Captain
Join Date: Jun 2012
Posts: 745
# 21
06-24-2012, 11:40 PM
Quote:
Originally Posted by kyeto13 View Post
The Whole POINT of an RPG is that you have to make choices along the way. You have to choose a class, and then be limited to what that class can do. A science officer will never have an alpha strike ability, just like an Engineer will never have a Photonic Fleet. Then you have choose a ship, that will in it own way define and limit you. An Escort may not have the hull rating of a cruiser, but dang it's fast. After that, there are the skill points, and gear, and doffs, and boffs and everything else that comes into building a YOUR ship and YOUR crew.

It just like in real life, you can't be the best at everything. It's impossible. You can either be ok at alot of things, or you can be amazing at a few things. Me, I have harassment skills in space; Viral Matrix, Subsystem targeting, debuffs, sensor jamming, stuff that makes your life difficult. But I sacrificed pure DPS and just do not have the damage output of an alpha striking total-buffed Tactical Escort. But that is ok, because this is MY crew, MY ship that I created.
I stuffed a Science officer into a Hegh'ta Bop. Sure, he won't do the DPS of a Tac, but he's really annoying (main powers are Gravity Well and Feedback Pulse).

I always have to do some mental adjusting when switching to him from my Fed-side Whale (Engineer in a Star Cruiser).

The point being: Variety is fun -- play different characters with different ships and professions.
__________________________________________________
"I weary of the chase. Wait for me. I shall be merciful and quick."
Captain
Join Date: Jun 2012
Posts: 771
# 22
06-25-2012, 12:05 AM
Quote:
Originally Posted by kyeto13 View Post
A science officer will never have an alpha strike ability
I agree with most of what you said except this. Anyone can do alpha strikes. I do it all the time on my science captain. There will just be varying degrees of effectiveness and implementation.
Ainu - Join Date: Aug 2008
Foundry Missions: 1) The Source of Power (ST-HSWUBD5TQ) [Federation] 16+
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Captain
Join Date: Jun 2012
Posts: 796
# 23
06-25-2012, 03:00 AM
Quote:
Originally Posted by tangolight View Post
I agree with most of what you said except this. Anyone can do alpha strikes. I do it all the time on my science captain. There will just be varying degrees of effectiveness and implementation.
I was thinking "Attack Pattern Alpha" The Tactical Only weapons critical hit-damage buff
Starfleet Veteran
Join Date: Jun 2012
Posts: 220
# 24
06-25-2012, 05:08 AM
Havnt read the whole thread but when level caps get expanded soon, then im sure we will have more skill points to use. Until then do what most of us have done, have 15 characters, 2 for each class of each faction, one for ground and one for space (and yes those following the math i have 3 general characters) :tongue: see most of us (before doffs and stf revamps etc) got so bored of end game after a month we re rolled toons constantly :tongue:
Commander
Join Date: Jun 2012
Posts: 346
# 25
06-25-2012, 02:10 PM
Quote:
Originally Posted by ussultimatum View Post
Whether its worthwhile or not is another conversation, but aside from the sector space warp speed increase Driver coil adds to your full impulse flight speed and full impulse turn rate.

It also reduces the drain on other systems while using full impulse, so you will have more power in those subsystems when you come out of full impulse.

It's a weak skill overall, but there are more benefits than just Sector Space speed.
I know all that. That's the difference between "doesn't contribute" and "doesn't really contribute". The FI bonuses aren't worth it is what I was implying.

Quote:
Originally Posted by tangolight
I agree with most of what you said except this. Anyone can do alpha strikes. I do it all the time on my science captain. There will just be varying degrees of effectiveness and implementation.
Don't "Alpha Strikes" implicitely all involve APA?
Lieutenant
Join Date: Jun 2012
Posts: 70
# 26
06-25-2012, 09:36 PM
you would be able to finsh your build if they would reduce the points you have to spend on ground by 10k ground is useless for pvp really i only do ground for featured episodes and sometimes stfs

Last edited by scramspam; 06-25-2012 at 09:43 PM.
Lieutenant
Join Date: Jun 2012
Posts: 70
# 27
06-25-2012, 09:42 PM
i use the escort carrier i like to skill for tanky dps i dont spec drive coil because i feel warp 14 is enough. ohh i have borg engine so thats 18 XD without drive coil i spec for combat not getting to combat. because of the stupid ground respecing rule you have to decide what skills you really need and which ones you dont
Captain
Join Date: Jun 2012
Posts: 745
# 28
06-25-2012, 09:48 PM
Quote:
Originally Posted by scramspam View Post
i use the escort carrier i like to skill for tanky dps i dont spec drive coil because i feel warp 14 is enough. ohh i have borg engine so thats 18 XD without drive coil i spec for combat not getting to combat. because of the stupid ground respecing rule you have to decide what skills you really need and which ones you dont
I will agree that the math is a bit off because of the forced spending on ground skills -- if I spec the way I want to, I end up with 500 points left over I can't spend.
__________________________________________________
"I weary of the chase. Wait for me. I shall be merciful and quick."
Starfleet Veteran
Join Date: Jun 2012
Posts: 20
# 29
06-30-2012, 02:35 AM
With the level cap increase there will be more skill points and more skills as well.
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