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Lt. Commander
Join Date: Dec 2007
Posts: 120
A universal BOFF slot is absolutely needed on an all-cannon defiant-r escorts, because all abilities for tactical space involve beam or torpedoes except for one ability... tactical team 1 (TT1). There are other solutions, but this is the easy fix rather than making new abilities.

I don't even slot a BOFF ensign tactical on my defiant-r for the following reasons....

1. Since my defiant-r has no torpedoes or beams, that makes all the beam and torpedo abilities useless.
2. Since I already have two other tactical officers (a cmdr and lt. cmdr), I have already slotted TT1 in both of them.
3. This makes TT1 redundant even before I add a third ensign tactical officer with TT1
4. I'm already on a shared cool down with the first two, so why add a third TT1 ability... in fact, why even slot Ens. Tactical BOFF officer at all?

Cryptic, this is a bug in your design concept/function scenarios--- the devs coded it as you spec'd it which was not correctly scoped. Please make it better for all cannon-only defiant-r ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-24-2012, 10:34 AM
Maybe you should remove one cannon and add a torpedo tube and make your ensign slot useful with a high yield ability. Maybe Cryptic never thought players would so dead set on only spamming cannons up front with absolutely no deviation or variety.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-24-2012, 01:31 PM
A Universal Slot of any kind on the Defiant-R would need to come at some other significant cost. Otherwise, throwing the entire ship out of balance because one build has a problem seems like a bad idea.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-24-2012, 03:41 PM
Quote:
Originally Posted by vironica View Post
Maybe you should remove one cannon and add a torpedo tube and make your ensign slot useful with a high yield ability. Maybe Cryptic never thought players would so dead set on only spamming cannons up front with absolutely no deviation or variety.
No.......... my skill points are more useful in other areas of my ship than projectiles say like ummm .. engine performance or thrusters.. or maybe, perhaps, points in power insulators against borg spheres and tac cubes. Maybe having points in those skills is more important to me than the off chance that I will time a torpedo correctly for the infinitesimal window that a shield may be down and actually hit my target's hull with all the shield heals out there? No thank you. energy weapons affect shields... torpedoes only affect shields slightly-- I'd rather stick to all cannons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-24-2012, 03:42 PM
Quote:
Originally Posted by SteveHale View Post
A Universal Slot of any kind on the Defiant-R would need to come at some other significant cost. Otherwise, throwing the entire ship out of balance because one build has a problem seems like a bad idea.
Let's just say that it is a scenario cryptic didn't think about but still allows in the game and maybe it deserves further consideration
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-25-2012, 02:20 AM
sure give em the universal boffs than take away their hull to match a bop.. and take away a boff slot too
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-25-2012, 05:57 PM
Quote:
Originally Posted by Terok-Nor
sure give em the universal boffs than take away their hull to match a bop.. and take away a boff slot too
SInce I fly a BOP the other 50% of the time, I'm fine with that. Defiant's shields are so powerful compared to a BOP's that I don't have to constantly put shield heals into it like I do my BOP. However, your logic does not follow with taking away a boFF slot since it is already useless anyway given my original post haha I don't use the 3rd tac BOFF slot anyway haha.. did you read above? No, it needs to be universal or more non-beam/non-torp tac abilities at ens. level.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-25-2012, 06:39 PM
I'll admit that I find it a bit bemusing that optimum Escort loadouts (the ships that most Tac Captains fly) don't involve beams, but more than half the ensign tac space powers are beam related.

But at the same time, it's a bit ridiculous to pick a combination of ship and build that leaves a bridge officer station unused and then complain about it, imo. It's not like you couldn't find out what the Def-R's layout was before you either used your one and only VA token on it or payed CPoints for it.

You said it's your 'preference' to stick to all cannons. Well if you want to have all cannons, your choice is clearly to fly a different ship or lose an Ensign power.

As a Defiant-R captain myself, I have no problems with the ship in its current state and would thank Cryptic not to change it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-25-2012, 07:01 PM
Quote:
Originally Posted by Hot-Cancer View Post
I'll admit that I find it a bit bemusing that optimum Escort loadouts (the ships that most Tac Captains fly) don't involve beams, but more than half the ensign tac space powers are beam related.

But at the same time, it's a bit ridiculous to pick a combination of ship and build that leaves a bridge officer station unused and then complain about it, imo. It's not like you couldn't find out what the Def-R's layout was before you either used your one and only VA token on it or payed CPoints for it.

You said it's your 'preference' to stick to all cannons. Well if you want to have all cannons, your choice is clearly to fly a different ship or lose an Ensign power.

As a Defiant-R captain myself, I have no problems with the ship in its current state and would thank Cryptic not to change it.
I'm simply stating that cryptic didn't consider all of the possibilities when they allowed an all cannon ship that has useless ens. slot abilities. That indicates a bug in the conceptualization/function planning area of the development process even before it was coded that way.

Like you said.. most tac escort captains fly it, so there is definitely a majority who choose the obvious "combination" for a reason... I have always flown my defiant this way, despite the obvious crap I have to put up with at the ens. slot, but are you honestly saying that a universal ens. slot wouldn't be welcomed by you for all cannons defiants? I mean, why couldn't cryptic keep it the same as it is now for beam/torp defiants and keep the BOFF slots are they are now and allow all cannon defiants a universal slot? Is what I am asking for such a threat to your current build or something?

If you want to keep the status quo, that is your opinion and choice.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-26-2012, 04:48 AM
I don't agree that it's a bug or mistake in their conceptualisation of the ship because the Ensign slot is useless in one build, and one build only. And actually, it's been my observation (I don't think there's any way to get stats on that, so observations is all that we can go on) that more people opt for 3 DHCs & 1 Torp to all cannon, which leaves no problem.

And yeah, I'd have no problem if they just changed the Ensign Tac into a universal Ensign slot, because it wouldn't change anything for me. But as detailed in previous posts on this thread, that change would constitute buffing the ship. Ships only get buffs if they're deemed to be underpowered, and let's face it, the Defiant-R is not underpowered. So that means if Cryptic change the Ensign Tac to a universal Ensign, they'll have to take something away from the ship to keep it balanced. Such as reducing the hull & shield strength, changing the console arrangement, or possibly removing/adjusting the other bridge officer stations too. I don't want any of those for the sake of a universal Ensign.
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