Lt. Commander
Join Date: Dec 2007
Posts: 120
Greetings all,

Headed to Tribble soon are a collection of space tweaks designed to adjust ship balance as well as fix a few exploitive elements. The general feel was that most ships needed a bump up to cruiser standards, while the Vo'quv was a bit too potent.

Escort / Raider / Raptor
  • Gain an additional 15% Defense. The bonus is tied to the ship’s speed, but even average speeds provide the full bonus.
  • Tactical Team has been improved. It is now a 10 second buff that improves weapon skills, removes tactical debuffs, and provides automated shield distribution (i.e. when hit on a shield facing, shields are distributed automatically to that facing). The shield distribution is more efficient than just clicking on a particular facing repeatedly.
  • Beam Target Subsystem version I of each (weapons, shields, engines, auxiliary) are now available as tactical ensign abilities.

Science / Gorn
  • Gain the Sensor Analysis passive ability. While maintaining target selection on an enemy, this passive buff builds up to a maximum stack of 10. Each buff of the stack provides a 3.33% improvement to the science ship’s weapon damage and its Beam Target Subsystem abilities. The Sensor Analysis drops quickly after changing targets, so this buff only applies while keeping a single enemy targeted.
  • Now have a default +15 to Aux power levels, instead of +10.

Vo’quv Carrier
  • Reduced the To’Duj fighter numbers down to three wings of 3 per hanger.
  • Reduced the health on the Bird-of-Prey, but maintained their current max of 3 per hanger.
  • Shield strength reduced from 1.2x the average to 1x the average.

General
  • Shield resistance through the shield power setting has been improved up to 35% at 125 shield power (an improvement of 10% from the previous 25%). Likewise, shield resistance abilities have had their shield resistance values decreased by 6%, 8%, 10% for versions I, II, III respectively. This puts a bit more focus on shield power as a defense, rather than just the shield abilities.
  • Extend Shields has had its range increased from 5k to 7.5k. The Extend Shields buff will reapply if the target leaves range and then returns while the power is active.
  • Photonic Shockwave provides a Knockback resistance for 8 seconds upon the enemies it hits.
  • Tricobalts provide a Stun resistance for 15 seconds to the enemies they hit.
  • Gravity Well does not expire upon the death of the main target. It will expire upon duration end or if no targets are within its AoE. This change brings Gravity Well to its intented function as a potent pet swarm crowd control.
  • The Subnucleonic Beam SpeedRecharge debuff no longer stacks. Only the strongest debuff will apply at any given time.


Once the changes go to Tribble, I'll start up a thread in the Tribble forum to collect feedback from actual play experience. I wanted to give everyone some time here on this thread to discuss thoughts on how the changes might affect the game.

-snix
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-13-2011, 03:47 PM
Cool, these look like some good changes. And hopefully will silence some of the People that cry foul at the carrier. Though I am a tad worried you nerfed it too much, but I think it looks appropriate. Good work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-13-2011, 03:58 PM
Looks like some good changes. I'm happy to see the Science vessels finally get the +15 to Aux, instead of just the +10. Also, since I really only fly Science Vessels, I like sound of the Sensor Analysis ability.

Also, with these new changes, I might have a reason to use Tactical Team again, heh. (Assuming it's change is for the ability itself, and not just when used on Escorts/Raptors.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-13-2011, 04:00 PM
Any chance you could mess around with the procs on torpedoes and energy weapons?

Things like Chroniton Torps, Transphasic Torps, and Plasma Energy tend to be underpowered comparatively.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-13-2011, 04:06 PM
Think they might ever tinker with adding variations in weapon ranges?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-13-2011, 04:06 PM
i am glad the escorts are getting more defence depending on speed.
I really hate to see a pure tankfest when i pvp.

And yes, Carriers need less shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-13-2011, 04:13 PM
Still no changes to the Assault Cruiser? It's outclassed by the Excelsior refit....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-13-2011, 04:14 PM
It's peanut butter, escort time!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-13-2011, 04:15 PM
Quote:
Originally Posted by Darren_Kitlor
Any chance you could mess around with the procs on torpedoes and energy weapons?

Things like Chroniton Torps, Transphasic Torps, and Plasma Energy tend to be underpowered comparatively.
Plasma I am not sure of, but I do agree chronitons need some serious love and so do transphasics.

It does seem like shield abilities rather than shield power are too much of a must have.

I am glad to see that is being addressed, though I think shield power needs a few more tie ins and bonuses attached.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-13-2011, 04:16 PM
Quote:
Originally Posted by Darren_Kitlor
Any chance you could mess around with the procs on torpedoes and energy weapons?

Things like Chroniton Torps, Transphasic Torps, and Plasma Energy tend to be underpowered comparatively.
I completely agree with this, perhaps even reducing their range but increasing their damage or something...
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