Having played in the Orion Patrol Cruiser, and against it, I think the interceptors need to have their Target Sub-System abilities removed, or someone needs to seriously look at the cool downs on these abilities, as they occur so often, that there is no way to keep them removed from the targeted player.
The Photon Mines, sure whatever.
The fact that Cryptic put fighters on a cruiser...whatever.
Target Sus-Systems on a Cruiser's Interceptors...WTF x2
I feel over powered in the damn Patrol Cruiser, and constantly killing the interceptors when fighting it.
What makes this worse is Engineer players, as they have the Captain skills to keep the cruiser up for insane lengths of time.
And for those of you who are going to make your one or two line comments, how about posting something meaningful and constructive. Maybe even explain why you think the interceptors should keep their Target Sub-System abilities.
If it was the battle with us please note we ratched up the annoyance factors by 10... we had 2 orion cruisers both with BP 3... one of them also had target subsystem 2... and our carrier runs target subs as well. We ganged the BP 3 on you a few times... as well as timing our interceptors to roll them. You also would have noticed a ton of turret fired phaser procs. lol
It's more the fact that the fighters have Target Sub-Systems, making them mini spawnable Science ships.
That's my beef.
I know you guys had players with ships using Target Sub-System abilities as well (I was watching the string of debuffs on me), but I was also noticing how frequently the fighters were using Target Sub-System abilities, and it's a little over the top.
The fact that the fighters can even hit an enemy ship (NPC or Player) with multiples Target Sub-Systems, that's going a bit far.
...and yes, I know an Engineering Team clears this debuff (anyone who was in Ker'rat saw me clearing it from many Feds, including myself), but that's not the point.
Interceptors with Target Sub-System on a Cruiser is basically making a Carrier with automated Target Sub-System abilities given to those Interceptors.
Too much mixing up for ship classes
I would like to know the chance to disable they get... as well as the strength of the power drain. When we tested them on tribble we never found them that powerful. They target multiple systems but rarely got a disable... and the drains where there but not super high like the player versions are. In the Ker Rat war we had going it would have been hard to tell how much power was being drained by them or us... or how many system disables where happing again from them ore the multiple BPs we where dropping on people... or the TCMs for that matter.
As far as I know these things are weaker than carrier fighters. Scatter volley shreds them. Try actually shooting them if they are a nuisance. The Orion ship definitely cannot get them out as fast as a carrier.
Ya, they are easy to kill in a 1v1 battle (or just one NPC spawning ship), issue these days is the amount of KDF NPC spam, and not being able to kill it fast enough.
Introduce multiple ships all spamming crazy amounts of junk, and on top of that deploying mines galore, it becomes a chore to even target what you need, and Fire at Will needs to be more in line with Scatter Volley in terms of a true AoE ability....but that's a whole other matter.
mah idk i mean im in kerrat as much as the next guy 6 toons doing daily missions plus
i spend some free time there i get ganked by feds & klings.
I also do gank the opposite frequently its all fun ... what gets me is people finding the need to
come on hear & complain its a GAME deal with it.