Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
11-04-2011, 04:21 PM
Quote:
Originally Posted by JohNyNorMuS View Post
Unfortunately the F2P date has already been decided and the clock is ticking away.
How did I miss that?!

What date did is it? I was thinking of jumping on that day to see how many new players jump on holo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
11-04-2011, 04:22 PM
Quote:
Originally Posted by Admiral_Kristov
How did I miss that?!

What date did is it? I was thinking of jumping on that day to see how many new players jump on holo.
They haven't announced the date, but have said they know what it is internally
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
11-04-2011, 04:33 PM
Quote:
Originally Posted by Sardoc
They haven't announced the date, but have said they know what it is internally
Cool that makes sense. Could be tomorrow, could be the last day of the year then.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
11-04-2011, 04:36 PM
Quote:
Originally Posted by P-A-T-H-F-I-N-D-E-R
This brings up the question .... How useful will consoles now be in filling in these gaps?

Will consoles and such help with allowing us to feel more balanced?

If you use a console on a skill you have already maxed, will it cause diminishing returns that much sooner?
Exactly what I was thinking too.. Its got some relief in areas like being able to pick and choose your ship and put whatever you want in the weapons layout but when it comes to boffs space and ground and ship functionaility/performance your gonna have to make some heartbreaking decisions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
11-04-2011, 04:36 PM
It all seems very difficult to manage on first impression.
The system forces me to decide to enhance my natural strenghts and leave my weaknesses unattended or balance my weaknesess out and not be effective as i should at my strengths...

With builds like that no one will be able to excel at anything i fear.
if you are good at damage a shuttle can shoot you out of teh sky and if you are resistant you don't do damage.
And then you have to decide to be resistant against raw damage or agaisnt debuffs!!!!


I don't like chossing between such extremes... I tend to balance everything out and be good at nothing!!!

HELP!


Also, the respec is bugged for me. Every point spent i instantly locked and can't be deducted again ti shuffle points around until I find a build I' am not too unhappy with.
only way to correct a mistake is to reset and start over from scrath...

That can't be intentional.

Can't give further feedback until this is fixed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
11-04-2011, 04:40 PM
intention good

result... not so good


what i can tell at first glance is that there are not enough skillpoints to spend, period

my main is a Cruiser / Tank, so he needs every piece of Hull and shield skills he can get
he wants to do some damage so energy + torps are needed too (i suppose i could go without torps to save some points? but how would that look... mmmh... nah)
as engineer i also need lots of energy skills...

and whoop de doo my skillpoints are all gone and i have not skilled a single point into ground yet !?



as far as i know the plan is to release the ground revamp some time AFTER F2P launch -> this is going to make the whole space vs, ground point balance a lot worse then it was on the original launch of the game... and when F2P players are forced LATER to spend half their points into ground.... uuuh that will start some bad feedback pulses...




for ground i like to have ALL kits available so i usually spread all points in ground around 3 - 6 in every skill.... that is not even possible at the moment, i can only do that on holodeck because i have some spare points usually.




changing ships is a bit easier now
weapons have been dumbed down (not realy fun anymore) ...also ships can shoot rainbows now without loosing anything...

but there are a lot of Science Skills that are not needed by Escorts or Cruisers, so if you want to change to a SCI ship you will still need to respec.

but i suppose the initial goal was to get rid of 3 different types of Cruisers, and 3 different types of Escorts... which worked.




i also noticed that Tricobalt Torpedos have a bonus from a SCI skill (because of the spacial rift it creates) -> so Tricobalts are best used by SCI ships...? and SCI heavy Birds of Prey....?



The anti resist / hold / knockback skill seems to be a must have for any ship... PVP especially...
and i love that the pro resist / hold / knockback skill is even more expensive. -> less chance that Escort Captains will skill into that.




i hope that datamining will reveal that people put all their skillpoints into ship skills again so this overall NERF gets scaled back a bit... or better a lot.


Also many players seem confused about the need to earn 50 more XP




Hazard Emitters have changed into something that does not help me anymore... need to change out all my SCI consoles now *ouch*...



those are my initial thoughts after testing this on 2 chars.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47 Radical Suggestion
11-04-2011, 04:45 PM
This has probably been mentioned before and will immediately get shot down, but I figured I'd go out on a limb and say it anyway...

How 'bout allowing us to 'bank' skill points at lower tiers and apply them to higher tiers?

Essentially, I'm proposing to abandon the current requirement of having to spend X amount of points in lower tiers in order to 'unlock' skills in higher tiers.

In other words, if I've achieved the rank of Lieutenant Commander, I don't want to be obliged to spend points in crap skills (like Starship Batteries) in order to invest in tier skills that better suit my playstyle (like Starship Energy Weapons).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
11-04-2011, 04:48 PM
I like the simplification and more clear naming conventions. I love the idea that we now can experiment with different weapon types. I think this will give some very interesting options to PvPers in particular.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
11-04-2011, 04:59 PM
i like the new skill system. but we need more points. on the live server i can max out almost everything thats space except for ships. im an escourt. i can max out my class ships and then my defiant. i have 3 things i maxed out in sci and almost all the engineering items in that tree. also for antiproton. just need the points lowered. you make it very hard to get points into stuff to get to the next teirs and then max our for dps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
11-04-2011, 05:06 PM
At first glance this looks GREAT. I've got my top level characters transferred over to Tribble and later tonight I'm going to see what I can do with them. At the very least I approve of the intentions, and I'm sure there's plenty that needs to be ironed out. I absolutely love I won't have to spend skills on single ship types or energy types. Also great to see passive resistances that weren't there before... a great addition for PVP!

I hope the space skills are hammered out and polished well enough for us to test out the ground skills before F2P hits. I think it will be ideal to have the skill system completely revamped, both space and ground, with split skill point pools, before the game opens up for free players. This way there is no sudden "Whoops, your character has completely changed!" feeling new players will surely feel.
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