Greetings and Salutations,
Ive been mulling over how to improve the non energy game and Ive come up with a rough idea.
First sort everything into 4 categories.
1) Torps thats are special use slow cooldown inventory or device items. Base against the call reinforcements for damage.
2) 2) Torpedos that are more normal use, used as now.
3) Mines
4) Missiles
One of the stated problems with the torps and playing with effects is the Devs said its hard to figure out what every single special proc will do. This will separate them and let us have all kinds of gas sniffing wildness without hurting overall ship performance.
Mines need some lovin really bad. We have a ton of nondescript attack patterns why not make them interesting...like one that if you activate tractor beam repulsors will flick any friendly mines at your target / nearest enemy. Plan them out and impliment them like the 2 stage torpedos and you will have another fun system that has some solid depth.
I have some more thoughts but thats all I have time to type out now.
Stellarum, mea sunt
The Stars are Mine.
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Comments
Mines do not need love really bad the devs have already given them lots of great love and mines are now happy. Mines work great now and are in the best state they have been in for 8+ years.
Just like real mines in present day, mines in STOs effectiveness relies on their ability to remain undetected until the target is too close to react and destroy them. A beam boat with BFAW, set to not auto select a target on attack, can wipe out a large mine field with no problem. A few missions include mine fields, but they are a minor annoyance at best, mine dropping enemy ships can be a pain but are still more annoying then dangerous to an alert player.
Of course area denial as a game strategy just does not fit with STOs game play, so innovative players figure out ways to use mines in an offensive role, such as flying right up to an enemy ship and dumping mines right on top of them, giving them no time to detect and destroy them before impact, or in the case of the Hurq, just dropping mines and letting those TRIBBLE kissing ramming swarmers kill themselves on them.
STOs mines have the type of drive system needed by a device that relies on stealth and is designed to only react to ships that come too close.
My mines are very much offensive weapons. Sure the NPC mines are more a minor annoyance but player mines can be boosted to effective offensive weapon.
I agree and feared things a much worse. I dedicated my Jem toon to try out kinetics and I got around 150k in ISA pugs straight rather quickly. Given some practice I feel I can come even closer to my energy builds there.
As for the potent ships I agree as well, sadly no veteran one for jems but found a new home on the T6 Jem’Hadar dreadnought carrier. Turn rate is a pain but other than that nice boff layout for torps.
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