Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
12-06-2010, 02:43 AM
Typical, I asked people to post what they want balanced with the upcoming tweeks, and instead it turns into another classic PvP attack thread.

If you guys don't want to input what you want fixed, then don't post in this thread.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
12-06-2010, 02:45 AM
The carriers need to be reviewed, they have destroyed game balance.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
12-06-2010, 03:17 AM
Quote:
Originally Posted by Azurian View Post
Typical, I asked people to post what they want balanced with the upcoming tweeks, and instead it turns into another classic PvP attack thread.

If you guys don't want to input what you want fixed, then don't post in this thread.
I gave you input... I agreed with you on 3 points... and laughed at the rest of your points as its obvious you got rolled by someone.

I also would back the idea that one stun leads to a stun resist... this happens on ground combat I believe. It would be a logical change that would fix the issue you have with Bops being able to run a shockwave. Suggesting the Removal of skills from a ship class... because you can't come up with a counter procedure is a great way to start a flaming thread... and you know that. The stun resist idea is constructive, I approve. lol
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
12-06-2010, 03:50 AM
Quote:
Originally Posted by SapphicZoid
The carriers need to be reviewed, they have destroyed game balance.
Not really

3-4 Carriers in a group are powerful, but so are 3-4 cruisers...

The only annoying thing about carriers are the amount of PvE crap they can spew out, quality over quantity please.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
12-06-2010, 04:11 AM
Limit the pet spawn.


Limit one copy of any skill on the tool bar would help balance and variety.


and Just limit the pet spawn.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
12-06-2010, 06:43 AM
Quote:
Originally Posted by MelineAaele View Post
Cloaks
  • All cloaks are now disabled while under HOT (Hazard Emitters and Transfer Shield Strenght) effects
Really? The telltale sign of a haz emit beam wave not a good enough indicator of where that cloaked ship is for you to shockwave or CPB out in the open?

This is my exact same method to figure out where the cloaked defiants are, especially when that nebula activates their tach beam grid (lol hai sisko, surprise!)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
12-06-2010, 06:46 AM
Quote:
Originally Posted by Azurian View Post
Typical, I asked people to post what they want balanced with the upcoming tweeks, and instead it turns into another classic PvP attack thread.

If you guys don't want to input what you want fixed, then don't post in this thread.
To be frank, most of your "suggestions" and "honest to goodness" balance posts are really nothing more than "nerf klingons!" posts.

I'll agree that healing and resist stacking might need some slight adjustments, but nothing major. And as far as BoPs being godly overpowered, take some lessons from TSI and you'll be eating BoPs for breakfast.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
12-06-2010, 06:58 AM
Please don't dismiss my input. I have just as much of a right to express my opinions on balance as anyone else. Eliminating the people who effect balance will achieve this end. Plus, I don't enjoy being killed, kthxbai.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
12-06-2010, 07:01 AM
Season 3 is coming out this week or so. Shouldn't this be a season 4 idea thread?
---

Carriers
Reduce the number of spawned ships, but increase control over what these pets actually do, and strengthen the individual pet. (If you half the number, you need to increase hit points and damage by 40 %). Lower the photon torpedo damage of pets, raise their energy weapons damage. Since now the Vo'Quv no longer sucks, it's time to give them the "standard" Tier 5 BO layout and ditch the Lt.Cmdr Tactical in favor of a new ensigns lot (Science probably).

Healing and Resistances
Shield Resistance should work just like hull resistance with the diminishing returns formula. Instead of an ability to grant, say 35 % damage reduction to shield, the ability would grant a +35 resistance bonus, that works like bonuses to armor, except for damage against shields.

Bridge Officer skills - particularly Emergency Power to Shields should no longer be the main source of resistance.

Instead every ship class should get resistances from shield power. This enable ships other then Cruisers, and most importantly, Escorts, to actually move into a more defensive posture and protect themselves from incoming damage at the cost of other power levles. Emergecny Power to Shields would still be helpful for resistance, but not by creating a specific extra bonus to shield resistance, but purely by virtue of shield power.

My posting/thread history should contain a thread discussing this idea in more depths, with some good criticism from other posters (Cursix comes to mind).

Weapon Power and Drain
Weapon power drain from energy weapons should be expressed as a percentage, not a absolute value. That means at higher energy levels, you lose a little more power, and at lower energy levels, you lose less. This means that you don't reduce your DPS to negligible values by running at lower power levels, and makes running at a different level then 100 weapon power possibly not useless.
For reasoning behind this, you might consult Nagorak's thread on how power levels affect weapon damage output depending on the number of weapons used.

Evasion/Defense
Escorts should be able to achieve higher defense values then other ships, by a combination of innate advantages and an increased defense-from-speed cap.

Lesser used Science Powers need Investigation
- Energy Siphon sucks, drain way too weak to matter.
- Scramble Sensors effect could be adjusted to also create mechanical penalties (damge debuff or accuracy debuff) and not just a targeting nightmare.
- Photonic Officer needs a better duration.
- Some powers could be adjusted for lower effect but better up-time to reduce the waiting game.
- Viral Matrix is too random and unreliable. Science Team should still serve as a counter. Either add shield as a possibly disabled subsystem to the mix, or at least make the subsystem failures more pronounced.
- Add an additional counter to Photonic Shockwave (and other stun effects) - for example, Polarize Hull.

Some Tactical Powers need investigation
- Tactical Team still doesn't defeat Borg Boarding Parties. Could be used as a reactive counter to stuns? It's effect in general are weak.
- We need another Ensign level tactical power so that having to fill 3 Tactical Ensign slots doesn't feel so punishing.
- We might need more variety over all, since a lot of "doubling up" on Tactical Powers isn't actually that crucial (which is why Bird of Preys can sometimes make better Escorts then Escorts. Sure, they miss a weapon slot, but they can add a cool Science Lt.Cmdr power to their alpha strike that hurts the enemy more then the ability to fire another High Yield Torpedo or Cannon Rapid Fire 30 seconds later.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
12-06-2010, 07:04 AM
I dunno OP, Sounds like yet another nerf klingons thread to me.
About the only thing i agree with you about is the speccing for mine type for the mine proc to work.
And I have to agree with Roach, I hate Mimes.
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