Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Ship Limits
08-03-2011, 01:09 PM
I've been playing for awhile now, and I've noticed something as I played across character classes, experimented with vessel types and builds, and even managed to get a klingon thru the general ranks (although the last one had me contemplating digging my eyeballs out with a spoon). Regardless of class or faction, each t5 ship I've used has had just enough customization and loadout options to fall short of being anything other than mostly situationally-effective.

Before anyone begins to expound on my need to "lrn2play," let me say that I have spent numerous hours with various loadouts, boff/console combos, and all game areas trying to find the ship which complimented my playstyle the best. However, each time I find that "sweet spot" where the ship would be reasonably effective in most situations, the limitations of the vessels prevent (usually by only a small margin) a setup which I would feel comfortable flying. I have to give the dev team kudos for the amount of customization options we have available, but does anyone else find that they're maybe 1 or 2 abilities or a weapon restriction short of having a ship that they truly feel is an "endgame" ship?

I'm not advocating universal consoles for all or more commander boff stations in each class by any means. I just want to know if this is a shared sentiment with some of the player base, fed or klink.

So tell me, what ships do you fly? What do you feel they are missing in order to have a more "endgame" feel? I'm not proposing unbalancing the entire ship system, but what would your ship need to put it in that comfort zone where you would feel like this was "your ship" in all aspects?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
08-03-2011, 03:33 PM
I fly all the cruisers, Excelsior-R, Galaxy (both Refit and X class) Assault Cruiser, and Star Cruiser.

Dont feel that any of them need anything. THey are good just as they are. If i want to place "cannons" ona cruiser then I would learn to fly an escort. To me, there are some things that just need to be left alone, and some things that are the way they need to be.

Ships being one of them on loadouts for weapons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
08-04-2011, 01:54 PM
I found flying cruisers fit my play style best, the BIG old supporting target that take forever to take down while my team mates mop up for me. I mean they all work fine, and you have to sort of settle for certain options depending upon the "class" ship you fly, but you can't always have your cake and eat it to. Wish I had the extra BOFF slot for my X Class doesn't bug me. I used to play Guild Wars, and out of hundreds of skills I could use I could only use 8 at a time. That's compromise when you play an MMO.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-04-2011, 08:41 PM
My tac VA plays cruisers for the most part, usually the Excelsior retro, though I've used the Galaxy retro, the Sovereign and the Galaxy dreadnought from time to time. I usually use either the dreadnought or the Defiant retro if I got missions that I'd go "hmm, perhaps it would be a good idea to cloak", heh.

My only major issue flying the dreadnought is that it's a tad squishy; the shields don't hold up quite as well as the Excelsior's. (Or maybe that's me?)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
08-15-2011, 11:21 AM
I started off my endgame in an Assault Cruiser and I love the ship. I have always though the cruiser class felt more like Star Trek as I know it than the other classes. While I do enjoy the defensive setup, I'd like to be able to play in a pvp zone and not have my best offensive option being the hope that the opponent dies of old age before i miss an EPtSIII or a TT.

I realize that the niche cruisers have in this game is support/healer, and for pve, they're wonderful. I just hope that the upcoming Odyssey Class has more punch than the current cruiser line up. It doesn't need much over your basic vanilla t5 cruiser, just the ability to have a 4th tactical boff power would make a world of difference.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
08-15-2011, 02:37 PM
The whole idea of classes in any MMO is that no one class should be capable of "doing it all". There should be no ship that handles every situation. There should be situations for which a Cruiser is suited, for when an Escort will do better, and for which a Science Ship should have the advantage.

Don't take this the wrong way, but otherwise we could all just be given the same ship with exactly the same capabilities and customize its appearance to match whatever role we want it to appear to play. Which while it may appeal to some (particularly those who keep saying "let me just have a holographic skin for my T5 Connie that I can put on any ship I want") wouldn't really give us any kind of real choice.

Personally, this is why I have a collection of ships, instead of just one. And while I'd like to USE any ship (I really miss my Saber and Nova) I don't really care if they are all strictly equal.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
08-15-2011, 02:41 PM
I like my engineers and my cruisers. I play them all and have toons that are geared for one or two types.
My favorite is the assault cruiser and its cloaking cousin, the Dough-naught (Dreadnaught). Both can tank, have the ability to support the team and can get very impressive sustained dps. Add in a torpedo volley when you can get a line up, and there is ways to make this happen more often, You do get some good spike damage, enough to help your escort-bursting friend to bring down the main target.

and yes, the cloaking and the PSL is nice to have when you can use them too
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