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Ensign
Join Date: Jul 2012
Posts: 4
Escorts often suffer from 'Useless Tac Ensign syndrome'. For those that don't know - this occurs when you have BOFFs with abilities you can't use. It happens a lot on escorts because there are no ensign cannon abilities. You often already have 2 better abilities with the same cooldown so you end up with a usless one (or two) - almost always on the 3rd Ensign Tac BOFF.

I think they should add a new BOFF ability (or two) to each field (Tac/Engi/Sci). This ability would just be a small passive bonus. Like the Tac ones might be a 3-5% Accuracy bonus or a small damage bonus. The Engi ones could be a small kinetic dmg resist bonus or hull regen bonus. The Sci ones could be a small energy dmg resist bonus or a shield regen bonus.

This way, when you have a spare BOFF ability slot - you could put the passive ability in it so it wasn't a complete waste.

Was just an idea I wanted to share,

- SC
Captain
Join Date: Nov 2012
Posts: 888
# 2
03-13-2013, 11:57 AM
You know there are Humans, Saurians, Romulans you could slot there
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Captain
Join Date: Jun 2012
Posts: 3,099
# 3
03-13-2013, 12:06 PM
I think the idea is for people to not just only use DHC and try a variety of weapons like adding a torp or DBB, so I don't think tac should get a new ensign boff power. I own a Defiant and Armitage and don't have problems using that slot. I like how there are some ships you can't just spam only DHC on them, we need more variety.

Engineering does need a new ensign boff ability though.
Captain
Join Date: Jun 2012
Posts: 1,890
# 4
03-13-2013, 12:10 PM
Quote:
Originally Posted by marc8219 View Post
I think the idea is for people to not just only use DHC and try a variety of weapons like adding a torp or DBB, so I don't think tac should get a new ensign boff power. I own a Defiant and Armitage and don't have problems using that slot. I like how there are some ships you can't just spam only DHC on them, we need more variety.

Engineering does need a new ensign boff ability though.
Science has more than plenty ensign abilities. Tactical discourages the use of the overpowered all cannon build on certain ships. Engineering...yeah...there are only two different abilities, Emergency Power to X and Engineering Team. A bit more variety would be nice in the engineering tree.
Community Moderator
Join Date: Jun 2012
Posts: 3,977
# 5
03-13-2013, 12:32 PM
No, I like the idea of giving BOFFs a passive ability that takes effect if they're slotted.

In fact, Cryptic likes the idea too. They call them Traits.

The trouble is that there are only a few traits that are useful in space and most of the time a BOFF doesn't have it unless it's a racial trait like Leadership.

What we need are more space traits for players and for BOFF's and more variety in BOFF's.
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Captain
Join Date: Feb 2013
Posts: 4,850
# 6
03-13-2013, 12:44 PM
Quote:
Originally Posted by bluegeek View Post
In fact, Cryptic likes the idea too. They call them Traits.
I disagree. Cryptic has mishandled space traits since Beta and has shown very little ability to expand, fix or implement them properly. I don't think they like the idea of them at all.

Let's take a look at how the longest standing space trait, Efficiency works.

For a captain (Player Character) it's accessed by being an Alien.

For a BOFF (NPC) it's found on uncommon Saurians, and the special pre-order Borg Engineering BOFF. Years later, they put them on Letheans on the KDF side.

There's no consistency to that trait (is it alien, borg or saurian? Something like pig headed can ONLY be found on Tellarites, showing consistency). There's poor implementation (something as desirable as efficiency is ONLY found on randomly generated Uncommon Saurians? But not any other rarity?) And there's been a definite track record of the company not being able to properly code these kinds of traits.

I'm not convinced Cryptic likes space traits at all.
Career Officer
Join Date: Jun 2012
Posts: 934
# 7
03-13-2013, 12:47 PM
Quote:
Originally Posted by snoggymack22 View Post
I disagree. Cryptic has mishandled space traits since Beta and has shown very little ability to expand, fix or implement them properly. I don't think they like the idea of them at all.

Let's take a look at how the longest standing space trait, Efficiency works.

For a captain (Player Character) it's accessed by being an Alien.

For a BOFF (NPC) it's found on uncommon Saurians, and the special pre-order Borg Engineering BOFF. Years later, they put them on Letheans on the KDF side.

There's no consistency to that trait (is it alien, borg or saurian? Something like pig headed can ONLY be found on Tellarites, showing consistency). There's poor implementation (something as desirable as efficiency is ONLY found on randomly generated Uncommon Saurians? But not any other rarity?) And there's been a definite track record of the company not being able to properly code these kinds of traits.

I'm not convinced Cryptic likes space traits at all.
I never understood why Vulcans for example can't be efficient....

A small correction, rare and very rare Saurians can be efficient too. It used to be only uncommons could have the trait, that was changed ages ago.
Only Internet users deal in absolutes !
Captain
Join Date: Jun 2012
Posts: 3,203
# 8
03-13-2013, 01:16 PM
I keep a THY slotted just in case I mount a torp launcher for certain missions so I'm not forced to use 3 copies of TT.
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Commander
Join Date: Sep 2012
Posts: 278
# 9
03-13-2013, 01:50 PM
Quote:
Originally Posted by snoggymack22 View Post
Let's take a look at how the longest standing space trait, Efficiency works.
You forgot to mention as well that due to the way it works Efficiency is actually only of use to players running low on power, which is actually fairly difficult to do in the late-game, meaning Efficiency is generally worthless as well.

Wish I'd known that when I picked my player traits =/


As to the original idea; no thanks. It's the price you pay for over-specialising your ship, if it matters enough to you then slot a torpedo launcher or a beam somewhere, beam fire at will on a rear facing beam array can be surprisingly useful when faced with lots of projectiles, and the Romulan experimental array can be nice as a forward weapon as it draws zero power.
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Last edited by haravikk; 03-13-2013 at 01:52 PM.
Career Officer
Join Date: Jun 2012
Posts: 867
# 10
03-13-2013, 09:01 PM
Quote:
Originally Posted by haravikk View Post
You forgot to mention as well that due to the way it works Efficiency is actually only of use to players running low on power, which is actually fairly difficult to do in the late-game, meaning Efficiency is generally worthless as well.

Wish I'd known that when I picked my player traits =/


As to the original idea; no thanks. It's the price you pay for over-specialising your ship, if it matters enough to you then slot a torpedo launcher or a beam somewhere, beam fire at will on a rear facing beam array can be surprisingly useful when faced with lots of projectiles, and the Romulan experimental array can be nice as a forward weapon as it draws zero power.
Um, no it's not. Unless you put all your console slots and skill points into maintaining power levels, at least some of your subsytems are going to be under 75, which means that efficiency boosts them. Additionally, efficiency boosts your power systems when you are hit with energy drain.
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