Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Good and Bad Ship Updates
11-14-2011, 06:58 AM
With all the changes that are being tested on Tribble ready for F2P Iíve been talking to a lot with players and fellow Fleeters about potential changes that could be made to existing ships.

Now the issue of more Tier 5 ships being included in the game always crops up, e.g. a Tier 5 Akira class etc, but Iím always curious as to what changes players would like to see in existing ships, or if indeed there have been changes that people donít like.

For instance, despite the fact that Iím a Tac and been flying a MVA Escort since the beginning of the Borg Invasion, Iíve always loved the Luna class. That said itís Ensign Tac slot just seems extremely out of place on a T5 ship, I believe it would be much better to dump the Ensign slot and make the Lt slot a Lt.Cmd slot much like the Excelsior, making it a ďfighting manís Sci shipĒ as the Excelsior is a ďFighting manís Eng ShipĒ (someone pointed it out to me :p ).

There are also a few stat issues Iíd love to make on escorts etc but so does everyone
But what changes would people like to see? Better maneuverability on a particular Cruiser? A different BO Console setup on a Sci ship? Or maybe better protection on an Escort? Itís always interesting to see the math to back it up but admittedly Iím no good with that side of it
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
11-14-2011, 07:30 AM
I'd like to see what I''m hoping the San Paulo is. The MVAM escort treatment on a fleet escort.

Com Tac, Lt Tac, Ensign Tac
Lt Com Engineer
Lt Science

Mainly so I can fly an escort with Eject Warp Plasma.

This isn't my Ideal ship though.

I'd perfer

Com tac, Lt tac
Lt Com Engineer, Ensign Engineer
Lt Science

Thats assuming we have to keep to the same number of powers we have now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
11-14-2011, 07:35 AM
add a ensign U-slot to the Hegh'ta while we are casting wishes in the wind and change that Ensign tac slot on the Qin to a Engineer slot.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
11-14-2011, 08:56 AM
Quote:
Originally Posted by Korhil
I'd like to see what I''m hoping the San Paulo is. The MVAM escort treatment on a fleet escort.
I think the Sao Paula is going in at T4...
May be wrong.

Quote:
Originally Posted by Roach
and change that Ensign tac slot on the Qin to a Engineer slot.
Yes!
And sort out it's pivot point!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
11-14-2011, 10:53 AM
not to bring up a sore spot ... BUT IMHO a part of these differences are the new skill tree and the new consoles that go with them. OF course add to that the BO skill tree is also somewhat nulified since they work in conjunction with the consoles.

Do I have all of the techno-bable stuff. NOPE ! Never have .. probaly never will (when it comes to breaking down the skills/consoles and BO interface with total out come or out put fo the varrious ships.

I finally resorted back to my orignial toon tactical / escort build. Much of it has VERY rare items (on Holodeck). As I had posted in another thread I had gotten so discourage with the way it had been nerfed I all but quit playing STO with that toon and moved on to another build. ( this has been going on for 8 or 9 months now). I was pleasantly surprised to see the build somewhat more balanced ON THE HOLODECK. The remaining differences I'll hold my self responsible for (needing to do a better job of game play)

That said: I can tell you that if the current system goes live it will be less than fun. Not more difficult mind you .. just a royal pain in the tail end ! (IMHO)

IMHO what ever is needed to bridge the two systems togeather really needs to happen. It's not a bad thing ... it just needs to happen.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
11-14-2011, 04:14 PM
The thing is I personaly do not find the skill tree that restrictive, even while swapping into ships out of my original tac class and into something like the VoQ, anyways.
As far as being viable for pvp, who knows, but for PvE I've made it work .
The new tree needs more clarification, even if some skills are split and new added through the tiers, etc.
I can not say how it may need tweaking to that extent.
I just do not find it restrictive as others.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
11-14-2011, 04:22 PM
I would like to see more ships added they should make the really powerful ships (like the jupiter class schimtar maybe the breen flagship playable) I feel this would add a big challenge to the game everyone driving around in huge powerful ships, I would also like to see the vesta, tin man and the ship that attacked the enterpise at rana 4 also in the game. the more ships the merrier. I would also like to see the kelvin ship form the jjabrams movie and the enterprise from that movie as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
11-14-2011, 04:31 PM
Quote:
Originally Posted by Roach View Post
The thing is I personaly do not find the skill tree that restrictive, even while swapping into ships out of my original tac class and into something like the VoQ, anyways.
As far as being viable for pvp, who knows, but for PvE I've made it work .
The new tree needs more clarification, even if some skills are split and new added through the tiers, etc.
I can not say how it may need tweaking to that extent.
I just do not find it restrictive as others.
welll ... not so much as "restrictive" as with holes in it! Those holes are creating balance issues. While those issues may not be so pronounced as some problems that we have seen in the past they are creating frustration just the same. It's not the same issues as the glass cannon use to be with the escorts ... more like some things just don't work. There are no counter measures or reasons to have some items such as consoles if they are not that affective.

I'll try to put togeather some techno-bable later on ... (hehehe don't cont on too much though)

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
11-15-2011, 04:48 AM
Quote:
Originally Posted by OlBuzzard
welll ... not so much as "restrictive" as with holes in it! Those holes are creating balance issues. While those issues may not be so pronounced as some problems that we have seen in the past they are creating frustration just the same. It's not the same issues as the glass cannon use to be with the escorts ... more like some things just don't work. There are no counter measures or reasons to have some items such as consoles if they are not that affective.

I'll try to put togeather some techno-bable later on ... (hehehe don't cont on too much though)

Trust me the more I delve into the new tree the more I am finding fualt but not near as much as I expected.
Though it does seem I may owe Foxrocks and apoligy on diminishing returns at the maxing of skills.
I still find the new tree fine and have not had problems builiding with it, its just in need of some final tweeking in my opinion and a slight change to give spending of points a slightly better payback for the effort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
11-15-2011, 06:00 AM
Quote:
Originally Posted by Roach View Post
Trust me the more I delve into the new tree the more I am finding fualt but not near as much as I expected.
Though it does seem I may owe Foxrocks and apoligy on diminishing returns at the maxing of skills.
I still find the new tree fine and have not had problems builiding with it, its just in need of some final tweeking in my opinion and a slight change to give spending of points a slightly better payback for the effort.
It also might be that we have not found some of the "rare or VERY rare" items ( ie: consoles) that we need to best compliment the system. Finding high end gear or multiple types (depending upon the area where a player is at) may also be something that is expeceted. Let's face it there are a LOT of MMO's that the necessity to chang out gear pieces (depending upon location) is very much a part of the puzzle as well.

Hey .. I'll play nice. Let's ee what shakes out in the end.
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