Commander
Join Date: Jul 2012
Posts: 392
# 21
04-25-2013, 01:30 PM
Quote:
Originally Posted by alarikun View Post
Really? You're presuming that, because Romulan ships get a few extra powers, they're suddenly the best ships in the game? You poor, mistaken man...
I'm mistaken?

Tell me, is it overpowered to have a ship with instant access to Miracle Worker (Quantum Absorption) or Gravity Well (Singularity Jump) or a Beam Overload which happens to affect all beams, not just one (Singularity Overcharge)...on top of having access to those abilites anyways?

You think ships wouldn't become utterly indestructable with the ability to use Miracle Worker and Quantum Absorbtion back to back?

Sorry, but this all feels very OP to me, just by reading the descriptions, and since Cryptic has a history of making their pet projects stronger than what already exists in game, my gut tells me that my feelings are correct on this matter.
The account formerly known as C_Carmichael
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"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack. I'm thinking maybe pancakes." ~ John Casey
Republic Veteran
Join Date: Jun 2012
Posts: 101
# 22
04-25-2013, 01:31 PM
Quote:
Originally Posted by ccarmichael07 View Post
So Romulan ships just became the most powerful ships in game. Looks like I can retire my Starfleet Officers on May 25th. After playing in a Romulan ship, where everything is easy mode, who would want to go back to using inferior ships like the Federation's?
What they aren't telling you is that all these goodies comes at the cost of total base power for your ship systems(currently, you get 160 instead of 200).
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,042
# 23
04-25-2013, 01:33 PM
Quote:
Originally Posted by ccarmichael07 View Post
You think ships wouldn't become utterly indestructable with the ability to use Miracle Worker and Quantum Absorbtion back to back?
You can't use these abilities back to back. You drain all power built just by using one, and then you cannot recharge power for about one minute, as the system goes on cooldown. Having played on test these powers are anything but overpowered right now, situational would best sum their current status up.
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U.S.S. Endeavour NCC-91771 - Nebula-class
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Leave nothing unattempted" - James Cook
Captain
Join Date: Jun 2012
Posts: 7,184
# 24
04-25-2013, 01:33 PM
Quote:
Originally Posted by ccarmichael07 View Post
I'm mistaken?

Tell me, is it overpowered to have a ship with instant access to Miracle Worker (Quantum Absorption) or Gravity Well (Singularity Jump) or a Beam Overload which happens to affect all beams, not just one (Singularity Overcharge)...on top of having access to those abilites anyways?

You think ships wouldn't become utterly indestructable with the ability to use Miracle Worker and Quantum Absorbtion back to back?

Sorry, but this all feels very OP to me, just by reading the descriptions, and since Cryptic has a history of making their pet projects stronger than what already exists in game, my gut tells me that my feelings are correct on this matter.
You need to actually test the ships to understand. For example, Singularity Cores start out weaker than Warp Cores. Where a Warp Core starts with 200 points a Singularity Core starts with 160 and needs time to build to 200 - just as it needs time to gain access to the special powers. On top of all that the cool down is a big impact, and the abilities are not god-killers.

Wait for the open Beta and then you can see it's not OP at all.
STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,251
# 25
04-25-2013, 01:34 PM
Quote:
Originally Posted by ccarmichael07 View Post
You think ships wouldn't become utterly indestructable with the ability to use Miracle Worker and Quantum Absorbtion back to back?
It isn't exactly back to back. There is a cool down after an ability is used before it can recharge and it still takes time to charge it up. That is why there is also a constant negative power drain on all subsystems.
Commander
Join Date: Jul 2012
Posts: 392
# 26
04-25-2013, 01:36 PM
Quote:
Originally Posted by thecosmic1 View Post
You need to actually test the ships to understand. For example, Singularity Cores start out weaker than Warp Cores. Where a Warp Core starts with 200 points a Singularity Core starts with 160 and needs time to build to 200 - just as it needs time to gain access to the special powers. On top of all that the cool down is a big impact, and the abilities are not god-killers.

Wait for the open Beta and then you can see it's not OP at all.
See, now this is information Cryptic should be sharing. That way, people understand that these are novelties more so than actual bonuses to offense.
The account formerly known as C_Carmichael
---------------------------------------------------------------------------------
"You shoot him, I shoot you, I leave both your bodies here and go out for a late night snack. I'm thinking maybe pancakes." ~ John Casey
Lieutenant
Join Date: Jul 2012
Posts: 97
# 27
04-25-2013, 01:36 PM
Quote:
Originally Posted by amosov78 View Post
You can't use these abilities back to back.
Yes you can. He's talking about an Engineer Cap ability (Miracle Worker) and a Singularity Ability.

And, sure... maybe they give you a lot of survivability used back-to-back. Once every 2 minutes or whatever it takes to charge up the core, and wait for the CD on Miracle Worker.

Currently on Tribble, it takes just under a minute to charge your Singularity to Rank 5. Sure you can fire it off earlier than that, but the powers are less effective and you still get the same lockout period (60sec 'til you can start charging again).

And all of this is for ships that sacrifice core power levels. A lot. -10 Weapon Power, e.g., can end up diminishing your overall DPS by a lot more than a Plasma Shockwave every ~2.5min can make up for.
Lieutenant
Join Date: Jul 2012
Posts: 97
# 28
04-25-2013, 01:37 PM
Quote:
Originally Posted by ccarmichael07 View Post
See, now this is information Cryptic should be sharing. That way, people understand that these are novelties more so than actual bonuses to offense.
Or maybe drama queens like yourself should stop, think and ask questions instead of jumping to conclusions and flying off the handle.
Former PWE Community Team Lead
Join Date: Jun 2012
Posts: 9,046
# 29
04-25-2013, 01:37 PM
Quote:
Originally Posted by lordmalak1 View Post
EPIC failure !

...There's NO tier 5 Valdore variant to use the top tier powers with.
As stated in past blogs, if you own the Valdore, you can use the Valdore skin on the Mogai Heavy Warbird Retrofit, if you own it too. Voila! Tier 5 Valdore

Cheers,

Brandon =/\=
Brandon "BranFlakes" Felczer | Former Community Team Lead for Perfect World Entertainment
Captain
Join Date: Jun 2012
Posts: 7,184
# 30
04-25-2013, 01:37 PM
Quote:
Originally Posted by ccarmichael07 View Post
See, now this is information Cryptic should be sharing. That way, people understand that these are novelties more so than actual bonuses to offense.
It's also important to point out that warp cores get special bonuses too - just not the same type as Singularity cores. You can go onto Tribble and see how the new Warp Cores work, even if you don't have a Rom invite.
STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
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