Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
11-27-2010, 10:45 AM
Yes SNB is a problem skill.

Why exactly does the skil exists in the first place?
It has no pre effect counter.
How exactly does it stops an attack pattern or a beam overload?
Magic, its a skill better removed entirely.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
11-27-2010, 12:50 PM
Quote:
Originally Posted by MustrumRidcully View Post
I don't feel so. I like my Engineer's special ability. Great survivability.

I think the classes are relatively fine in space. If anything is weakest, it might be Tac - but not in its "own" ship, the Escort, and probably not even in a Cruiser, but in a Science Vessel. Engineers can at least fix the SVs energy problems and significantly increase its survivability, but tactical skills don't seem to help at all. Which is also a problem of the currently effective SV build - weapon fire is generally not the primary concern...
Actually, I ran Hawkeye in a sci, the USS Black Knight, once. The combination can be extremely deadly (AP Alpha, Go Down Fighting, HYT, BO, and maybe another AP, plus all the sci debuffs and healing). Not so much if you can't wait 30 seconds to make them go boom, though. :p

Me? As long as I get the kill, it's a good day.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
11-27-2010, 12:52 PM
Quote:
Originally Posted by Idali
Yes SNB is a problem skill.

Why exactly does the skil exists in the first place?
It has no pre effect counter.
How exactly does it stops an attack pattern or a beam overload?
Magic, its a skill better removed entirely.
If you time is right, Science Team will negate any science debuffs for 5 seconds after it's activated. If someone uses SNB in that short period, they've wasted their time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
11-27-2010, 01:01 PM
Quote:
Originally Posted by matteo716 View Post
the officer themselves are perfectly fine, its when you stick them in a ship that things get screwy.

engineerings in escorts- med-high damage, med survival
engineers in cruisers- high damage, high-very high survival
engineers in science low-med damage, med-high survival

tactical in escort- high-very high damage, low-med survival
tactical in cruiser- high damage, medium survival
tactical in science- medium damage, medium survival

science in escorts- medioum-high damage, low survival
science in cruisers- medium damage, high survival
science in science- low damage, high survival

i think thats the generalized feel for each class in in ship type.
Would these levels of damage and survivability not increase if you spent skill points in the skills relevant to the type of ship you're flying?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
11-27-2010, 05:28 PM
Quote:
Originally Posted by Varlo
Would these levels of damage and survivability not increase if you spent skill points in the skills relevant to the type of ship you're flying?

who said he didn't?

Players who play pvp for pvp know there are some really powerful skills, resist stacking all hullheals, epts3, rsf, science fleet, snb is just to name afew that many ppl take full use of, and everyone know that snb is a dealbraker. Play a premade with no snb and you can just give up the match.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
11-28-2010, 12:02 AM
Quote:
Originally Posted by Zorena
who said he didn't?
Well I hear a lot of people banging their lips together about survivability and so far nobody's bothered to mention that if you focus your skills for the type of ship you're flying, you get rather substantial bonuses to speed, turn rate and hull strength, among other things.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
11-28-2010, 01:48 AM
A lot of the perception of Tac being underpowered is because of Tactical initiative:

-In an escort or Raptor you have too many tac BO slots to make use of it. You're already chaining many skills that are going to be limited by the 15sec global cool down anyway, and Tac Initiative won't speed them up.

-In a cruiser or science ship you only have a few low level Tac BO slots, 2x very little is still very little.

The vast majority of ships therefore don't really compliment a tactical officer. One thing that does work is a BoP with only a Cmdr. Tac slot, since you can then fully utilize Tactical Initiative and you have a hell of a lot of non-tac BO slots for other things. This is what I use, and I do like it quite a bit.

If I had to pull something out of the air to balance Tac for all those other ships, it would be to change tactical initiative so that it doesn't effect cool-downs but bumps every skill up 1 level for the duration. So BO 2 would become BO3. For skills that are already at the third level, it would take them to a 'fourth' level in line with where you'd expect that skill to be given its previous progression. Sure, this would actually be a nerf to my current build but I would adapt and I think it would provide better balance.


Now, in terms of Sci, as individuals they are just fine. The issues start to crop up when you have 4-5 of them on a team all spamming SNB. Simple solution to that is to impart a temporary immunity against subsequent SNB strikes every time someone is hit with them. Eg if you get hit with an SNB and clear it, no one can cast another SNB on you until 15 (or insert number here) seconds have passed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
11-28-2010, 02:19 AM
I think a fair amount of gripes could be sorted out if they just get rid of those stupid shared cooldowns. It seems like every time you pop a BO ability, most other BO's are helpless lying in on the floor in a fetal position for 15 seconds lol

@HurleyBird: I love your signature
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
11-28-2010, 02:32 AM
Well time for my 2 cent's.

SNB is a problem it needs to be tweaked some. Say max it out at removing 3 buff's at lv 3 2 at lv 2 and 1 at lv 1. that would give the skill some progression as you level and cut down on how deadly it can be.

Next buff stacking, Give it diminishing returns like console stacking. RSF3 + Epts3 or TSS2/3 can give a cruiser 75% resists and if you time it right they can keep it up indefinitely. Clump all the shield resist buff together and for each additional buff after the 1st reduce it's affect by 50% so 1st buff 100% of listed ability, 2nd 50% of listed ability 3rd 25% of listed ability 4th no affect to shield resists. They need to keep their full shield healing ability though.

Next the plight of Tac officers. Simple solution make FoMM cut shield resists instead of Hull resists.

Do these 3 things and it will bring balance back to PvP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
11-28-2010, 09:56 AM
Quote:
Originally Posted by MaQogh
Next the plight of Tac officers. Simple solution make FoMM cut shield resists instead of Hull resists.
QFT. A small, elegant solution that would probably positively impact game balance.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:01 PM.