Go Back   Star Trek Online > Information and Discussion > Star Trek Online General Discussion
Login

Reply
 
Thread Tools Display Modes
Captain
Join Date: Apr 2013
Posts: 1,204
# 21
08-23-2013, 12:54 AM
What would be better is if Cryptic balanced the ship class where each one had a strength and weakness against the other that actualy worked.

Sci can take out Engi but weak against tacs.
Tac can take out sci but weak against engi.
Engi can take out Tacs but weak against Sci.

Science debuffs engineers to remove healing abilities and resistance making them easy targets for DOT's and regular attacks plus can trap them easier. Tacs overwhelm science with firepower and traps are not as effective. Engineering can take the hits from a tac and with preassure damage easily kill them as they try to run away to heal.

Once the class are balanced and working correctly remove the DPS for top spot reward and make it equal for everyone on the team.

Leave solo PvE as is, give group PvE targets that use the above setup so it requires a mixed team to be truly effective and a bonus reward for using a mixed team, just not impossible to do with a non mixed team. PvP the system above requiring mixed teams to prevent getting overwhelmed if the other team is the polar opposite of your own.

All that can be done by giving each class a 10% offense and defense modifer against the other 2 class.
Join Date: Nobody cares.
"I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man.
Captain
Join Date: Jan 2013
Posts: 3,358
# 22
08-23-2013, 01:31 AM
Quote:
Originally Posted by capnshadow27 View Post
This game doesn't need balancing by ship, it needs balancing by content. We nead reasons to fly ships for the roles they were built around. Eng - tanks, Sci - Healers and Tac - DPS.
Not only that, but canonically, a good deal of ships were not meant for combat at all. Exploration, supply, research, etc... the trouble is, most game devs, including unfortunately the STO devs, do not know how to properly implement fun non-combat gameplay.


Helpful Tools: Dictionary.com - Logical fallacies - Random generator - Word generator - Color tool - Extra Credits - List of common English language errors - Big booty tutorial - Also, follow me on Twitter!
Captain
Join Date: Jan 2013
Posts: 659
# 23
08-23-2013, 07:55 AM
Quote:
Originally Posted by capnshadow27 View Post
Actually as most cruiser do have more hull plating than other ships, kind of is crazy.
The difference is nowhere near what it should be. Escorts only pay a nominal price in both hull and shields for the vastly greater fire power they have over cruisers. This game will never have parity until escorts have less than half the hull and shields of cruisers. But this would involve maths, something that eludes the current devs.
Commander
Join Date: Jul 2013
Posts: 266
# 24
08-23-2013, 08:29 AM
What we need is just a complete overhaul of the game.

Nuff said.

There are thousands of problems in this game and with the ships and ground combat (don't get me started on that) and many more that will come out of the woodworks. Suffice to say, we could go hours on end about this, and we would still find problems with the ships.

Suggestions for Federation ships:

Give cruisers inate beam fire at will and beam overload. (Everything else on them is okay... except the Dreadnought. They need to fix that thing... and the Gaxaly Retrofit).

Give escorts inate cannon rapid fire and scatter shot (both 1) and nerf hull down a bit and take shields down to .8 modifier. (Anyone else with a suggestion please do tell.)

Science vessels... should not even be in combat for the Founders sake. Only reason why I think we have Fed science combat vessels is because of Voyager. If you're gonna make them war worthy, for Founders sake add an extra fore weapon slot to the high end tier science ships.

Those are my suggestions so far. They are just that, suggestions.

And someone please tell me why a 200 year old ship (the Excelsior) is better than the Dreadnought Cruiser. Or, better yet, the Exploration Cruiser Retrofit!!!!!
Captain
Join Date: Oct 2012
Posts: 3,447
# 25
08-23-2013, 08:32 AM
Quote:
Originally Posted by tinkerstorm View Post
The difference is nowhere near what it should be. Escorts only pay a nominal price in both hull and shields for the vastly greater fire power they have over cruisers. This game will never have parity until escorts have less than half the hull and shields of cruisers. But this would involve maths, something that eludes the current devs.
Yes I have said it many time that do to escorts having huge defense bonuses, they should have even greater reductions to their hull and shield capacity.

As for the beam array vs cannon bit, we don't truly know for certain about everything that makes them canon. Yes ships made use of them all, but the only definitive thing we know was beam arrays were used mainly because tactically they were an effective weapon due to its damaging capability and firing radius over cannons. But ships also carried cannons and made use of them too, so the question remains why? Where cannons more effective damage wise, and if so were they power hungry? Or were they good damage output with high power efficiency? The same with beam arrays, were they high damage output with huge power demands? Or were they good damage with high power efficiency? The only thing again like I said that we know for certain is ships made use of both, and while yes the main fleet of ships for the Federation relied on beam arrays mainly they did have ships with cannon use. So the question still remains why do ships in canon terms prefer beam arrays only, or a mix of both? We don't know for certain so it's hard to answer. As for the game it was just the Dev's way of thinking how it should work, and to try and provide some balance factor between the differing weapons to which it is semi-ok system, but not perfect by know means.
[Combat (Self)] Your Lunge deals 3252 (1916) Physical Damage(Critical) to Heavy Tactical Drone.
If you have come to the forums, to complain about the AFK penalty, than it is WAI.
MACO/OMEGA/KHG Accolade Bug Link
Praetor of The Romulan Tal Shiar fleet
Lt. Commander
Join Date: Jun 2012
Posts: 228
# 26
08-23-2013, 10:29 AM
More competitive? They aldrealy have the best non-lockbox pvp cruisers...
And in pve beam builds can do tons of damage.
Commander
Join Date: Jun 2012
Posts: 476
# 27
08-23-2013, 02:21 PM
Quote:
Originally Posted by logicalspock View Post
Beam arrays working together have a 360 degree firing arc. Dual cannons working together have a 45 degree firing arc. Giving beams the ability to do dual cannon-like damage over 360 degrees is game-breaking.

Every ship needs a balance pass. If certain ships come up short they should be given small boosts to make up for it, like slightly increased hull strength, subsystem power, or shield strength, not some giant "I win" button that allows you to spam massively damaging beam attacks.

PvE is ridiculously easy. The game is supposed to be balanced for PvP. Yes, warbird type cruisers and most KDF cruisers can equip dual cannons; however, for the most part, they are largely useless in PvP due to their narrow firing arc and slow turn rate.

The current restrictions make canon-sense. Most federation cruisers cannot equip dual cannons because they could not in the show. If you really want a cruiser with cannons, get the Galaxy-X or play KDF. If you choose to limit yourself to one faction then you should miss out on some of the unique aspects of other factions, otherwise there is little point to having unique factions in the first place.
Bingo, bingo and BINGO! Just all this! I'm sick of people whining about how "cruisers suck", "beams suck", "escorts OP", "cannons rule", ad infinitum, ad nauseum. If you are having that much trouble with your cruiser then you are flying it wrong. I have 3 TACS and 1 ENG. A Rommie, a Kleenex and 2 Feddy Bears. My TACS all fly both escorts AND cruisers. Their cruisers sport all beams their escorts all cannons. Level 50 to a man and ALL my cruisers can match my escorts for DPS (regularly in the 4k to 6k range. Could be more but I'm not a size queen ). Of course the cruisers don't turn as well as the escorts... they're not supposed to! In fact a nimble cruiser doesn't work very well with beams. The power with beams comes in the broadside. A nimble cruiser will swing thru that broadside arc too quickly! You want them a bit slow. If you're having problems with cruisers and beams either review your build/tactics or go escorts. Nothing needs changing.
ZOE: "Sir! You paid money for this?... on purpose??"

KIRK: "Excuse me... what does God need with a starship?"
Captain
Join Date: Nov 2012
Posts: 4,908
# 28
08-23-2013, 02:23 PM
Quote:
Originally Posted by lomax6996 View Post
Bingo, bingo and BINGO! Just all this! I'm sick of people whining about how "cruisers suck", "beams suck", "escorts OP", "cannons rule", ad infinitum, ad nauseum. If you are having that much trouble with your cruiser then you are flying it wrong. I have 3 TACS and 1 ENG. A Rommie, a Kleenex and 2 Feddy Bears. My TACS all fly both escorts AND cruisers. Their cruisers sport all beams their escorts all cannons. Level 50 to a man and ALL my cruisers can match my escorts for DPS (regularly in the 4k to 6k range. Could be more but I'm not a size queen ). Of course the cruisers don't turn as well as the escorts... they're not supposed to! In fact a nimble cruiser doesn't work very well with beams. The power with beams comes in the broadside. A nimble cruiser will swing thru that broadside arc too quickly! You want them a bit slow. If you're having problems with cruisers and beams either review your build/tactics or go escorts. Nothing needs changing.
You left out sci's....thoughts?
Chive on and prosper

Anarchy Nexus recruitment thread

My PvE/PvP hybrid skill tree
Career Officer
Join Date: Jun 2012
Posts: 1,694
# 29
08-23-2013, 02:26 PM
Quote:
Originally Posted by tinkerstorm View Post
This game will never have parity until escorts have less than half the hull and shields of cruisers. But this would involve maths, something that eludes the current devs.
Half? That's not an arbitrary number in a vacuum is it? Clearly you are a master at "maths" aren't you? Do you even understand how the game works? Or do you at least think you do?
Quote:
Originally Posted by sorceror01 View Post
....you are a bad starship captain and you should feel bad.
Quote:
Originally Posted by tachyonharmonic View Post
However, I think with regard to the Romulan Republic player characters/npcs, it all comes down to a finite point:

These are not the Romulans from the shows.
Commander
Join Date: Jun 2012
Posts: 476
# 30
08-23-2013, 04:04 PM
Quote:
Originally Posted by dahminus View Post
You left out sci's....thoughts?
Only because, at present, I have none myself. I have leveled and retired a couple but Sci just isn't my cup of tea. However I will probably do another here in the near future (Rommie, most like). However the Fleet I'm in has one female player who excels at Sci and is positively deadly in her Sci cruiser. In PVP she's capable of pulling DPS on a par with our best Escorts and Tac Cruisers AND healing/crowd control at the same time. BTW - this is the same gal who built a cruiser as a Rainbow Boat able to pull 8k DPS (I've seen it... it's real) JUST to show it could be done. Long story short... any ship in this game can be effective if you play it right... and EVERY ship favors a certain playstyle.
ZOE: "Sir! You paid money for this?... on purpose??"

KIRK: "Excuse me... what does God need with a starship?"
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 01:47 PM.