Join Date: Aug 2012
Posts: 293
# 21
03-14-2013, 09:06 AM
Originally Posted by misterde3 View Post
You mean like DEM? about something surrouding the weapons coolant?

"Activate Weapons-Coolant Reserve" would allow the weapons to briefly fire at increased rate (while keeping energy drain at the same level).
Could share a cooldown with CRF and BFAW so it would not be abused by tactical-heavy setups.
that's a dem good idea xD especially the part about the crf bfaw cooldown
Join Date: Feb 2013
Posts: 5,394
# 22
03-14-2013, 10:05 AM
Originally Posted by drowrulesupreme View Post
Remove the ability to redistribute shield power to the facing taking damage from Tac Team (leaving all other parts undisturbed) and give it to the engineers as a skill in its own right. Removes a tanking aspect from escorts with large numbers of TT slotted and puts it with cruisers, where I feel it belongs.
Tactical Team was changed to be given that ability. Prior to then it was useless and nobody used it.
Join Date: Feb 2013
Posts: 5,394
# 23
03-14-2013, 10:06 AM
Originally Posted by seekerkorhil View Post
The devs have stated in the past that the ability to lower the required ranks of BO skills is beyond their capabilities.
They're either not telling the truth or are terrible at their jobs. Either way, giving them a paycheck for not being able to actually work with their game's code, seems like a terrible waste of resources for Perfect World.
Join Date: Sep 2012
Posts: 278
# 24
03-14-2013, 11:40 AM
Originally Posted by havam View Post
The problem lies in the CD issues you run into with higher level versions of each power.
Sounds like that's what needs fixing then
Game Balance - Ship Size and Wingmates
Join Date: Jun 2012
Posts: 1,489
# 25
03-14-2013, 12:00 PM
DEM is pointless as a damage ability unless you're using rapid-fire cannons since the (small) bonus is added to every HIT. Rapid fire makes more hits. DEM is also pretty much crap for PVE with its crazy long cooldown and relatively low impact. Yet another case of PVP nonsense getting in the way of proper PVE balancing.

And the reasons why the situation with ensign engineering isn't the same as ensign tactical are:
1.) tactical has 3 "ability groups" that don't step on eachother's cooldowns. Engineering has 2.
2.) tactical has an *essential* ensign level ability that performs its full function at ensign level. Engineering's ensign abilities are all better noticeably better at higher levels.
3.) tactical's bread and butter skills, ye olde Cannon abilities and attack patterns, only start at LT level and cannot conflict with ensign abilities. Engineer's bread and butter, ye olde emergency power abilities, share the same cooldowns with ensign abilities.
Join Date: Oct 2012
Posts: 812
# 26
03-18-2013, 11:35 PM
At ensign level, engineers can have either emergency power to X abilities or engineering team. If an engineer takes emergency power to shields 3, an emergency power to shields 1 would be counter productive, it would be best to wait out the 15 seconds of down time and hit emergency power to shields 3 again. If you slot emergency power to weapons or engines or aux, activating them will put emergency power to shields 3 on cool while not giving anywhere near the boost of emergency power to shields.

Emergency power to shields not only boosts your shield power for 30 seconds, it also boosts shield resistance for the full 30 seconds. Emergency power to weapons boosts energy weapon damage for something like 5 seconds, emergency power to engines gives a 5 second boost to flight speed and maybe a touch of turn rate improvement for the 5 seconds as well, neither of which is on par with emergency power to shields, and emergency power to aux I think gives a stealth bonus if anything at all. So all the other emergency powers are clearly inferior and conflict with emergency power to shields, so... yeah.

The point was also made that tac team 1 is basically all you need as the biggest boon of it is the automatic shield distribution which does not improve with level. One gains practically nothing by slotting tac team 2 or 3, compared to the benefits of higher engineering and sci teams... though popping a sci or engineering team most of the time is not nearly as valuable as a tac team. So there's plenty of lack-o-balance right there. I've suggested that if manual shield distribution worked as quickly as tac team and worked like, for example, if I press the "up arrow" button to distribute shields to my front shield, it keeps that shield as full as possible at the expense of the other shield facings, and does so constantly until it is ordered to direct shield power to another facing. So "semi-automatic" shield distribution, as it were. It would make sense for tac team to fully automatically distribute shields as escort ships zip around and turn so fast that manual distribution would be difficult to manage. This would make tac team less of the end all be all, "you're an idiot if you don't have it." singular most important boff power in the game. This would allow cruisers and sci ships, and technically escorts if they want to, to manage their own shield distribution instead of NEEDING tac team and free up the ability to use their eng and sci teams. But I digress...

The point is that if one takes a higher level of an emergency power to-x skill, of which emergency power to shields is basically the only one worth a damn out of the whole lot, at any level, then they are completely screwed at the ensign level as they will have nothing but extraneous, pretty much never used skills to put in there "just so it's not blank."

I mean, yeah, there's the solution, "don't take any higher level of emergency power to shields 1 and just double up" but... that's pretty lame, and in the example of the aux to bat build, there's no need for a second copy... then there's the ships with three ensign boffs... and you could slot in eng team... but, again, you'll probably never use it because you so desperately need tac team.

So, make emergency power to weapons buff energy weapon damage for the full 30 seconds, make emergency power to engines buff turn rate and flight speed for the full 30 seconds, make aux buff sci powers by X percent for the full 30 seconds so that they are on par with emergency power to shields. This would not fully correct the issue, but go quite a ways to making a copy of emergency power to anything but shields not so "well that's never gonna get used." And then bring down the aux-2 powers or boarding party or extend shields, or SOMETHING and it's all good. I don't believe that they can't bring the powers down a rank, they just say that because they don't want to set the precedent and get pressured to bring down other powers, though, like I think I said before, I would prefer it if all powers went from 1-4 from ensign to commander so that all ships had access to all powers, more so and at higher levels if their ship is of that persuasion.

That... or they could stop trying to force us into a trinity and make all the powers available on every ship and let slotted boffs passively improve those powers much the same way captains passively improve them... but that would make too much sense and be way too canon... so definitely not happening.

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