Captain
Join Date: Nov 2012
Posts: 748
# 11
04-03-2013, 03:39 PM
Quote:
Originally Posted by corgatag View Post
That would be so fun. I'd pick:
Attack Pattern: Alpha
Sensor Scan
Miracle Worker
Tactical Fleet

And if they didn't set quotas for space versus ground abilities...
Subnuk for pvp instead of Sensor Scan
It's new? NERF IT TILL IT BLEEDS
Career Officer
Join Date: Jun 2012
Posts: 270
# 12
04-03-2013, 04:01 PM
I didn't pick any ground when i set mine up on tribble today O.o
_____________________________________________

"Second star on the right, and straight on till morning."

U.S.S. Weatherlight
Career Officer
Join Date: Jun 2012
Posts: 5,418
# 13
04-03-2013, 06:07 PM
Quote:
Originally Posted by ussweatherlight View Post
I didn't pick any ground when i set mine up on tribble today O.o
That can't be working as intended...
Career Officer
Join Date: Jun 2012
Posts: 987
# 14
04-03-2013, 06:26 PM
Quote:
Originally Posted by stoleviathan99 View Post
That can't be working as intended...
Traits (even the new, buffed ones) aren't as contributing to your character's performance as skills. Skills have those mins and max levels required for space and ground so future content can be made with some notion of the power range all characters will be at. Traits don't affect that power range all that much.
Commander
Join Date: Dec 2012
Posts: 488
# 15
04-03-2013, 07:01 PM
I find the classes to be alright; my issue is with ship design (namely, that engineering boff abilities suck).

Quote:
Originally Posted by stoleviathan99 View Post
That can't be working as intended...
If the whole point of a trait redesign is to force me to replace space traits with (useless) ground traits, then they might as well not even bother with the trait redesign in the first place.

I really hope they're not wasting valuable resources on something so insignificant.
Captain
Join Date: Jan 2013
Posts: 659
# 16
04-03-2013, 07:09 PM
Quote:
Originally Posted by thecosmic1 View Post
Exactly the problem, and why the game has Classes.
The game has one class (Tactical) and two mistakes (Engineer and Science).
Quote:
Originally Posted by millimidget View Post
If the whole point of a trait redesign is to force me to replace space traits with (useless) ground traits, then they might as well not even bother with the trait redesign in the first place.

I really hope they're not wasting valuable resources on something so insignificant.
Too late.
Captain
Join Date: Jun 2012
Posts: 2,990
# 17
04-03-2013, 07:09 PM
There are no classes in the game, OP.

Just Tacticals. Anything else is a mistake.
Survivor of Romulus
Join Date: Jun 2012
Posts: 801
# 18
04-03-2013, 07:52 PM
I agree, ditch the classes and allow for primary and secondary career skills, much like you pick the traits at the beginning of the game. For example your primary career skill is tactical and your secondary is engineering. weapon efficiency (DPS) would be increased when using a "cruiser" or "science" vessel, and because of the engineering secondary it would supply a turn rate boost to cruisers. There's WAY too much different in stats between the different ship types and among the various ship class abilities/setups. Bringing the ship class stats closer together and having all universal bridge officer stations would allow for so many more options.

There's no good reason why a good ship captain can't go down to engineering and help realign the plasma injectors and then go down to the science lab and help with an analysis of a biomimetic compound, but still be able to formulate some solid battle strategies when needed, or any variation of that.
Captain
Join Date: Jan 2013
Posts: 659
# 19
04-03-2013, 07:57 PM
Quote:
Originally Posted by corgatag View Post
That would be so fun. I'd pick:
Attack Pattern: Alpha
Sensor Scan
Miracle Worker
Tactical Fleet
If the current rank abilities stay where they are now:
AP: Alpha
Subnucleonic Beam
Tactical Initiative
Go Down Fighting
Tactical Fleet

Engineers get such useful stuff.
Commander
Join Date: Dec 2012
Posts: 488
# 20
04-03-2013, 09:00 PM
Quote:
Originally Posted by tinkerstorm View Post
Go Down Fighting
They're changing it to only trigger under 50%, and adding a mitigation buff component, so I can only assume they're (drastically) reducing the damage increase offered by GDF.

I don't know if that would change your opinion on it.
Reply

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