Captain
Join Date: Feb 2013
Posts: 5,394
# 161
03-25-2013, 09:48 PM
Quote:
Originally Posted by admiralq1732 View Post
They can put as much as they want into that exchange
They don't.

Quote:
for when they started it they would have to put in something to get it started.
That's not how they started it.
Commander
Join Date: Jan 2013
Posts: 336
# 162
03-25-2013, 09:49 PM
Quote:
Originally Posted by tpalelena View Post
I never liked the power drain mechanic for weapons anyway.
I want to make it so that a cruiser using ramming speed on an escort will crumple it like a highway rig flattening a tin can.
Captain
Join Date: Feb 2013
Posts: 5,394
# 163
03-25-2013, 09:50 PM
Quote:
Originally Posted by jexsamx View Post
Why does that matter?
In this case it matters because the poster I quoted seems to think that Cryptic puts zen on the market, not players who purchase it and sell it. And seems to think that the economy works in a way that it doesn't. So in this case it matters because that particular poster needs the facts to be clarified.
Captain
Join Date: Feb 2013
Posts: 5,394
# 164
03-25-2013, 09:50 PM
Quote:
Originally Posted by eraserfish View Post
I want to make it so that a cruiser using ramming speed on an escort will crumple it like a highway rig flattening a tin can.
Been there done that. PvP used to be all about ramming speed your way through capture and hold. Back in late 2010 at least.
Captain
Join Date: Jul 2012
Posts: 3,693
# 165
03-25-2013, 10:52 PM
Quote:
Originally Posted by marshalericdavid View Post
Why cant someone rotate their shield frequency wile still using emergency power to their shields or transfer their shield strength or reversing their shield polarity? This is not the same as using 2 Attack Patterns at the same time. You can only use 1 Attack Pattern at same time not 2.
Why should they?

In your opinion they can but in mine they dont, also EptS gives a resistance and guess what resistence?

RSF.

Quote:
EPS is not the same. Yes your raising power levels but their are multiple ways to do so that don't prevent other ways.
In shory, you have no idea what you are talking about.

EPS is this.

http://en.memory-alpha.org/wiki/Electro-plasma_system

Problem if you are feeding it more power then at what point it overloads? If you are basically putting more power from the one that is currently in the grind shouldnt it overload when you push even more power into it from the emergency reserves?

Besides both do the same, different is EPS power transfer affects all subsystems and is much better ...

Quote:
Miracle Workers is a single person performing a Miracle and that person does not prevent a Engineering team at another location of the ship do their work.
No, its not its a Captain ability ... its pretty much going down there and oversee the repairs or at least shout how to do it from the chair.

This mean the entire engineering crew is on standby and its very powerful ability as I raised sci ships from the dead with it.

Quote:
Attack Pattern Alpha with another Attack Pattern makes no sense whatsoever wile all the others have a possibility of being done at the same time.
Its really relevant? I pointed examples and you just given excuses ... fact is no captain ability is every going to be have a shared cooldown and you want to single one out because bawww escorts and tacts.

The scariest thing you see in PvP is a Sci on a Escort, not a Tac ... a Sci because nothing stops a Sci in skilling as a Tac.

Also best ground? Sci and Eng ... dont believe me? the very best TANK in the game is a Sci because of self-heals and buffs and Engs are not only variable but KAGE is a Eng game ... Tacs in ground rely very much on team because they sure as hell cannot tank and when about everyone is ranged you screwed as a DPS with no mobility of evasion (and tacs lack that).

That leaves Space PvE were, yes they shine but that it ... its like the Cat races that are very good at ground but that it because their traits means they arent very good at space (a fact some ground PvPers complain because bawww their Bolian Tac is not uber and pwns everyone).

Either way, you want a nerf because baww escorts and only for escotrs ... I am pretty sure if PvPers had a nerf on captain abilities it would be Subnuclear beam.

Last edited by f2pdrakron; 03-25-2013 at 11:09 PM.
Captain
Join Date: Oct 2012
Posts: 1,181
# 166
03-26-2013, 12:05 AM
Quote:
Originally Posted by f2pdrakron View Post
Why should they?

In your opinion they can but in mine they dont, also EptS gives a resistance and guess what resistence?

RSF.



In shory, you have no idea what you are talking about.

EPS is this.

http://en.memory-alpha.org/wiki/Electro-plasma_system

Problem if you are feeding it more power then at what point it overloads? If you are basically putting more power from the one that is currently in the grind shouldnt it overload when you push even more power into it from the emergency reserves?

Besides both do the same, different is EPS power transfer affects all subsystems and is much better ...



No, its not its a Captain ability ... its pretty much going down there and oversee the repairs or at least shout how to do it from the chair.

This mean the entire engineering crew is on standby and its very powerful ability as I raised sci ships from the dead with it.



Its really relevant? I pointed examples and you just given excuses ... fact is no captain ability is every going to be have a shared cooldown and you want to single one out because bawww escorts and tacts.

The scariest thing you see in PvP is a Sci on a Escort, not a Tac ... a Sci because nothing stops a Sci in skilling as a Tac.

Also best ground? Sci and Eng ... dont believe me? the very best TANK in the game is a Sci because of self-heals and buffs and Engs are not only variable but KAGE is a Eng game ... Tacs in ground rely very much on team because they sure as hell cannot tank and when about everyone is ranged you screwed as a DPS with no mobility of evasion (and tacs lack that).

That leaves Space PvE were, yes they shine but that it ... its like the Cat races that are very good at ground but that it because their traits means they arent very good at space (a fact some ground PvPers complain because bawww their Bolian Tac is not uber and pwns everyone).

Either way, you want a nerf because baww escorts and only for escotrs ... I am pretty sure if PvPers had a nerf on captain abilities it would be Subnuclear beam.
Your opinion and my opinion are different but is seems to make more sense that you can do multiple things with shields at the same time then just 1 at a time. Shields regenerate wile still blocking transports and other stuff. Shields do a lot of things at the same time.

The ships EPS is the primary form of energy distribution on starships. Primary not the only one. We have seen different ways to give power to systems. We have seen a Type II Phaser power a transporter before. Their is multiple ways to give power to a system. Yes a system can overload if it gets to much power but how do you know that the different shield abilities in the game are overloading anything? This game takes place in the future from the shows and movies with better technology and they could of done something to help with overloads. You just don't know.

Yes A captiains ability not a entire Engineering team ability. It is possible the captain does something with his Captains chair consoles that performed that miracle without effecting any engineering teams abilities. In addition a ship has a lot of engineering teams.

It is a possible nerf one that would make sense given that a ship can not perform 2 attack patterns at the exact same time.

A Science Officer in a Escort can do well so can a Engineer not arguing that but this game involves more then just PvP. A Sci or Engineer in a Escort will not out perform a Tactical in a Escort for Starbase 24 or Gorn Minefield or Klingon Scout Force when it comes to damage and winning very rare gear should the players be equally skilled.

I was not even talking about on ground. On ground I love playing as a Sci or Engineer compared to a Tactical however a full Tactical team can roll stomp STF missions with their chaining of powers thanks to Tactical Initiative allowing teams to use their powers a lot. Heck I have been on a team with 3 total Tactical officers and abilities had been spammed like crazy.

PvP play is a minor part of the game I have done some PvP'ing and it takes a wile to get games going compared to PvE. Maybe make things different for PvP and PvE?

I have not flat out said to just nerf Tactical officers or Escorts I said nerf Tactical Officers OR boost the others. Did you miss the OR?

Things are not fine as is can you agree to that? Or are you letting some sort of bias you have effect your judgement. I play all career paths from both factions and I know things are messed up not just from career path but ships too. So many people know this as well. I play the game and I see more Tactical Officers then Science or Engineers. Their is a reason for that.
Commander
Join Date: Aug 2012
Posts: 471
# 167
03-26-2013, 11:41 AM
Quote:
Originally Posted by marshalericdavid View Post
A Sci or Engineer in a Escort will not out perform a Tactical in a Escort for Starbase 24 or Gorn Minefield or Klingon Scout Force when it comes to damage and winning very rare gear should the players be equally skilled.
Wow I must be seriously skilled then cos my engineer in an escort comes first in Starbase 24 and Gorn Minefield 9 times out of 10 in groups with multiple tac captains.
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