Empire Veteran
Join Date: Jun 2012
Posts: 7,701
# 341
06-24-2012, 06:00 PM
i think we can agree that if you want to run good subsystem repair rates, the nurse is all but required if its that effective. the crew multiplier for the repair time makes that so. on my builds, the opportunity cost is too high to focus on that though

as far as the damage buff from tt goes, if you fire off TT for a combat boost, your opening yourself up for pain if you don't have it ready as soon as you are getting alpha'ed. even though it has a damage booster, your better off pretending it doesn't, and saveing it only when you need it defensively.


oh and for breaking up posts, the text that looks like this [ QUOTE=broken1981;4403271] is added to the front of the quoted text. at the end of the quoted text there is this [ /QUOTE]

simply copy and past those at the front and end of paragrahs you wish to isolate so you can discuse 1 thing at a time.
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Career Officer
Join Date: Jun 2012
Posts: 597
# 342
06-24-2012, 06:49 PM
ahh ok ty. as an escourt yes i do look for the boost from tt. i think that 10 sec window is enough for cloaked alpha. also i seen your screen shots of getting phaser proced and having 3 systems down. we all have this happen every day. i think 1 nurse should be a must have type thing since we mostly only die to phaser proc and not player skill.

maybe at 1 time sub skill was not worth it because crew dies off very fast. now we have this nurse so that means specing into sub skill is autally good. reason due to always having 75% of your crew during a match. how will 3 sdo help you when you use the sdo but 2 secs later your sheilds are down as well as 2 other systems due to no crew?

after testing the nurse im very sure boost borg procs . my hull rep rate with out nurse is 189.4% with the nurse that becomes 190.4%


now i have to edit this because it seems this only happends on the jem and not my defiant. not sure why

Last edited by broken1981; 06-24-2012 at 09:20 PM.
Captain
Join Date: Jun 2012
Posts: 1,142
# 343
06-24-2012, 07:30 PM
the nurse doff has impact.

i can say that 5/10 times i die in a good match is from some sort of phaser proc.

2/10 its because i got uber crit'd by a good escort

2/10 i fly inebriated

1/10 rammed into dust.

and i.m the average player.

the nurse doff (purple or blue) plus spec'ing into subsys repair will cut the duration of phaser procs by a little, therefore cutting down on those things.

its a bit xpensive, you have to consider the impact. but 3 sec phaser procs vs 5 sec phaser procs aint too shabby. now you have to 9 out subsys repair, and run the blue or purple doff, but ive seen it work.

i have no hard data because i run no parser. someone if its possible to test this?

have fun kill bad guys!

horizon
Career Officer
Join Date: Jun 2012
Posts: 597
# 344
06-24-2012, 07:36 PM
i have 6 in sub skill. i find a disbale time less then 5. no longer the 7 secs that i have counted. also im no longer getting more then 1 system down at a time. but only time will tell.

did alot of 1v1 with a fleet mate and phaser procs only lated 2 secs and only 1 system. not more then 1. cannon rapid fire config

Last edited by broken1981; 06-24-2012 at 11:43 PM.
Rihannsu
Join Date: Jun 2012
Posts: 1,568
# 345
06-25-2012, 02:59 AM
Not sure I agree with the Nurse Doffs.. only because even though Crew is important for Subsystem Repair..Might it not be more important to run other Doffs to do things like Double Gravity wells/Tyken's Rift, Make Viral Matrix last longer, Increase the recharge rate of your pets, or other things beyond Nurse Doffs.. :frown:
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Career Officer
Join Date: Jun 2012
Posts: 3,548
# 346
06-25-2012, 04:09 AM
Unfortunately, crew is practically irrelevant in STO space combat right now.

However, should they ever change the rules to something more reasonable, such as "all abilities except the device-derived ones work only at the same percentage of effectiveness as the percentage of able crew is", then this would change a lot. Until then, I'd suggest to use different doffs.

For a torpedo carrier, that is obviously three projectile weapons doffs plus two others. I use Lab scientists for the sci team recharge buff, but some builds might use conn officers for more evasive maneuvers instead.
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Career Officer
Join Date: Jun 2012
Posts: 597
# 347
06-25-2012, 04:34 AM
Quote:
Originally Posted by webdeath View Post
Not sure I agree with the Nurse Doffs.. only because even though Crew is important for Subsystem Repair..Might it not be more important to run other Doffs to do things like Double Gravity wells/Tyken's Rift, Make Viral Matrix last longer, Increase the recharge rate of your pets, or other things beyond Nurse Doffs.. :frown:
well that depends. you get 5 slots. all you need is 1 slot. but if you want 2-4 systems disbaled all at the same time during any time of the match then dont use the nurse. me, i prefer only a 2-4 sec disable time . i did a 1v1 and was only getting 2 sec phaser procs. well when i say i did a 1v1 i mean alot of them. did a tach against al-thor and he split up his ship and it was using disable attacks as well as pahsers. so basically thats 3 ships. phaser procs and subsystem targeting. it basicaly had no affect on my ship.


as far as your concern about gw doff, you can only have 1 . im not saying you need more then 1 nurse. heck i dont even know if you can have more then 1 nurse. but all you need is 1. i went up against era and his spanish fleet. i got pahser proced for only 3 secs under team focus fire. best is all the pets tractors and pahsers was an awesome test to this new doff. i did die but not to phaser proc. every time i got phaser proc it was 2-3 secs. 3 secs was the most i was disabled for. after it comes off it does get reapplied. its a rinse and repeat sourta thing. i only died due to focus fire and them eating my sheilds. used to be phaser proc jsut stays and then more systems get shut down.

Last edited by broken1981; 06-25-2012 at 04:37 AM.
Career Officer
Join Date: Jun 2012
Posts: 597
# 348
06-25-2012, 04:36 AM
Quote:
Originally Posted by sophlogimo View Post
Unfortunately, crew is practically irrelevant in STO space combat right now.
whats irrelevant is your carrier and the need to post input. please dont put anything into this if you still insist epts is a bad idea.
Career Officer
Join Date: Jun 2012
Posts: 3,548
# 349
06-25-2012, 04:48 AM
What has EPTS got to do with crew?
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Promote what you love, instead of bashing what you hate.
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Commander
Join Date: Jun 2012
Posts: 438
# 350
06-25-2012, 07:35 AM
Quote:
Originally Posted by sophlogimo View Post

For a torpedo carrier, that is obviously three projectile weapons doffs plus two others
Well obviously! LOL
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