Electrostatic field lasts for 30 seconds, but the power of the field diminishes over time. The ability has a 1 minute cooldown.

2. Variable Torpedos. This is not a skill -- it is a function built specifically into the hull of this type of ship. This special ability has two modes -- the first mode creates a new configuration for any torpedo launcher equipped on the vessel -- it creates four torpedoes that fire in a single volley -- when they hit their target, instead of exploding on a single shield facing, they create an energy bubble around the target and then implode, striking all shield faces at once with double torp damage. The second mode is a "sprint" mode -- when activated, it affects your torpedo launcher in the same manner as Cannon Rapid Fire does for cannons. Torps will cycle 3-4 times faster than normal for 30 seconds. This ability has a 1-minute cooldown.

Bird of Prey

1. Firing torps while cloaked. Enough said -- this has been discussed in detail elsewhere. Personally, I don't see the attraction...but to each their own!

2. Shield Tunnel. This ability, when activated, creates a "tunnel" that attempts to lock onto an opponents facing shield. If a lockon is achieved (there will be a percentage chance for success) the tunnel will create a gap in the target's shields -- basically a hole -- in which all forward-firing weapons can travel down and impact on bare hull. The shield tunnel has a forward 45 degree arc, stays active for 15 seconds, and has a cooldown of 1 minute.

Well, that is all for now...

Of course, some are going to think that these are overpowered...but let's be candid...any special ability given to the KDF is going to cause all sorts of angst no matter what....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
09-15-2010, 03:04 AM
Agreed..

Regardless of what we get, it will create a ocean of Fed E-Tears.

Nice powers btw :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
09-15-2010, 03:24 AM
I don't have a Klingon toon, but I would really love to see some unique abilites to fight against. Would certainly make PvP a more varied experience anyway.

I would just like to say about the ability to fire while cloaked... if you were allowed to fire beams while cloaked, surely someone could just fire at the source of the beams?? Seeing as they are a glowing line which leads straight to your ship. It makes sense canonically, and also the ability to fire all weapons while cloaked would be a pretty major advantage, unless all weapon power levels were much lower, no?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
09-15-2010, 03:34 AM
the battle cruiser powers in there are good but might be op, i think something along the lines of active armour or tractor beam rejector might be better.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
09-15-2010, 06:34 AM
Firing while cloaked in STO does not appear that great on paper due to the fact that everybody has thier shields up and torps do horribly against shields. Its a concern that exists until the Chang Bop is released and we can see how it plays ingame.
Otherwise I like the OP's suggestions for Klingon special Abilities.

My addition;
Battle hardened Armor: A simple increase in the base HULL of a Battle Cruiser refit with possibly a mild +% resistance to Phaser dammage?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
09-15-2010, 06:44 AM
Quote:
Originally Posted by Roach View Post
Firing while cloaked in STO does not appear that great on paper due to the fact that everybody has thier shields up and torps do horribly against shields. Its a concern that exists until the Chang Bop is released and we can see how it plays ingame.
Otherwise I like the OP's suggestions for Klingon special Abilities.

My addition;
Battle hardened Armor: A simple increase in the base HULL of a Battle Cruiser refit with possibly a mild +% resistance to Phaser dammage?
I think the real problem is balancing this. After all..if you were to take on a tac officer in an escort and you could fire all your weapons while cloaked...what chance would he have? He would have no way to fire at you and he would be as good as dead.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-15-2010, 08:12 AM
I really don't want to see a bunch of gimmicky special abilities. I'd prefer a strong basic ship. I don't like the special abilities of most of the Fed refits, and because they are not reliable, and they trade off something else for them, I have no serious interest in using them.

With the KDF, we don't even have the options of solid basic ships. Its one in each category. We need more diversity first without tossing wild, situational, long cooldown abilities into the mix.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
09-15-2010, 08:34 AM
Quote:
Originally Posted by Roach View Post
Firing while cloaked in STO does not appear that great on paper due to the fact that everybody has thier shields up and torps do horribly against shields. Its a concern that exists until the Chang Bop is released and we can see how it plays ingame.
Otherwise I like the OP's suggestions for Klingon special Abilities.

My addition;
Battle hardened Armor: A simple increase in the base HULL of a Battle Cruiser refit with possibly a mild +% resistance to Phaser dammage?
The solution would be a built in Torp that by passes shields.

Quote:
Originally Posted by Quetzaal
I think the real problem is balancing this. After all..if you were to take on a tac officer in an escort and you could fire all your weapons while cloaked...what chance would he have? He would have no way to fire at you and he would be as good as dead.
You are not firing all your weapons, you are only firing torps. This is based on the BoP seen in Undiscovered Country. Yes it was a proto-type, but then so were the one offs that the Feds have been given access to as refits.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
09-15-2010, 08:38 AM
Quote:
Originally Posted by Varrangian View Post
The solution would be a built in Torp that by passes shields.
.
Or the abilty to fire with whatever torp the player see fit to use.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
09-15-2010, 08:40 AM
Quote:
Originally Posted by Foxrocks
I really don't want to see a bunch of gimmicky special abilities. I'd prefer a strong basic ship. .
I agree that the Dev's need to expand our base ship choices before releasing cstore "special" vessels.
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