Captain
Join Date: Jul 2012
Posts: 3,238
# 131
12-14-2012, 03:54 PM
Quote:
Originally Posted by hereticknight085 View Post
I think I feel like throwing up...
There's nothing wrong with paragon's idea so long as the current method is still available
Captain
Join Date: Aug 2012
Posts: 3,553
# 132
12-14-2012, 04:01 PM
Quote:
Originally Posted by adamkafei View Post
There's nothing wrong with paragon's idea so long as the current method is still available
There is no need for it. We already have the ability to do that with power presets and the like.

I.E
DPS/Tank

75/75/25/25 or 90/60/25/25 or 60/90/25/25

Speedboat

25/25/75/50

Healer:

25/50/25/100

All 3 of his "bars" in power presets. -.-
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
Captain
Join Date: Jul 2012
Posts: 3,238
# 133
12-14-2012, 04:09 PM
Quote:
Originally Posted by hereticknight085 View Post
All 3 of his "bars" in power presets. -.-
hence my comment on the matter
Starfleet Veteran
Join Date: Jul 2012
Posts: 91
# 134
12-15-2012, 11:34 PM
I do think cruisers are underpowered, they aren't useless but they need a little something. My idea would be to give cruisers a much higher power level boost, maybe a inherent warp core potential boost. You should be able to put 150, not 125 max towards weapons OR shields OR engines OR auxiliary at any given time. Cruisers are big, they have bigger power plants, they should be able to put a lot more power towards a given subsystem than any other class ship.

You should be able to broadside with 7 or 8 beam arrays and not dip down below 80 or so weapon power, beam overload being the exception.

Now, an alternative (not the preferable one IMO) to giving cruisers more power, would simply be to give them a lot more hull strength. I don't think this would be well received by PVPers though, even though borg spheres have many, many times the hull strength of a cruiser it's same size and escorts have little issue ripping through them.
Empire Veteran
Join Date: Jun 2012
Posts: 6,766
# 135
12-15-2012, 11:42 PM
Quote:
Originally Posted by adamkafei View Post
There's nothing wrong with paragon's idea so long as the current method is still available
Other than a completly uneeded revamp of the games mechanics to suit the playstyle of one aspect of STOs playerbase that is an additional option only availible to cruisers and battlecruisers if they wish because some feel there gameplay is subpar in speed, DPS or turning at any given moment in comparison to other vessel choices in the game?

Yeah that makes perfect sense.

Have a ASB Heretic. I think I could use one too.
Richard Hamilton (1975-2014)
goodbye good friend. We will see you in the DMZ in the sky oneday, save a shot for us.
Career Officer
Join Date: Jun 2012
Posts: 1,750
# 136
12-16-2012, 03:00 AM
Quote:
Originally Posted by pegasussgc View Post
I do think cruisers are underpowered, they aren't useless but they need a little something.........

Now, an alternative (not the preferable one IMO) to giving cruisers more power, would simply be to give them a lot more hull strength.....
You're right on cruisers needing something, and I can tell you what it is.

Cruisers need an instruction manual. One that describes what its design parameters are and what roles its designed to fill. People's feeling of cruisers being UP stem from 2 reasons. First they have a hard time separating Star Trek lore from game balance and design issues (ie. cruisers are BIG so should automatically get X, Y, or Z. OR, fed cruisers are battleships!). And second because they neither know WHAT cruisers are meant to do nor HOW to make them do it. Hence the necessity of an instruction manual.

The irony is that there's a lot of great cruiser build threads on these very forums.

About the only thing I feel cruisers really need is a slight, very slight buff in turning. That alone makes them more fun to play. Personally I'm a big fan of having 2+ RCS consoles on cruisers the difference it makes is simply amazing. Using the Regen't torp had also had a noticeable impact.

Last edited by skyranger1414; 12-16-2012 at 03:06 AM.
Captain
Join Date: Jun 2012
Posts: 3,109
# 137
12-16-2012, 03:08 AM
Quote:
Originally Posted by skyranger1414 View Post
You're right on cruisers needing something, and I can tell you what it is.

Cruisers need an instruction manual. One that describes what its design parameters are and what roles its designed to fill. People's feeling of cruisers being UP stem from 2 reasons. First they have a hard time separating Star Trek lore from game balance and design issues (ie. cruisers are BIG so should automatically get X, Y, or Z. OR, fed cruisers are battleships!). And second because they neither know WHAT cruisers are meant to do nor HOW to make them do it. Hence the necessity of an instruction manual.

The irony is that there's a lot of great cruiser build threads on these very forums.

About the only thing I feel cruisers really need is a slight, very slight buff in turning. That alone makes them more fun to play. Personally I'm a big fan of having 2+ RCS consoles on cruisers the difference it makes is simply amazing. Using the Regen't torp had also had a noticeable impact.
WORD! there even is a user manual, sort of, it is just very "cryptic". the description the game gives, says really nothing at all in some cases, as if the devs didn't know themselves anything about their ships.
Go pro or go home
Captain
Join Date: Jul 2012
Posts: 2,248
# 138
12-16-2012, 03:40 AM
Will someone then please, pretty please, post or link me to one of these builds. I have flown every cruiser build I can find on these forums and found each and every one lacking in PvE. I don't care what the hull is I'll get the ship (bar tier 5 starbase ships anywho).

I got me a Galor, show me one of these uber builds and let me put it threw the paces.

*edit*
If it can carry DHCs then ignore those builds I have flown them and find them acceptable in performance.
Captain
Join Date: Jul 2012
Posts: 3,238
# 139
12-16-2012, 04:35 AM
Quote:
Originally Posted by bareel View Post
Will someone then please, pretty please, post or link me to one of these builds
Here you go.
Skill layout if you want that as well

I don't think you'd call it an "Uber build" but I think it's as close as I'm going to get (Yes it's the fleet excelsior however the only real difference is the 4th tac console).
Notes: 1: Keep a stack of weapon batteries handy the build uses two interchangable tac officers depending upon what it's doing, 2: I made a slight adjustment to the console layout to include a monotanium rather than EPS Flow reg

I use a keybind for the following: TT, EPtW, EPtS, Aux2SIF

I'm waiting for an ensign engineer skill that doesn't conflict with other skills I already have though as it will be the finishing touch I think. I haven't yet found the line where she gets (Fairly, torps from nowhere aren't fair ) beaten, I can tank 1 HSE cube at a time solo and multiple with cross healing, you may also need a few heals here and there for ISE tac cube but other than that it tanks anything you can throw at it while doing a nice 6-7k per volley (Spikes at 23k followed by 6k if you get the timing right)
Empire Veteran
Join Date: Jun 2012
Posts: 201
# 140
12-16-2012, 12:49 PM
I do now, and have always been partial to the Engineer-Cruiser combo.
Tanking being their strength, I play to it.

I've flown every cruiser at one time or another.
Tried dang-near every imaginable build (some only in short stints).

I can confidently say that I am, by far, most comfortable in a cruiser.
That I prefer it... the gameplay, the roles, aesthetics, etc...

Power level and ability?
I think it's relative.
My personal opinion as one who tanks with them:

I think they may well be the closest to being balanced.
I get nowhere near escort-level DPS.
My build focused on survivability and aggro management first.
But, I know cruisers CAN do respectable damage.
As it should be, I think.

Also, with fleet variants, our bridge officer station arrangements now vary quite a lot.
While most aren't necessarily to my liking, I can see how others would, and I think that's awesome

Improvements?
None really.
If anything at all, I think I'd ask for a slight increase in durability, but that's a not very necessary. Most PvE does little more than scratch the paint on my Gal-R.
Elite STF's though... well, I'd love it if the ol' girl could take an invisi-torp a little more gracefully
I mean hell, she can take a donatra thalaron blast to the face.
Sure, maybe she limps a bit after, and looks about as well as she feels

Also, I very rarely PvP. I can't speak on that.

**EDIT**
Actually, I DO have one improvement.
The Gal-R needs that ensign engineer station to be universal. Should have always been that way.
They did it for it's KDF mirror (the fleet Negh'var).
People like it how it is, they can use it for an eng. Others may not.
Do the gal some justice. She more than deserves it.
/rant
-------------------------
It's me, Chrome. [Join Date: May 2009]

"Oh, I may be captain by rank... but I never wanted to be anything else but an engineer." ~Montgomery Scott~

Last edited by bladeofkahless; 12-16-2012 at 12:59 PM.
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