Lt. Commander
Join Date: Dec 2007
Posts: 120
After an attempt at Infected Ground Elite's optional object went south, my buddies & I wondered whether those new armour skills we heard about on Tribble would help us live long enough to accomplish the mission, so we went over and tested stuff out a bit. We had two main discoveries:

1. The Armour & Threat Control skills now can increase resistances past 40%, which is awesome.

2. Ground DPS went down.

#2 is the reason for this post. I have a Federation Tac officer using a Mk. 12 AP sniper rifle, with the following ranks in:
Assault Training: 9
Soldier: 4
Rifles: 4
For ground DPS-enhancing skills. I've invested up to one of the efficiency break-off points, but not past that except for the level one skill going from 17 to 18 I think because I took all my points out of team leader skills since I don't use my Boffs on the ground anymore.

On Tribble, I have 9 ranks in each of the two damage-enhancing weapons skills; the generic one and the tactical officer only one. i.e. I have maxed out all available ground-damage skills.

On Holodeck, the DPS with my aforementioned Mk 12 sniper was 112. On Tribble that changed to 110, and my relative skill investment doubled. Something is a bit wrong with this picture. Now, one could say that I'm whining about a 1% damage drop, which even I'll admit doesn't matter very much. However, I do anticipate lots of irritated players if they're forced to nerf their space builds (and yes, that 8% can hurt on Elite STFs) in return for a damage decrease on the ground. That damage decrease has arguably been made up for with increased resistance possibilities, but I find it odd that maxing the new system for ground damage has a lot less effect than the old one.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-27-2011, 03:47 AM
I noticed this but I'm still happy with it just because of the extra flexibility I've gained. Being able to switch to another kit and be just as effective as in my preferred kit is a nice bonus, even if it did cost a little in specialisation. Not so happy that all three of my Tac's will play the same but I can live with that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-27-2011, 04:28 AM
I'm actually not happy about this at all. My main was built for Ground combat. Literally.... Both trait wise and story wise lol. He was supposed to be a beast when it came to melee combat. But after they upped energy weapons and nerfed melee he hasn't been as effective. Knowing that they're decreasing ground combat even more kind of makes me sad. I used to be able to drop a heavy tac drone on normal before the rest of the team even dropped his shields (elite, not as much). This makes me a Sad Augmented Panda indeed....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-27-2011, 04:36 AM
I've only got 5 in the T1 damage skill and 6 in the T2 and I've lost something like 5 DPS (can't remember exactly and I forgot to write it down), if you maxed those then you'd lose the 1 DPS the OP has which is hardly a deal breaker, the variation in energy weapons fire will make that unnoticeable.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-27-2011, 10:16 AM
Quote:
Originally Posted by Militis
if you maxed those then you'd lose the 1 DPS the OP has which is hardly a deal breaker, the variation in energy weapons fire will make that unnoticeable.
As I said, 2 DPS is a very negligible loss, but when i go from modest investments to maximum investment in ground damage skills, it would be nice for DPS to go up, rather than down, wouldn't it?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-27-2011, 11:19 AM
Quote:
Originally Posted by Naldoran
As I said, 2 DPS is a very negligible loss, but when i go from modest investments to maximum investment in ground damage skills, it would be nice for DPS to go up, rather than down, wouldn't it?
You may have lost a couple of DPS, just as I did but look at the flexibility you gain. If you have a healer you can run Fire Team and demolish everything in sight. If you have no healer or he's not too great then you can run a more supportive kit like Squad Leader, or if you want to melee then there's Close Combat or Operative, all of which will be available and you'll be specced into enough that the loss of a couple of DPS from your weapon will be negligible compared to the increased damage and healing you 'll have available from the alternative kits.
TBH Tacs (or at least mine do) rely more on their debuffs than anything else and they're essentially unchanged; the damage is important but if you have a Sci in your sights that's hitting close to 50% DR you're going to need that FoMM3 and Suppressing Fire 3 more than the TO3.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-29-2011, 02:20 AM
I think the main problem is the lack of variety of skills for ground. From well over a dozen career skills to five... Places quite onside able restrictions on the development of a toon from a ground perspective...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-29-2011, 05:39 AM
Quote:
Originally Posted by Wraith_Shadow
Knowing that they're decreasing ground combat even more kind of makes me sad.
It's all about parity now. They seem to not care if you are good or great in ground now. Just that they keep you at a point where everyone is "equal" when it comes to PvP. Parity, it's the new STO.

Some people love the parity move, some people hate it. But the initial response from Cryptic seems to be "too bad, so sad, live with it".

Quote:
Originally Posted by Heathen666 View Post
I think the main problem is the lack of variety of skills for ground. From well over a dozen career skills to five... Places quite onside able restrictions on the development of a toon from a ground perspective...
I don't mind the "new skill tree", but I think the main problem is the lack of points that you can allocate to ground skills.
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