Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
11-04-2011, 06:32 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
i am of the opinion that the difference between fully buffed and not buffed is far to large. if the result of these console and skill nerfs end up causeing that gap to close thats good, but so far we have little real build choice and the skill costs are huge and abrupt. also, fighting hit point sponge npcs are going to be even more tedious then ever.

i think the number of times you can spec into a skill should increase to 18 from 9, and the cost for each should be cut in half, without an overall change in effect.
I have to admit, I kind of disagree with part of your post. I think we still have a number of build choices, but some builds are still much more cost effective then others. Its also harder to hybrid out. I'll agree that fights are going to take a lot longer when half you're crew isn't spec'd for DPS and the tank can't hold agro anymore because they don't have enough DPS to steal it from those that are DPS spec'd.

I'm not saying your fundamental argument is wrong, I agree that this skill system is going to bring tedium back into the game, but I disagree with that we don't have a number of build choices. Its just not cost effective to build into certain builds... just like under the old system.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
11-04-2011, 06:49 PM
So far I've tried a TAC commander and a TAC VA1. I quite like it so far. It appears that if you do a little math you end up much better off than in the old system.

The improvement for the commander was dramatic...I think because you already have, at tier 3, the skills you really need.

More testing required, especially PvP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
11-04-2011, 06:51 PM
Quote:
Originally Posted by maquis View Post
W.I.P. does that mean anything to you lot?
Quote:
Originally Posted by maquis View Post
At least someone understand WIP the others simply are doom sayers!
Nobody here are doomsayers and everyone here very much understands this is testing and there will be revamps. But doesn't mean people aren't allowed to voice their concerns and their opinion on these changes.

People here have stood by Cryptic for the last couple of years and now the game is effectively being rewritten to the point that the support they once had is no longer the same. And people certainly not going to stay quiet as their years of investment ends up for nothing. Especially if they have to go buy new equipment, weapons, and such to get back to where they were once before. Which is why people are upset.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
11-04-2011, 06:54 PM
I find if I completely ignore ground skills I can spec "more or less" how I want for space, but I end up with 100 un-spendable skill points which sorta nags at me..

The way the skills are laid out I do sorta feel they favor DPS/Escorts over Tanking/Cruisers..

I really feel they might be better off keeping the old skill point cost if they don't want to rearrange the skills around a bit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
11-04-2011, 06:59 PM
I had difficulty as well w/ 100 left over. finaly came up w/ a combo that worked, but i don't care for the new system & prefer the old, confusing system... lol
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
11-04-2011, 07:02 PM
Again, they raised the skill cap by 150. So do a mission, zone, and you'll be able to spend your 100 (now 150) skill points on a tier 1 skill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
11-04-2011, 07:04 PM
Quote:
Originally Posted by lilravegirl View Post
I find if I completely ignore ground skills I can spec "more or less" how I want for space, but I end up with 100 un-spendable skill points which sorta nags at me..

The way the skills are laid out I do sorta feel they favor DPS/Escorts over Tanking/Cruisers..

I really feel they might be better off keeping the old skill point cost if they don't want to rearrange the skills around a bit.
Run a quick daily and it'll give you the 50 points to get you to the new level cap (72, 750).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
11-04-2011, 07:15 PM
Also I noticed Diminishing returns when one pushed some Skills to nine. Not sure if that 2 point gain is worth the 9's.

Science
Tier 1

SS Weapons training: 9
SS Batteries: 9
SS Hull Repair: 9
SS Flow Capacitor: 9
SS Shield Emitters: 9
Assualt Training: 0
Close Combat training: 0
Away Team Leader: Engineer: 0
Away team Leader: Science: 0
Away team Leader: Tactical: 0

Tier 2

SS Energy Weapons: 8
SS Projectile Weapons: 8
Structual Integrity: 8
SS Subsystem Repair: 0
SS Warp Core efficiency: 8
SS Power Insulator: 0
SS Shield systems: 8
Security: 0
Soldier: 0
Special Forces: 0

Tier 3

SS Maneuavers: 6
SS Target systems: 6
SS Electro-Plasma systems: 6
SS Impulse Thrusters: 5
SS Warp Core Potential: 5
SS Graviton Generators: 6
SS Particle Generators: 6
FireArms: 0
Grenades: 0
Martial Arts: 0

Tier 4

SS Attack Patterns: 5
SS Stealth: 0
SS Engine Performance: 7
SS Hull Plating: 8
SS Shield Performance: 8
SS Intertial Dampeners: 0
SS Sensors: 0
Stealth: 0
Tactics: 0
Threat Control: 0

Tier 5

SS Energy Weapon Specialization: 4
SS Projectile Weapon Specialization: 4
SS Armor Reinforcments: 3
SS Auxullary Performance: 3
SS Weapons Performance: 4
SS Counter Measure Systems: 4
SS Subspace Decompiler: 4
Advanced Warfare: 0
Close combat Protection: 0
Squad Command: 0
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
11-04-2011, 07:20 PM
Quote:
Originally Posted by Roach View Post
Also I noticed Diminishing returns when one pushed some Skills to nine. Not sure if that 2 point gain is worth the 9's.
No I agree that unless you want one of the BO level III skills that a certain tier skill gives, then I agree that 8 seems to be the highest you'll want to go.

But that said, there again seems to be a plethora of skills that train Engineer III skills and a bit less that train Sci and Tact skills, but that may just be an incorrect impression on my part.

But again the issue is that certain BO skills are boosted by higher tier skills, and certain mk III skills are also learned by higher tier skills, making them less cost effective as BO skills and mk III skills that are boosted and learned at a lower tier, which I'll still say is the same problem we had in the previous skill tree.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
11-04-2011, 07:31 PM
I like the new skill tree idea it's a lot simpler to manage than the old one!

My biggest gripe is by getting generally what I want in space, I've ended with basically 0 points in ground :[

Not sure how to fix it, perhaps just have particular Skill sets, "weapons training " apply to both ground and space? Perhaps not, thats all I can think of right now anyway, but again this seems an improvement from my perspective, maybe a rough diamond?

Btw some also posts claim a loss in specialising so much, but then with more players at the same" Cookie cutter" level then the game is more competitive, rather than Rock paper scissors? (Just my view don't go hatin').

Peace out.
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