If you do use another emergency power after using a EPtS, then you are left with a 10 second gap in shield resist, before you can use another version of EPtS, that apparently is a an eternity in PVP time.
Yep, just long enough to eat CRF for a full 10s.
Originally Posted by portgazd
In conclusion: running anything but multiple versions of EPtS is not desirable if you don't want to die.
Yeah, unfortunately as interesting as the revised EPTE/W/A look, forcing a 10s gap is just too undesirable.
The ships I have that run EPTS / EPTW now, will actually be forced to unslot EPTW when these changes go into effect.
Sounds like you've never fought a cruiser that knows what its doing. I've seen the numbers, a Non Engineering captain in a Cruiser with Elite Fleet Shields can easily get Shield DR to 70% (Just 5% away from the shield cap). At that rate, whatever damage you end up doing is easily healed (whether by Boff powers or the new passive healing in the Reputation).
EDIT: Get 2 of these cruisers extending each other, and say goodbye to killing Either (without SNB).
The emergency powers have been there since I have been playing (since F2P if you need to know), yet there never was a complaint about them being too strong. Then Starbases came along with elite fleet shields and people like you want to get EPS nerfed.
Looking at the text it is always "it is impossible to kill an eps cruiser that has elite fleet shields".
So to do something against that problem you want to nerf emergency powers, the thing EVERYBODY can get without being forced to join a fleet or invest massive resources. As such you are taking things away from the "masses" to keep the game the same for the "upper crust".
That is called entitlement.
The problem as such does not lie with the emergency power but with the new shields intorduced into the game.
I'll add my voice to the comments about emergency power timers, and agree with the urge to keep the cd timers like they are currently on holodeck.
Let us take a look at the Galaxy class cruiser. This ship has three ensign-level engineering boff abilities. The only abilities that can be placed in an ensign engineering slots are eptX & engineering team 1. You really shouldn't run eng team 1 on a galaxy, since eng team 3 is a much stronger heal, and you have the slots for it. Running engineering team 1 & 3 together is stupid, since you can just use doffs to give eng team 3 a 15-second cooldown. This means that you'll be running at least 3 eptx abilities, and given the current changes, you are guaranteed to have wasted and inefficient cooldown cycles and an inability to use all your abilities on a regular basis.
Escorts can run perfectly efficient BO layouts (CRF 3 / Omega 1 x2 / CRF 1 / Delta / TT x2 , epts1x2, rsp, hazards, tss) that have no ability slots wasted. I can use every single one of those abilities when it comes off cd, gaining the benefit of every single BO ability over a 1-minute cycle.
Science ships (not going to bother with a build, there are so many) have long cooldowns on many of their powers, and have a sufficient variety of powers (though 3x ensign sci stations can be awkward) that you aren't going to have 'wasted' abilities.
Cruisers should have the same, and not be unable to cycle their powers efficiently as the other two ship classes. Keep the current duration timers, and buff the engine, aux & weapon powers for the full 30-second duration. The changes break the 4x eptx power relay that serves as the backbone of the most effective cruiser builds. Cruisers need to become more effective, not less.
So you'd rather spend a console slot on a Tractor Beam?
The only way that would work is if they were to introduce a new console slots series such as 'Tool slots' or something like that. But that would require a lot of coding, and a lot more trial and error.
I like the Tractors the way they are now.
It could be made standard equip kinda like the enhanced battle claok is for the B;rel and the enhanced transwarp drive is for the excelsior retrofit.
That way we get a standardised tractor AND not waste a console slot
The shared cooldown between two Emergency Power-type abilities of the same type has been reduced from 30 seconds down to 20 seconds.
If you reduce the global to 20s but keep the systm cooldown at 15s, you essentially kill all 2 EPtX + 2 EPtY builds because you force them into having a gap in their EPtS rotation that they could avoid by only doubling up on EPtS.
This looks like the worst possible change for cruisers that rely on a EPtS/EPtW 2+2 combination. Just bump everything from 20s to 30s or lower the system cooldown to 10s.
(Or make the duration scale between 20s and 30s from EPtX 1-3?)