Lt. Commander
Join Date: Oct 2012
Posts: 233
For many captains who fly a torpedo boat the Subspace Targeting System seems to be a waste. Would the devs actually look into making the targeting system work on torpedos as well as beam weapons? After all missiles and torps are programmable and could be used to make a precision strike. The militarization of the Intrepid class would be a big help since they have literally nerfed all the sci abilities lately. What are your thoughts on this idea?
Lt. Commander
Join Date: Jun 2012
Posts: 184
# 2
05-20-2013, 05:39 AM
as my sci toon, is in a T5 intrepid torpedo boat id love the idea pal
Captain
Join Date: Jul 2012
Posts: 2,000
# 3
05-21-2013, 07:31 AM
Actually I'd rather see us get rid of subsystem targetting and instead buff sensor analysis to either gain twice as fast or not lose all stacks upon changing target. Though if I really had to pick one thing to buff/change on science ships it would be the science skills themselves to actually be worth using in combat. They just can't hold their own without flying around with a damage dealer. That is to say there is no advantage to using a science heavy ship over a tactical or even engineering heavy ship.
Commander
Join Date: Aug 2012
Posts: 497
# 4
05-21-2013, 07:40 AM
Why is it a waste? One beam array aft and you can use it.
Career Officer
Join Date: Nov 2012
Posts: 24
# 5
05-21-2013, 08:48 AM
Quote:
Originally Posted by arnthebard View Post
For many captains who fly a torpedo boat the Subspace Targeting System seems to be a waste. Would the devs actually look into making the targeting system work on torpedos as well as beam weapons? After all missiles and torps are programmable and could be used to make a precision strike. The militarization of the Intrepid class would be a big help since they have literally nerfed all the sci abilities lately. What are your thoughts on this idea?
I agree that the Sub-System targeting should be for all weapons on a Sci Ship, and we shouldn't allow anything to be taken away from Sci Ships because they already are stripped down from the other classes....

I think they should get over this 3 - 3 weapon set up they have on them....I mean I get it for the lower tier ships but a T5 ship especially "Fleet" versions should have a 4 - 3 or dare we hope a 4 - 4 set up...I personally think it's a joke to see a "Fleet" Science Ship that is basically a half step up from a lvl 40 Sci Ship.

I have 5 toons 1 of each branch on Fed side & just missing a KDF Sci toon, but I think a Sci ship is closer to a cruiser than a Escort...so I'd ask that we stop "Shafting" the Sci Branch and give them a ship that actually will give the Sci branch something to be proud of....the Vesta imho is a joke and a wasted chance at doing something great for Sci officers....and don't get me started on the Andorian Bundle....

I think it's time the Sci Branch got a little attention...and not a ship that is sub par hidden by some consoles.
Career Officer
Join Date: Jun 2012
Posts: 754
# 6
05-21-2013, 09:18 AM
what if instead of a standard 3/3 weapons load-out for sci ships a suggestion:


T5 sci ships would get 3 fore/4 aft weapons load-out, what would you place in the extra aft slot?

extra turret, extra beam array

another idea I wish they would re-look at the Ferengi Rapid fire missile launcher damage wise granted it is a 180degree launcher like the Wide-angle Quantum unfortunately the base damage is only 575 kinetic dmg vs a LT level Standard photon torpedo which is 1352 kinetic dmg, and it can only be mounted in forward slots so suggestion:

Bump base damage to 1000 kinetic dmg keep the 2sec recharge and allow it to be mounted fore and aft.

this would give people a reason to buy it especially on a broadside ship or even a sci ship that wanted some extra damage but didn't want to waste a forward slot to a more powerful weapon.

whatcha think?
Career Officer
Join Date: Jul 2012
Posts: 338
# 7
05-21-2013, 06:26 PM
Quote:
Originally Posted by kapla1755 View Post
what if instead of a standard 3/3 weapons load-out for sci ships a suggestion:


T5 sci ships would get 3 fore/4 aft weapons load-out, what would you place in the extra aft slot?

extra turret, extra beam array

another idea I wish they would re-look at the Ferengi Rapid fire missile launcher damage wise granted it is a 180degree launcher like the Wide-angle Quantum unfortunately the base damage is only 575 kinetic dmg vs a LT level Standard photon torpedo which is 1352 kinetic dmg, and it can only be mounted in forward slots so suggestion:

Bump base damage to 1000 kinetic dmg keep the 2sec recharge and allow it to be mounted fore and aft.

this would give people a reason to buy it especially on a broadside ship or even a sci ship that wanted some extra damage but didn't want to waste a forward slot to a more powerful weapon.

whatcha think?
actually sci ships should get a 4/3 weapons slot, just like the escorts.
So why is it guys offer me money 'cause I'm a girl flying an ESCORT?
Captain
Join Date: Apr 2013
Posts: 1,204
# 8
05-21-2013, 07:22 PM
What they really need to do is up the abilities on a sci ship so it can do some real damage. My sci is lvl 37 and I have used beams on her since day 1 and only 1 time have I seen all 4 shields go down even thoughI target themfor my initial attack alongside gravity well. I am finding the best thing for me to do is zap them with gravity well from 9 kilometers away and park until that ends then hit full reverse and the 16 mines i planted during that time will actualy do the killing while i just dropped a facing shield and some minor hull damage.

The mines on the tail does work a treat doing that because you are leading them right into it but it is a bullpuckey tactic to get any real damage. So what will I do at lvl 50? beam array on fore and aft, breen torp and photon on fore and mines on tail? Hope to god the phaser does actualy do what the targeting says more often than 1 out of a million? or just forgo running a science ship and go escort with a traditional tac setup of dual heavies and be a slightly less destructive and better surviveability tac with sci abilities that just annoy the target?
Captain
Join Date: Sep 2012
Posts: 2,536
# 9
05-21-2013, 07:58 PM
id like to see sst moved from ship powers to captain abilities.
derived from combinations of things in the skilltree.

adding cannon & torp skills to go with them.
If you like the RPG trinity, then you hate MMOs, you hate working, competitive fair PvP, you hate balanced engaging solo content,
and,
you hate PvE "adventure zones". because the trinity is incompatible with any of these.
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