Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
07-01-2011, 07:33 PM
Quote:
Originally Posted by Heretic
Specific questions:
1. What ship(s) did you fly as you ranked up? For each, primarily PvE, PvP or both? Group or solo?
2. What ship(s) do you fly at cap? For each, primarily PvE, PvP or both? Group or solo?
3. Which ship(s) do you think are currently overpowered? PvE, PvP, or both? Specifically why?
4. Which ship(s) do you think are currently underpowered? PvE, PvP, or both? Specifically why?
5. What feature of your favorite ships do you like the most? As in, console configurations, station configurations, aesthetics, special abilities, etc.?

Looking forward to all your feedback!
Specific answers
1. Depended on the character and my personal RP persona for each. Used to be, I flew SCI for SCI, etc. Now I mainly use escorts, at least for my ENG and TAC alts. I have only PVP'd twice and mainly solo PVE.
2. Again for the VAs I play regularly, the ENGs/TACs fly the MVAM. Love that ship. Rarely used ENGs fly cruisers and rarely used SCIs are Intrepid-R or D'Kyr... and may I say, I *hate* most SCI ships after flying escorts.
3. Don't think there are many overpowered ships that are player controlled tho' there are a few NPC ships that I'm like... WTH.
4. Most SCI ships feel underpowered. Lower number of weapons, etc.
5. What feature of your favorite ships do you like the most? MVAM, but I much prefer the console set-up of the RA so I move the MVAM console to it, then ditch the VA version. Love the Sov but wish it had more features. The Galaxy-R is a fave too.

Looking forward to what this line of questioning may bring.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
07-01-2011, 08:09 PM
For strictly 100% PvP:

1) For my first toon, a Sci ship. For the rest of them, Escorts, since leveling in them is SO much faster.
2) Science for all 3 of my Fed toons of each career. PvP exclusively, mix of running in a group with friends/fleet and running into matches solo. RSV, to be exact.
3) MVAE is OP for PvP. Beta has the best turn rate/speed in the game, the other sections act as independent pets with their own buffs, and there is a very small price to pay for these advantages. Let alone that it has the most common BoP BO layout with none of the BoP penalties.
4) Assault Cruiser. For PvP, it lacks the same punch as a ship hundreds of years older than it. It's called an Assault Cruiser, yet it has a harder time than a grandpa ship doing that.
5) I like the Console configuration of the RSV. It allows all of the Sci goodness, while still packing a punch.

NOTE: As someone who flies ships with only 2 Eng consoles, I was frustrated by the introduction of the Field Generator Mk XI (+35% shield cap). Instead of giving everyone a fun new console, it effectively gave everyone in PvP one less Eng console. Shields should have been buffed/tweaked instead.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
07-01-2011, 08:26 PM
Oh... and let me just add here:

I would like engines with multiple turn bonuses. If [Speed] and [Turn] are properly balanced, we should be able to get [Turn]x3 engines.

If you need a mechanic to balance that, I'd suggest adding a Turn Vulnerability that scales with total hull. Ships with low hull might take no penality (and even gain avoidance) when turning. Ships with high hull would sacrifice hull when turning, the more hull you have and the sharper the turn, the steeper the temporary hull reduction. This could allow people to have a Galaxy rigged up to turn like a fighter with the proviso being that a good hit while shields are down or with transphasic could one shot you, representing why sharp turning mega-cruisers and carriers are a bad idea from a structural design standpoint but letting us play them.

In fact, I think you could probably boost turnrates across the board if turn had more weaknesses to it or give us a turn bar like the speed bar, turning evasive maneuvers into an in-combat "full impulse" kinda toggle... And then maybe give fighters, shuttles, and the underpowered Defiant immunity to turn vulnerability.

I suppose we can do this with power settings quite a bit already.

I would really like to trade more turnrate for less survivability (and vice versa). It seems like the two are natural concepts and I figure with mass shifting, inertial dampeners, and all the great technology in Trek, there's gotta be a way to make any ship turn on a dime for a structural integrity cost and to make any ship a tank at a maneuverability cost.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
07-01-2011, 08:27 PM
I still fly my Akira to this day unless I'm playing Featured Episodes on my Fed character at VA. Now that the Prometheus has the MVAM I fly it alot more. But I wish my Akira was offered at a higher rank
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
07-01-2011, 09:22 PM
Quote:
Originally Posted by Heretic
Specific questions:
1. What ship(s) did you fly as you ranked up? For each, primarily PvE, PvP or both? Group or solo?
2. What ship(s) do you fly at cap? For each, primarily PvE, PvP or both? Group or solo?
3. Which ship(s) do you think are currently overpowered? PvE, PvP, or both? Specifically why?
4. Which ship(s) do you think are currently underpowered? PvE, PvP, or both? Specifically why?
5. What feature of your favorite ships do you like the most? As in, console configurations, station configurations, aesthetics, special abilities, etc.?

Looking forward to all your feedback!
1. I go up the ranks of escorts as I leveled my character. All PvE, I avoid PvP in everything. Mostly solo, though I'm not adverse to grouping.
2. I fly a fleet escort right now, waiting for a Tier 5 Akira to replace it. *hint*. Again, PVE and mostly solo.
3. & 4. No opinion for these two questions.
5. Favorite ship is the Akira, it just looks awesome! I like having more engineering consoles over science, but I prefer having more science powers over engineer powers, weird huh?

As a final note: Tier 5 Akira please!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
07-01-2011, 09:30 PM
i cant answer individually only because i think i should start with some more generalized points:

most ships have generally the same capabilities and whatever differentiating traits they do have emphasize in the wrong ways. science ships should focus on scientific R&D. if you pick a science, you get perks involving biological and physics studies. based on what you go out and learn in this vessel you can gain different types of new equipment pieces or chemicals. use the new data and cargo on board ur ship to make new hypos, resistances to poisons, create bio-resistances like voyager did against the undine.

tired of science? go back to the starbase and jump in your escort!

escorts are more about force and should be able to learn new abilities based on armor and weapons... so R&D on board would involve creating enhanced photon torpedoes or plasma infused quantums.

cruisers could focus more on defenses and speed.

created items such as weapons can be taken back and fitted on other ships in your personal fleet, shared with fleet members or sold on the exchange.

another point. the ship classes are too ridged. for example, voyager was a cruiser type, but conducted a lot of science. most federation vessels were multipurpose. here is my solution:
Hybridize options:
you should be able to hybridize with one other class type.. so making a science/escort, you get the ability to conduct R&D for both science ship and escort research. this could really open up options and flexibility that we, as players need to suit our styles.

you pick your ship, and pick what your 2 focuses are for that ship.

that said, i play a cruiser now and always did. it seems to have the best of both worlds... defense and offense, which is probably why they seem overpowered compared to the other ship classes. it becomes very evident in PVP.

the thing is.. i personally like to use the canon/ip weapons on my cruiser. if i want a different result from torpedoes, the only options i have are; change the torpedoes to something non canon for the faction, or upgrade my mark X to and XI. i
i would love to take the plasma torpedo i captured from the romulans, put it on my escort, giving him something to do while i am off in my cruiser. he removes the plasma regulator and i can now have him install it on a fed photon, creating a photon torpedo, that creates light plasma damage.

the longer i keep it sitting in R&D, the better it becomes. so if it is ready at mark I that one might do the job, but has a chance to backfire some damage to my torpedo launchers. when it hits mark V, the rate and damage output of the kickback is zero.. mark X gives no backfire and does as much damage as a romulan plasma torpedo.
in trek, they are always tinkering and altering..based on what they encounter out there. id love to see that emphasized more. feds never used romulan torpedoes. They would use a photon and enhance it by backward engineering. most alien technology is not compatible. there were some rare cases, like the defiant cloak, which was gained through an alliance. maybe cruisers or diplomats could gain perks to acquire tech from other races directly in that manner.

gear, itself it too rigid sometimes. i mean, two elements on ships are missing all together: armor plating, and warp core.

it would be cool when you select your ship, you get a default interior, with quarters and hallways. within the basic outline UI for deck 1, there are empty slots along the hallways. these are module spots. so you can pick your bridge and drag it over and slot it in the bridge area, deck two, you can slot 3 science type labs.
you can go in and upgrade certain modules too. when you load it up and jump in your interior, all the modules and alterations show up as you walk through. this would help people to customize what they want to do in their game experience, and make the ship their own. one guy can make his science ship a medical ship, and the other guy can make it a gunship.

another thing that could be cool is that just like the DOFF system, modules can get damaged in battle as well, or just outright destroyed, requiring repair, upgrade, or replacement. It might sound bad at first loosing your mark I science lab, but you can go back to starbase and now find you have the ability to install/upgrade to a mark III, turning a negative into an opportunity.

i hope some of this answers questions, and provides some inspiration and feedback for whatever it is you guys are doing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
07-01-2011, 09:37 PM
Quote:
Originally Posted by Heretic
1. What ship(s) did you fly as you ranked up? For each, primarily PvE, PvP or both? Group or solo?
I picked a different specialization for each character and stuck with it the whole time so I could get a feel for how that ship class plays. PvE exclusively, because the non-capped PvP population is lacking. Solo mainly, because all my friends are waiting for F2P.

Quote:
Originally Posted by Heretic
2. What ship(s) do you fly at cap? For each, primarily PvE, PvP or both? Group or solo?
My main is a cruiser, my alts aren't capped. I PvP in the cruiser, not on the alts, though I also enjoy PvE at cap for fleet actions, STFs, and featured episodes. I solo the featured episodes, because I want to enjoy the story at my own pace. Everything else I group.

Quote:
Originally Posted by Heretic
3. Which ship(s) do you think are currently overpowered? PvE, PvP, or both? Specifically why?
None. Beam Fire at Will is overpowered, but you say a fix is in the works, and I have confidence in you.

Quote:
Originally Posted by Heretic
4. Which ship(s) do you think are currently underpowered? PvE, PvP, or both? Specifically why?
I find it's harder to solo PvE in an escort than in a science or cruiser, but I'm willing to chalk that up to me being a terrible escort pilot. In groups I have less trouble in an escort.

Though, I do have one complaint about a specific Fed ship: the Miranda. It's not underpowered by any means (because everything you fight at that tier is super easy), it's just BORING. Everyone I've recruited to try STO has quit because they cannot stand flying a Miranda. I've never understood why the only ship choice you have at T1 is a cruiser. If there was a T1 escort that didn't cost $15 or whatever, I think more people would stick around past T1. Please, make it so.

Quote:
Originally Posted by Heretic
5. What feature of your favorite ships do you like the most? As in, console configurations, station configurations, aesthetics, special abilities, etc.?
I really enjoy saucer separation. It's a super fun mechanic. Also, I just like flying around the iconic Galaxy. I fear the day when a new ship tier is released and the cap is raised and my Galaxy is not viable at the new cap. That would really diminish my enjoyment of the game, silly though it may be.

Probably my only complaint about abilities is how every time I switch my BOff assignments or ships, I have to completely reorganize my hotbars and consoles. This keeps me from swapping around more than anything else. The ability to save and load multiple configurations would be wonderful and would totally change the way I play. A lot of starships, especially multi-mission ships like the Galaxy class, were designed to be versatile and modular, and STO's clunky hotbar UI makes it hard to be versatile.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
07-01-2011, 09:53 PM
Quote:
Originally Posted by Heretic
Hey guys,

Specific questions:
1. What ship(s) did you fly as you ranked up? For each, primarily PvE, PvP or both? Group or solo?
Cruisers, all the way.
I do everything as possible on my own, so a cruiser seemed to me the best choice, since i HATE to see my ship blow up.
I tried science but they rely too much on science gadgets, while escorts are just too fragile.
Btw Dogfighting is not why i bought STO.


2. What ship(s) do you fly at cap? For each, primarily PvE, PvP or both? Group or solo?
Again, Cruisers althrough the higher the tier gets the slower and more boring they get. But since the other two classes are not my cup of tea, there is no alternative for me.
(At least for now )
I fly either the Galaxy -X (which has NO optional ship parts at all, and a third tac console wouldn't hurt either btw.) or T5 Excelsior.
I have learned not to go for the looks of a ship in STO.


3. Which ship(s) do you think are currently overpowered? PvE, PvP, or both? Specifically why?
In PvE i cannot say anything , because i do most things on my own.
But to be honest if i do PvP then i do Kerrat and what i see there doesn't encourage me to do more PvP, because some ships are able to choose where and when to start AND to end a battle.
So call me a noob (i don't care) but i think that all ships that have battle cloak have a huge tactical advantage.
Additionally i think that no one should be able to easily break combat and retreat. Fleeing should be something rare and very difficult IMHO. (And NOT honorable at all!)


4. Which ship(s) do you think are currently underpowered? PvE, PvP, or both? Specifically why?
All i can say is from the perspective of a solo cruiser captain.
I think most ships are well balanced to each other in a 5vs5 scenario. But when it comes to 1vs1 there is no noticable balance that i can see.
But if you ask me, i would make all ships more or less cruisers, just with different focus, but all of them should be able to stand on their own (Defense and Firepower).


5. What feature of your favorite ships do you like the most? As in, console configurations, station configurations, aesthetics, special abilities, etc.?
The T5 Excelsior is the ship that fits the most to my playstyle BUT i really really hate it's appearance. I like it's Maneuverability (it's the only FED cruiser that can effectively use Torpedoes, because of it's maneuverability.) and it's BO layout.
The other ship i like to use is the assault cruiser but it's the same problem as with the Excelsior, it looks just awful.
Why couldn't you guys not make the Star Cruiser a more assault -ish ship?
(The Star Cruiser variants are besides the Galaxy Variants the only good looking endgame FED cruiser IMHO.
So in my case i'm stuck in a ship that flys very well, but i hate to look at it.)
Why does the firepower increase the more uglier the ship class gets?
I have never understood that logic, to be honest.

Besides the T5 Excelsior, most other FED cruiser have just too little Tac BO slots and consoles to be a treat to an enemy ship. Did you guys ever tried a cruiser vs cruiser fight?


Looking forward to all your feedback!
just a few things.
If i may add this, i really miss some more balanced ships.
What i mean is, there are many ships that can either do damage OR tank. But i would love to have some ships that are more in the middle. This doesnt mean that i want some kind of super ships.
But since i do not rely on others that much, means that either space battles go terribly slow (cruiser) or just too hectic (escort), at least for me and i don't like both.

If i could get the chance to revamp Space combat and STOs space ships i would do the following:
  • I would increase all Hull and Shield strenght about 4x or 5x, plus i would increase all timers by (again 4x or 5x).
    But healing and damage would stay the same.
    So space battles, at least 1vs1, 2 or 3 would be more tactical, every power you use would be more meaningful and there would no longer be a 80% hull healing in 2 seconds (which is rediculus and extremely frustrating).
  • Escorts would no longer need to hit&run because they could saty alive longer (just as they should), but cannon damage should be reduced a bit..
    I would align speeds to be more even, so no one can outrun another ship without some bigger efford (it would still be possible to damage the enemies engines to slow them down.)
  • There should be a limit of how many ships can target an enemy ship.
    ECM (Electronic Counter Measures) consoles could limit the number of that target you.
    So in PvP there would be much less Focused Fire, which is a reason for MANY non PvPers to stay away from PvP.
  • Alpha Strikes would be used as a battle starting tactic, but completely destroying an enemy ship without giving the other player the chance to react is just lame IMHO.
    Battle cloak would have a timer of about 15 minutes, so cloak and decloak while in battle would no longer be possible.
    Instead Klingon players (with a klingon character) should get a damage increase the more damaged their vessel is. (similar to "go down fighting" just as a permanent and passive trait)
    So they WILL fight to the death, as they should be.

    Thats what i would change on STOs PvP.


Another thing:
RCS Consoles:
Why do RCS consoles give those ships that already have a high maneuverability even more, while those who could need every °per second, get the smallest bonus?
I would like to suggest that RCS consoles should give a fixed amount of °per second for all ships regardless how much their turn rate is. So everyone could get a a reasonable turn rate and the use of torpedoes would no longer something for sci or escort ships alone.


More flexible BO layouts:
I wish that ships wouldn't had such a unflexible BO layout.
So i would suggest that ALL (T5) ships should get at least one Lt. Universal, you can dismiss the ensign, that stations is useless anyway IMHO.
So we ould have a much wider range of used ships in STO, instead of everyone using mostly the same 4 or 5 ships (FED).
Even in the Time of TNG, Starfleet ships had programmable Bridge stations which would in STO terms be a universal BO slot. I don't want all ships to have all universal BO slots, that would be nonsense (game play wise) but a bit more flexibility would be really cool.
The same with consoles, ships should be modifiable enough in 2409 to allow at least 1 Universal Console slot.
That would make ships much more intersting and much more fun to experiment with.
PLUS we could finally fly the ship we like, instead of just a BO layout.


Adjustable Energy Weapon strenghts
I don't know if this belongs here but i would love if energy weapons would be more like in the shows.

I know that STO is not supposed to be a simulator, but i would love if the phaser strenght would be adjustable, the lighter the beam the more shots it can do and vice versa.
In STO stuff like that should be basic abilities that every ship has. (at least FED and Romulan ships can do this.)
Lets say you have got three phaser settings, light (many shots), medium and strong (one devestating phaser discharge).
The light setting could have give a faster fireing rate and a better energy weapon specific effect (+3% more shield bleedthrough instead of 1% for example), while the strong setting would make much more damage against the target, but with reduced weapon specific effect. The medium setting could be something in between.
Of course the effects should be different depending on energy type.
Once activated, the weapon will continue to fire accordingly to it's setting, until another setting is choosen.
(what i mean is that is should be more like a permanent thing, not like a ability thats only temporary)



EDIT:
Aestethics:
I have stated this so many times i really cannot remeber.
I am sorry to say but the ship designs we got so far are really not my taste at all, most of them are just too excessive, to overloaded.
The ship designs would look so much better if the designers would make them simpler and more elegant looking.
Adding too much details onto one single design don't neccessary make it better looking IMHO.
Sometimes there are so many details the general shape isn't even reckognizable anymore, that's not good starship designing.
If you want to know what i don't like on ships just look at the Imperial class and the excelsior, these both ships unite everything i hate about ugly starfleet ships.
But if you want an bigger list:
Envoy, Noble, Dervish, Hermes, Gryphon, Maelstrom, Hephaestus, IMPERIAL, Gallant, Quasar, Rapier, Ushaan, Comet and Shikar.
All those ships look either just clumsy, disproportionate or just exaggerated and some of them not even remotely like starfleet ships at all.
But the worst thing the designers could have done is to add holes on pylons and spikes on nacelles and absolutely stupid looking fragmentations and armor plates all over the surface of those ships.
Some nice looking designs where turned into completely hideous ones by adding such stuff on them, like the majestic for example.
To be completely honest i have never seen a video game with that much ugly starfleet ships in my life.
Please change that, we want good looking Starfleet ships no more wannabe cool looking pseudo stuff.

The only real good looking cryptic made FED ships are the Star Cruisers, fluid shape, not too much stuff added to the surface, nice ship it's a shame that it is completely useless. Unless someone wants to fly target practice with no means of fighting back.
Btw, i just cannot comprehend why they aren't the successors of the sovereign and also assault cruisers.
Their design looks far more advanced than the sovereigns, why did you had to make it a toothless flying hospital? (thats a real gamebreaker for me, to be honest)

So devs what about adding some good looking ships for a change?
(Especially the Assault Cruisers could use some good looking ship parts but all other classes too, of course.)
(If you didn't know Starfleet ships are supposed to look good)

Sorry if i sound offensive but starship design is a very important thing to me, so please experiment with other (minor) races ships and please no more ugly Starfleet ships, we already have more than enough of them.




I love how you guys develop this game and i admire how much work you put into this game day after day, but i really must say that i just see no sense how ships work in this game and why you designed them as they are.
And sorry for that WALL of text but these are things i had to say, and since you asked...


Live long and prosper.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
07-01-2011, 10:16 PM
Quote:
Originally Posted by Heretic
Hey guys,

I just wanted to give you all a head's up that Geko and I are going to be getting our hands dirty over the next few months with a number of different aspects of ships. As a result, I am particularly interested in hearing your opinions and thoughts in several areas.

This being said, I want to keep your expectations moderated; there's a ton we'd like to do, a lot we can do, but also quite a bit we won't be able to do for a wide variety of reasons from time to balance. Also, I can't at this point give out as many details about what we are doing as we have with the duty officer system, and I apologize in advance that this will be a lot more listening and analyzing and a lot less spilling cans of beans.

Specific questions:
1. What ship(s) did you fly as you ranked up? For each, primarily PvE, PvP or both? Group or solo?
2. What ship(s) do you fly at cap? For each, primarily PvE, PvP or both? Group or solo?
3. Which ship(s) do you think are currently overpowered? PvE, PvP, or both? Specifically why?
4. Which ship(s) do you think are currently underpowered? PvE, PvP, or both? Specifically why?
5. What feature of your favorite ships do you like the most? As in, console configurations, station configurations, aesthetics, special abilities, etc.?

Looking forward to all your feedback!
The below answers are answered mainly in relation to my main character.

1. Cruisers. I use it for both PvE and the rare PvP match. I use it for both group and solo play. The only reason I don't change it up is because my skill sets are pretty much tied to one specific line and class of ship.

2. The Sovereign Assault Cruiser. Again I use it for everything. I've experimented with The Excelsior loadout and the Star Cruiser loadout. I just feel most at home in the Sov. I feel it has alot of staying power without sacrificing too much in firepower. The Star Cruiser has ALOT of staying power but I just don't care for the look. The Excelsior seems to have a little more punch but it fells fragile to me.

3. Second hand observations. Science ships seem overpowered. Science powers tend to change a battlefield and effects alot of ships at once. The defenses they can muster can at times put a Cruiser to shame.

4. None of them really feel under performing to me. It does seem from casual observation that Escorts don't seem to be as popular but I have no facts or a why to go along with that. What I do know is Tactical Skills tend not to impress me much. They are nice but they lack versatility that Engineering and especially Science skills grant you. Since Escorts focus in Tactical skills they tend to underperform in that area. Their DPS is insane good though so It's hard to say it's a bad ship. More variety in Tactical skills would be really nice.

5. Hmm. What I look for in a ship. Aesthetics is a big deal for me but it isn't really the deciding factor. The role the ship is supposed to have is an important line item for me. I tend to group the ships in three categories. DPS, Tank, Support. Since I tend to like playing a Tank I gravitate towards Cruisers.

The power load out isn't really much of a consideration. It really has only come up when deciding between the Assault, Star and Excelsior cruiser. Normally I would prefer a science slot but Role combined with Aesthetics decided things in favor of the Assault Cruiser. In general I don't like that we are locked in to departmental powers and wish all consoles were Universal.

Consoles slots themselves are completely irrelevant to me. Nothing I slot in those spots really feel important or relevant to my play experience. If I was slotting a Tractor beam power or something like that maybe it would wow me more. As it is I tend to just slot whatever I have laying around and forget I even have those slots.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
07-01-2011, 10:22 PM
Quote:
Originally Posted by Katic View Post
As far as stations go.. I appreciate that it's hard to throw out a new ship that explores new territory, I do. But quite frankly, we don't need three of any kind of Boff, at least not if the third is limited to an Ensign. There are not enough Ensign powers in the game to make that slot useful.... I don't really need another Ens. ability. I would much rather have either my Tac. or Sci Boffs allowed to use their Lt. Com. ability.
This. Seriously, any slot that's ensign only on a T5 ship is pretty useless. Just get rid of it and give us something else.
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