On behalf of a very good friend, are the new Romulan and Reman captain abilities a bit overboard?
Romulan Captains apparently have a super thalaron insta-kill.
Reman Captains apparently have cloaking attack and super knock back.
When playing a daily, such as "The Big Dig" it seems a bit excessive. The knockback for example not only knocks you back 30M, but then you of course take damage when falling back down. The orbital strike is an insta-kill.
A bit overboard maybe for dailies like The Big Dig?
Any changes planned or should we just get use to these new abilities?
The Reman captain knockback should be reduced, at least for the Big Dig. It's one thing to be pushed back 20m, it's another thing entirely to be pushed back 20m and down two tiers of the temple while trying to kill the captains. The rest of the stuff I've learned how to combat against, but that scenario is just irritating. I thought Force Field Dome would prevent them from doing that, but it doesn't seem to.
also the romulan ship abillites should also get lowered like the mogai class they dont need 4 trackerbeam mines 1 or 2 would give them a sence of a threat but not 4. by the time you destroy those 4 it launches 4 more. then the battlesship it launches 3 large torpedos within 25-35 sec. imho this is way to much and they need to be toned down abit.
The thalaron weapon is only lethal if you sit in it, best solution is to GTFO. It's not as bad as a Breen cryo grenade - the damage is comparable or higher, but you don't get stuck in it. You can also target it before it starts killing you, after the first one cleaned my clock I've been able to take out most of them out before they even get going.
Tractor mines: Don't destroy the mines. Polarize hull or AP:O like you're dealing with breen frigates and burn the escort.
On the other hand, the Warbird's heavy torpedo chain bugs me - they took something very similar away from the Undine a while back as I remember. Reman knockback is just all around ridiculous.
Re: The smarter not deadlier comment, that's been the holy grail of game design for over twenty years and has still only resulted in easily mastered games. When you turn the difficulty on any game up high enough, expect patent ********. It's not much different than tripple blue shell or "Now I know that barracks just built a battlecruiser."
I support this. The apparent low gravity on the Big Dig obviously plays into effect and it should work both ways somehow, but "darn", you need a fighting chance on this, otherwise its just another mission to aviod.
the thaloron weapon seemed a tad harsh. controlling bridge officers is not exactly intuitive in this game and they often just get killed before you know what's happening and can move them. especially in tight corridors.
ill probably wait and see how the new series plays out though before i cry nerf too loudly..
at least the medic situation is meant to have been dealt with.