Captain
Join Date: Jun 2012
Posts: 580
# 61
04-19-2013, 06:58 AM
Well the PBAoE isn't the best, and could use a buff for the cooldown, but the self heal is pretty good, and seems to be worth it for the momenth (needs more testing).

What I would love to be able to do is, even with a fully charged core, fire off a lower grade version of the singularity powers and only partially discharge the core; it would put a cooldown on charging up again, but I would still have some power bonus and still be able to fire off another ability.

The cooldown to recharge might need tweaked a bit. I'd prefer a 30-45 second cooldown with what we have now, but then I never was happy with abilites that take a few minutes to become available again.
Lieutenant
Join Date: Aug 2012
Posts: 40
# 62
04-19-2013, 07:13 AM
The core does seem to charge slowly, but I'm still in a starter ship with 3 weapons. I'm assuming it would charge must faster with 7-8 weapons. There's also a trait for speeding it up. I think you also get ticks for getting hit.

I prefer that the core starts uncharged. This game does not need another damage pushbutton on top of stacked tac abilities after a decloak. Starting uncharged makes it a long fight mechanic. It does make it less useful in solo content, but queued content where you're almost always in combat it becomes more useful.

But the cooldown after you use an ability feels too long on top of the charge time. Not only that, but you get the same cooldown time regardless of the amount of charge put into it. I think the core cooldown should scale based on the charge level of the previously activated ability, something like 10s + 5s per charge level. So if you fire off the ability at charge level 1, you've got a 15s cooldown. Fire it off fully charged and it's a 35s cooldown. A 60s CD regardless of charge level penalizes choosing to use a partially charged core.

Right now, it's almost 2 minutes between abilities with the core CD and the charge time to 5. Right now in the game, if it was a choice between a special ability console with a 2m CD or a +10 to all power console, which would players choose? I'm guessing the latter (I would). That's the choice of flying warbird vs. non-warbird right now. The core CD needs to be tuned down to the point where it's an even trade.

Last edited by caelrassto; 04-19-2013 at 07:16 AM.
Career Officer
Join Date: Jul 2012
Posts: 424
# 63
04-19-2013, 07:25 AM
Quote:
Originally Posted by raptor63549 View Post
Well the PBAoE isn't the best, and could use a buff for the cooldown, but the self heal is pretty good, and seems to be worth it for the momenth (needs more testing).

What I would love to be able to do is, even with a fully charged core, fire off a lower grade version of the singularity powers and only partially discharge the core; it would put a cooldown on charging up again, but I would still have some power bonus and still be able to fire off another ability.

The cooldown to recharge might need tweaked a bit. I'd prefer a 30-45 second cooldown with what we have now, but then I never was happy with abilites that take a few minutes to become available again.
I agree, the self heal is really nice when you get it. Will reserve judgment on how it scales to higher tiered ships, but it is very very nice. May just be observation bias, but it feels comparable to miracle worker. It's something that I may be willing to sacrifice a spare console for more uptime. That may be more of a case of the self heal being too good though. At the same time though, gotta remember the different power situation.
Career Officer
Join Date: Jun 2012
Posts: 987
# 64
04-19-2013, 07:25 AM
The Singularity Specialist Trait says it procs for +20 Singularity Charge. Since there's 5 bars, I assume this means it should proc for one bar. Its proccing for a full 5 bars, and I don't think that's the intended effect.
Starfleet Veteran
Join Date: Jun 2012
Posts: 243
# 65
04-19-2013, 07:59 AM
Quote:
Originally Posted by sunfrancks View Post
Maybe you could still add it, but in the tutorial make it so it does no harm and give one of those tip popups to warn players what could happen in a real senario.

Could make the area that pulls you in smaller than a proper gravity well to balance it.
The idea being to suck you in if you are not paying attention, and then get smacked by the shockwave.
I like this, and would suggest that the Romulan core breaches KEEP the different effect, and possibly add one more. Rather than being highly damaging like a matter/antimatter warp core breach, getting caught in a singularity collapse disrupts your movement/positioning; you get pulled in, your facing can be changed (I almost said spin, but that'd probably give me motion sickness), and then you're bounced back out in a random direction. You should still take some damage, but much less than M/A warp core breaches. You can ride it out hoping you come out in a favorable position, or run away trying to retain your current facing and positioning.

Varying how different types of failing ships are dealt with could add just a bit of variety to space combat, and variety is indeed the spice of life.
Survivor of Romulus
Join Date: Jun 2012
Posts: 241
# 66
04-19-2013, 08:17 AM
I'm enjoying Romulan ships so far, but I have noticed one small thing.


My character just allied with the Federation. And the Dhelan I just picked up has the option of a USS prefix. That's fine... I probably won't use it, but that's fine. Unfortunately, the ship seems to come with a registry (NCC-92911) too, that I can't get rid of.

Is there any way to tie the registry to the USS prefix, so those of us using IRW or RRW don't see the registry?

I still want bare feet.... on ALL costumes.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 67
04-19-2013, 08:22 AM
Quote:
Originally Posted by archoncryptic View Post
-The D'deridex has a base turn rate of 5.5, which is still low, but comparable to the Bortas.
Quote:
Originally Posted by archoncryptic View Post
While we always appreciate feedback, I'd really recommend actually playing the D'deridex and getting a feel for it before worrying too much about the turn rate. The Singularity powers go a long way toward changing the feel of the ship. If you play the ship and don't enjoy it, feel free to post about why you feel that way.
Nothing will change 5.5 turn rate into something it's not.

Nothing but a full ENG BOFF power revamp will change the Gal-R layout into anything but the extremely poor design that it is.


One of the worst possible BOFF layouts.

Now compounded with the EPTx changes that actually found a way to make an already under-performing BOFF layout (Gal-R) even worse.

The awful turn rate of the Bortas.





Take a look at the last 6 months of sales, let me know how sales of the Bortas and Gal-R have been.





With all due respect archoncryptic, you asked us to play with the Andorian Tac version before making any judgements.


We recognized it when announced.

We played with it anyway, it's still a really under-performing BOFF layout to this day.


Many of us have unfortunately become pessimistic at this point that this D'Deridex will be anything but lackluster - with, or without, singularity mechanics.

I promise to play these ships and give feedback again. Will it have any effect?




Id' also like to say that every time a Dev tells us to "play it first", I'd like to recommend they please also take that advice when it comes to ships & powers, their design and their place (or lack there of) in PvP.

If players are unable to judge a ship by its numbers without personally playing it first, then that logic holds true for developers accurately/inaccurately judging its place in PvP without trying it there themselves.


Last edited by ussultimatum; 04-19-2013 at 09:13 AM.
Captain
Join Date: Jun 2012
Posts: 891
# 68
04-19-2013, 08:30 AM
Quote:
Originally Posted by raptor63549 View Post
Well the PBAoE isn't the best, and could use a buff for the cooldown, but the self heal is pretty good, and seems to be worth it for the momenth (needs more testing).

I don't agree. It seems perfectly fine to me. Any more powerful and it upsets the balance w/ non-singularity ships.
Ensign
Join Date: Sep 2012
Posts: 6
# 69
04-19-2013, 08:54 AM
Throwing out some first impressions here: Flying a Warbird makes me feel like a Klingon, and that seems off somehow. The initial Singularity Core ability feels less like a clever exploitation of a contained black hole and more like the point in a game of chess where the Klingon finally gets sick of faffing about with pawns and flips the table onto his opponents to start a bar fight.

I get that Warbirds are presently intended to feel sneaky yet cumbersome, but I come away feeling like somewhere along STO's development track something got flipped around. The Klingons got all the best sneaky bastard tools, leaving the Romulans holding the brute bag when their turn came along.

Kind of feel this is particularly egregious given the narrow band of development on the Warbird track as it exists today. Some of this is mitigated by the availability of faction ships, but that seems self defeating: If I want to fly a Klingon raider, I'll go play my Klingon, if I want to fly my Federation RSV I'll go log into my Fed.

As a Romulan, I'm going to want my Warbirds, but I'm also going to want to be able to play my role. Given the present lack of ship frames, this might be a place to look into further exploitation of universal bridge stations as well as further consideration of what, thematically and mechanically, can be done with the Singularity.

I'd settle for having fewer bridge stations if I could put whoever I wanted on them, especially since the Singularity seems to substitute for some officer or console effects.

Again, this is early first impression on my part...I dropped in blind to see how it looked, and this is what I'm seeing from the perspective and expectations of a fairly new/returning player who came back /for/ Romulans, so salt as needed and take it for what it's worth.
Captain
Join Date: Jun 2012
Posts: 580
# 70
04-19-2013, 08:55 AM
Quote:
Originally Posted by xantris View Post
I don't agree. It seems perfectly fine to me. Any more powerful and it upsets the balance w/ non-singularity ships.
The power of it isn't that far off to be honest. The issue I have is how it relates to the system as a whole. It's a 60 second cooldown plus charge time which adds up to another minute or two, and the way the cooldown works, it feels like you are punished for firing off an ability before you hit charge level 5, and with cores givin a power bonus based on charge level (combined with the 40 power deficit over ships utilizing M/ARA cores), oprtunity cost is added. Beyond that, the heal is a good emergency button.

Number need to be tweaked, the heal may need to come down in power and the shockwave might need to come up, but the real issue is charging and the cooldowns. Cooldowns should scale better based on charge level, and the system as a whole would benefit if we are somehow able to dial our charge.

The takeaway from this is that the system is interesting and decent, but it isn't all that good, and it has untapped potential to add a bit more depth. it's more lackluster than broken at the moment.
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