Career Officer
Join Date: Nov 2012
Posts: 623
# 21
01-30-2013, 01:27 PM
Quote:
Originally Posted by knuhteb5 View Post
There's plenty of evidence on the shows and movies to support that during escorts v cruiser toe to toe battles, escorts were no match for cruiser battleships.
The Defiant and Jem'Hadar Attack ship would like a word with you...
Most JJ Trek hate = IDIC fail.
Quote:
Most who don't like the new Star Trek either didn't like TOS, don't remember TOS, or didn't see TOS
Captain
Join Date: Aug 2012
Posts: 1,764
# 22
01-30-2013, 01:44 PM
I disagree with the OP

Too much game is already developed toward DPs.

DPS needs to be equaled between the 3 classes for PvE the entire system is geared for DPS

Who gets the purple items at star base 24.........DPS so on and so forth

It should be more like this than what we have imo

Escorts are fast and agile high DPS poor healing and medium resistance

Cruisers are slow.Low manoverability High DPS superior resistances and healing

Science , superior shields medum DPS high healing and crowd control that allows its dps to equal the other two classes
Jellico....Engineer.....Stargazer KDF Tac
Saphire.. Science.....Ko'el Rom Kdf Tac
Leva........Tactical.....Mailu KDF Sci

JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Captain
Join Date: Jun 2012
Posts: 11,103
# 23
01-30-2013, 02:07 PM
Turning red isn't necessarily a bad thing, but that's not something that should be introduced retroactively, and in a game like STO it should be something unique to a handful of enemies and boss fights.

Survivability should be king in this game. That's basically what 90% of all ship to ship battles were in Star Trek.
http://i1151.photobucket.com/albums/o633/centersolace/189cux9khvl6ojpg_zpsca7ccff0.jpg

So inhumane superweapons, mass murder, and canon nonsense is okay, but speedos are too much for some people.
Career Officer
Join Date: Jun 2012
Posts: 1,600
# 24
01-30-2013, 02:11 PM
Enrage timer? There's already a penalty for killing to slow in most of the STFs.

"Don't let them promote you. Don't let them transfer you. Don't let them do anything that takes you off the bridge of that ship, because while you're there... you can make a difference." - James T. Kirk
Captain
Join Date: Jun 2012
Posts: 668
# 25
01-30-2013, 02:11 PM
Quote:
Originally Posted by drudgy View Post
If you want to tank PVE mobs just put points into threat control. You'll hold aggro like no ones business, unless of course an escort is also using threat, in which case, the one with the most DPS will hold it.

If the groups set up right you should be fine.

as far as the enrage timer goes, have you ever done an STF with 5 cruisers? Personally I think an enrage timer would be a bad idea.
I agree my tank builds hold argo no problem my tac especially.
Captain
Join Date: Jun 2012
Posts: 1,005
# 26
01-30-2013, 02:22 PM
Enrage timers and enemies that require tanking works for WoW, because they design encounters specifically for a Tank-Healer-3 DPS group setup, that scales up to 10- or 25-man encounters still requiring one or two tanks at most.

STO's random groups, however, are truly random. You can get a group of 5 Escorts, 5 Cruisers, 5 Science Vessels, or any combination thereof. On top of that, there's quite a bit of overlap in what ships can do, and vastly different builds for each type of ship -- not all Escorts are capable of reaching the same level of damage by design, and if you want heals, you go to Engineering for Hull and Science for Shields. This makes it very difficult to queue for a specific role.

Sadly, the system as-is is just not ideal, and it's probably unrealistic to expect Cryptic to redesign the ship system from the ground up.
Career Officer
Join Date: Jun 2012
Posts: 1,714
# 27
01-30-2013, 02:33 PM
Hmm, as someone that hates having the trinity in games it may sound weird for me to say... but I think enrage timers, if done properly, would work wonders for STO.

The idea would be that a well built group that can't DPS a boss or encounter in time would have an equally well built cruiser that could handle the extra damage an enraged boss could put out. Either way the group would have "be good".
Lt. Commander
Join Date: Oct 2012
Posts: 154
# 28
01-30-2013, 02:50 PM
If they want cruisers to play the tank role, what they need to do is add abilities to buildup threat, and abilities to dump threat. The threat consoles from the embassy don't cut it, plus they're fleet rep rewards anyway. You can make it Trek flavor by making them confuse the enemy sensors or something.
Captain
Join Date: Dec 2012
Posts: 530
# 29
01-30-2013, 02:55 PM
What if they increase the range of beams to 20km and/or reduce the accuracy of cannons?
Career Officer
Join Date: Jun 2012
Posts: 5,918
# 30
01-30-2013, 03:03 PM
Quote:
Originally Posted by darkjeff View Post
Enrage timer? There's already a penalty for killing to slow in most of the STFs.
Well, I'll also go on record as saying I hate optionals that are timed because it makes them seem... not optional. I think timers should be tied to fights and if there's a total wipe, the fight resets. Optionals on the other hand should be things that don't make a run feel incomplete. They should be OPTIONAL. Like an extra summonable boss at the end that is truly difficult.

The race aspect only helps overemphasize DPS.
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