I like how much more streamlined and easy to understand it is, that's a big improvement across the board, the mouseover details are easy to grasp and assigning points based on how I like to play was easy and painless.
My worry is however there is a little lack of diversity in the system in regards to endgame ship and equipment specialization.
One of the strengths of the old system was at higher levels a player could tweak the skills to reflect the abilities and weapons , and ship they were most comfortable in.
I'd like personally at the last tier have to make a choice where the last points go that defines my preferred weapons and ship type not in a way that overpowers me, but provides a subtle bonus to that path.
lets say at max rank we unlock a new tier in the skill tree that lists the various weapon types and ship classes.
we only get to choose one weapon type and one ship type to allot the last few points we have, putting points into one locks off the others.
this would allow us the same diversity we had in regards to builds, but still keep the system simple.
An example would be a Science character that puts points into science skills, but at top tier chooses an escort class ship to confer a bonus to flying, and polaron weapons as a bonus to the effect they have.
That lack of diversity may become a legend as the current skill tree does not make specializationing easy, but greatly hurts you if you try.
One can make a DPS boat but will find oneself easy prey to SS, TB, PSW or the other Science Crowd Controllers and STun/Placate abilities without points in those areas to fortify defenses.
Tier 1
SS Weapons training: 9
SS Batteries: 9
SS Hull Repair: 9
SS Flow Capacitor: 9
SS Shield Emitters: 9
Assualt Training: 0
Close Combat training: 0
Away Team Leader: Engineer: 0
Away team Leader: Science: 0
Away team Leader: Tactical: 2
Tier 2
SS Energy Weapons: 9
SS Projectile Weapons: 9
Structual Integrity: 9
SS Subsystem Repair: 0
SS Warp Core efficiency: 5
SS Power Insulator: 0
SS Shield systems: 9
Security: 0
Soldier: 0
Special Forces: 0
Tier 3
SS Maneuavers: 9
SS Target systems: 9
SS Electro-Plasma systems: 5
SS Impulse Thrusters: 9
SS Warp Core Potential: 9
SS Graviton Generators: 0
SS Particle Generators: 0
FireArms: 0
Grenades: 0
Martial Arts: 0
Tier 4
SS Attack Patterns: 9
SS Stealth: 0
SS Engine Performance: 0
SS Hull Plating: 9
SS Shield Performance: 9
SS Intertial Dampeners: 5
SS Sensors: 5
Stealth: 0
Tactics: 0
Threat Control: 0
Tier 5
SS Energy Weapon Specialization: 4
SS Projectile Weapon Specialization: 5
SS Armor Reinforcments: 4
SS Auxullary Performance: 0
SS Weapons Performance: 4
SS Counter Measure Systems: 0
SS Subspace Decompiler: 0
Advanced Warfare: 0
Close combat Protection: 0
Squad Command: 0
Overall though, I am not claiming the sky to be falling yet.
I kind of like that aspect of the system that adds a risk and reward, specifically for pvp as it will make team builds more important than individual ones.
My wish would be top tier options to increase skills in a ship type and weapon type to really make choosing a ship meaningful.
I like how much more streamlined and easy to understand it is, that's a big improvement across the board, the mouseover details are easy to grasp and assigning points based on how I like to play was easy and painless.
My worry is however there is a little lack of diversity in the system in regards to endgame ship and equipment specialization.
One of the strengths of the old system was at higher levels a player could tweak the skills to reflect the abilities and weapons , and ship they were most comfortable in.
I'd like personally at the last tier have to make a choice where the last points go that defines my preferred weapons and ship type not in a way that overpowers me, but provides a subtle bonus to that path.
lets say at max rank we unlock a new tier in the skill tree that lists the various weapon types and ship classes.
we only get to choose one weapon type and one ship type to allot the last few points we have, putting points into one locks off the others.
this would allow us the same diversity we had in regards to builds, but still keep the system simple.
An example would be a Science character that puts points into science skills, but at top tier chooses an escort class ship to confer a bonus to flying, and polaron weapons as a bonus to the effect they have.
Sorry dude, but the "new" skill changes suck balls. ALL of my ships just got a serious nerf. This game is toast if they go through with this. I'm a lifer and I'll never play again if these VERY POORLY throught changes go through. All this is, is a revenue push to sell 780 c-point respecs constantly after the F2P "conversion". It's insulting is what it is, cryptic might as well buy me dinner now, because I like to be fed AFTER I GET ****ED.
I like how much more streamlined and easy to understand it is, that's a big improvement across the board, the mouseover details are easy to grasp and assigning points based on how I like to play was easy and painless.
I didn't find it easier to understand that my officer's Science power (Hazard Emitters) is boosted by my Engineering skill and an Engineering console. Next up: Tactical powers needing Science skills?
As it's the first build offer legit suggestions. Posting this sucksballsomgnerfwereallgonnadieragequit is silly.
They already demonstrated listening to valid suggestions with auto refinement.... what are the issues you have and what do you propose?
SS Weapons training: 9
SS Batteries: 9
SS Hull Repair: 9
SS Flow Capacitor: 9
SS Shield Emitters: 9
Assualt Training: 0
Close Combat training: 0
Away Team Leader: Engineer: 0
Away team Leader: Science: 0
Away team Leader: Tactical: 0
Tier 2
SS Energy Weapons: 8
SS Projectile Weapons: 8
Structual Integrity: 8
SS Subsystem Repair: 0
SS Warp Core efficiency: 8
SS Power Insulator: 0
SS Shield systems: 8
Security: 0
Soldier: 0
Special Forces: 0
Tier 3
SS Maneuavers: 6
SS Target systems: 6
SS Electro-Plasma systems: 6
SS Impulse Thrusters: 5
SS Warp Core Potential: 5
SS Graviton Generators: 6
SS Particle Generators: 6
FireArms: 0
Grenades: 0
Martial Arts: 0
Tier 4
SS Attack Patterns: 5
SS Stealth: 0
SS Engine Performance: 7
SS Hull Plating: 8
SS Shield Performance: 8
SS Intertial Dampeners: 0
SS Sensors: 0
Stealth: 0
Tactics: 0
Threat Control: 0
Tier 5
SS Energy Weapon Specialization: 4
SS Projectile Weapon Specialization: 4
SS Armor Reinforcments: 3
SS Auxullary Performance: 3
SS Weapons Performance: 4
SS Counter Measure Systems: 4
SS Subspace Decompiler: 4
Advanced Warfare: 0
Close combat Protection: 0
Squad Command: 0
Though they must be already tweaking the system again as I've seen seriuos slow down in flight speed an bug drop down in Bonus Defense scores.
As it's the first build offer legit suggestions. Posting this sucksballsomgnerfwereallgonnadieragequit is silly.
They already demonstrated listening to valid suggestions with auto refinement.... what are the issues you have and what do you propose?
Problem: It's a poor system, too generalized and shallow, very little room to specialize, a step or 3 down from the previous one.
Solution: Junk the whole idea, go back to the old system and expand on it.
This is Star Trek, an IP loved by legions of geeks / nerds and techfreaks. Why PW / Cryptic thinks we want less tweakable numbers and stats to min/max I don't know. This is all starting to feel more and more like some crappy FB or smartphone game.
Going to watch this one closely, after reading copious amount of negative feedback on the forums... if they force this BS through against the general will of the players......
That's what I pretty much what they probablly should do.
I like you can fly any ship and fire any weapon now, but others have pointed in another thread that now Tactical Weapon Type consoles are now useless.
And right now I'm looking at ways to improve the new system, like why have thrusters as a seperate skill? Why not have it be boosted by Engine skills or just leave it alone and have it an innate part of the ship you fly?
That's what I pretty much what they probablly should do.
I like you can fly any ship and fire any weapon now, but others have pointed in another thread that now Tactical Weapon Type consoles are now useless.
And right now I'm looking at ways to improve the new system, like why have thrusters as a seperate skill? Why not have it be boosted by Engine skills or just leave it alone and have it an innate part of the ship you fly?
So much rethinking is ahead.
I wouldnt' say they're *useless*.. While it is an 8% drop from going from Damage type to Weapon type, if I wanted to use Antiproton and Phasers beam arrays on my cruiser, I could either have 26% to each via damage type consoles, or 36% to all my beams with weapon type consoles.
That being said, I think they did drop them too much.. Maybe the weapon type consoles should be at 23% instead of 26% if they feel they really *needed* to be changed. Thinking about it though, my guess is they made the change so that there would be very few 'rainbow warrior' ships around, with people using one of every weapon type because they can now. It's obviously more efficient to pick one damage type as the consoles favor it, which therefore naturally avoids multi-damage type ships.
I'm still going to agree that it was an unnecessary change.
1. Almost every build I can think of for VA with some min/maxing leaves 100 xp just floating. I've tried 4 builds and still have 100 just sitting there. I could use them up, but then I'm lowering a skill in favor of spending them. It has all to do with the 50's they put into the system... It's annoying to think 100 pts is useless for my build.
2. Not enough diversity. I appreciate that weapon types are not skill dependent anymore. But they kind of should. But none should belong to another tier than another. Quantums, Phasers, Tetryons, Tricobalts, etc should be all in like the 3rd or 4th tier as a specialization. As it is, it's too bland.
3. The real difference I see is that my tank went from 39k hull up to 50k. That was shocking to some degree. But the abilities need to split off more.
A good tree starts with one or two abilities and branches lean off in different paths, finding the balance from their can be difficult. But more diversity means you may be able to bring those freaking 50s out of the skill purchases so I don't feel that I'm loosing something I want for what sorta, possibly, maybe, eventually, theoretically might assist me.
1. Almost every build I can think of for VA with some min/maxing leaves 100 xp just floating. I've tried 4 builds and still have 100 just sitting there. I could use them up, but then I'm lowering a skill in favor of spending them. It has all to do with the 50's they put into the system... It's annoying to think 100 pts is useless for my build.
I'm not going to touch on the other points right now, but as far as this goes: You need to earn 50 more SP. The current skill build is 50 SP higher than the old build, so you're still 50 SP short of maximum. At VA, under the new build, with full SP earned, there are 0 points left over. Do a few DOFF missions, go out and shoot some ships, whatever, but earn 50 more SP.
1. Almost every build I can think of for VA with some min/maxing leaves 100 xp just floating. I've tried 4 builds and still have 100 just sitting there. I could use them up, but then I'm lowering a skill in favor of spending them. It has all to do with the 50's they put into the system... It's annoying to think 100 pts is useless for my build.
2. Not enough diversity. I appreciate that weapon types are not skill dependent anymore. But they kind of should. But none should belong to another tier than another. Quantums, Phasers, Tetryons, Tricobalts, etc should be all in like the 3rd or 4th tier as a specialization. As it is, it's too bland.
3. The real difference I see is that my tank went from 39k hull up to 50k. That was shocking to some degree. But the abilities need to split off more.
A good tree starts with one or two abilities and branches lean off in different paths, finding the balance from their can be difficult. But more diversity means you may be able to bring those freaking 50s out of the skill purchases so I don't feel that I'm loosing something I want for what sorta, possibly, maybe, eventually, theoretically might assist me.
your number two is bang on. at upper tiers a player will know enough and have seen most weapons. i didn't like how expensive skill cost for different weapons were in the old system, .but i was hoping they would put them all for the same cost and make you pick one, not remove them entirely.
The new system sucks. First off, it's confusing as hell, most of the skills are only affected by 1 skill which doesn't really lead to any diversification. You haven't enough points to cover most of the basics. Most of the stats end up as a nerf.
Three main points one of which you've already failed, the new system you've gotta go read the description and attempt to guess at how the passives actually help your ship and then guess at what skills are actually boosted. In regards to the tactical skills, yes that did need fixing, but rehauling things that weren't broken isn't the way to do it. As for letting other people fly other ships, they're in their particular ship for a reason, this change isn't gonna magically conivince people to hop into a different ship class every hour.
Point being, revert back to the old system and expand on that instead of trying cockamany stunts such as this which isn't likely to earn you very many fans.
Comments
One can make a DPS boat but will find oneself easy prey to SS, TB, PSW or the other Science Crowd Controllers and STun/Placate abilities without points in those areas to fortify defenses.
Tier 1
SS Weapons training: 9
SS Batteries: 9
SS Hull Repair: 9
SS Flow Capacitor: 9
SS Shield Emitters: 9
Assualt Training: 0
Close Combat training: 0
Away Team Leader: Engineer: 0
Away team Leader: Science: 0
Away team Leader: Tactical: 2
Tier 2
SS Energy Weapons: 9
SS Projectile Weapons: 9
Structual Integrity: 9
SS Subsystem Repair: 0
SS Warp Core efficiency: 5
SS Power Insulator: 0
SS Shield systems: 9
Security: 0
Soldier: 0
Special Forces: 0
Tier 3
SS Maneuavers: 9
SS Target systems: 9
SS Electro-Plasma systems: 5
SS Impulse Thrusters: 9
SS Warp Core Potential: 9
SS Graviton Generators: 0
SS Particle Generators: 0
FireArms: 0
Grenades: 0
Martial Arts: 0
Tier 4
SS Attack Patterns: 9
SS Stealth: 0
SS Engine Performance: 0
SS Hull Plating: 9
SS Shield Performance: 9
SS Intertial Dampeners: 5
SS Sensors: 5
Stealth: 0
Tactics: 0
Threat Control: 0
Tier 5
SS Energy Weapon Specialization: 4
SS Projectile Weapon Specialization: 5
SS Armor Reinforcments: 4
SS Auxullary Performance: 0
SS Weapons Performance: 4
SS Counter Measure Systems: 0
SS Subspace Decompiler: 0
Advanced Warfare: 0
Close combat Protection: 0
Squad Command: 0
Overall though, I am not claiming the sky to be falling yet.
I kind of like that aspect of the system that adds a risk and reward, specifically for pvp as it will make team builds more important than individual ones.
My wish would be top tier options to increase skills in a ship type and weapon type to really make choosing a ship meaningful.
Sorry dude, but the "new" skill changes suck balls. ALL of my ships just got a serious nerf. This game is toast if they go through with this. I'm a lifer and I'll never play again if these VERY POORLY throught changes go through. All this is, is a revenue push to sell 780 c-point respecs constantly after the F2P "conversion". It's insulting is what it is, cryptic might as well buy me dinner now, because I like to be fed AFTER I GET ****ED.
I didn't find it easier to understand that my officer's Science power (Hazard Emitters) is boosted by my Engineering skill and an Engineering console. Next up: Tactical powers needing Science skills?
They already demonstrated listening to valid suggestions with auto refinement.... what are the issues you have and what do you propose?
SS Weapons training: 9
SS Batteries: 9
SS Hull Repair: 9
SS Flow Capacitor: 9
SS Shield Emitters: 9
Assualt Training: 0
Close Combat training: 0
Away Team Leader: Engineer: 0
Away team Leader: Science: 0
Away team Leader: Tactical: 0
Tier 2
SS Energy Weapons: 8
SS Projectile Weapons: 8
Structual Integrity: 8
SS Subsystem Repair: 0
SS Warp Core efficiency: 8
SS Power Insulator: 0
SS Shield systems: 8
Security: 0
Soldier: 0
Special Forces: 0
Tier 3
SS Maneuavers: 6
SS Target systems: 6
SS Electro-Plasma systems: 6
SS Impulse Thrusters: 5
SS Warp Core Potential: 5
SS Graviton Generators: 6
SS Particle Generators: 6
FireArms: 0
Grenades: 0
Martial Arts: 0
Tier 4
SS Attack Patterns: 5
SS Stealth: 0
SS Engine Performance: 7
SS Hull Plating: 8
SS Shield Performance: 8
SS Intertial Dampeners: 0
SS Sensors: 0
Stealth: 0
Tactics: 0
Threat Control: 0
Tier 5
SS Energy Weapon Specialization: 4
SS Projectile Weapon Specialization: 4
SS Armor Reinforcments: 3
SS Auxullary Performance: 3
SS Weapons Performance: 4
SS Counter Measure Systems: 4
SS Subspace Decompiler: 4
Advanced Warfare: 0
Close combat Protection: 0
Squad Command: 0
Though they must be already tweaking the system again as I've seen seriuos slow down in flight speed an bug drop down in Bonus Defense scores.
Problem: It's a poor system, too generalized and shallow, very little room to specialize, a step or 3 down from the previous one.
Solution: Junk the whole idea, go back to the old system and expand on it.
This is Star Trek, an IP loved by legions of geeks / nerds and techfreaks. Why PW / Cryptic thinks we want less tweakable numbers and stats to min/max I don't know. This is all starting to feel more and more like some crappy FB or smartphone game.
Going to watch this one closely, after reading copious amount of negative feedback on the forums... if they force this BS through against the general will of the players......
-Cheers
I like you can fly any ship and fire any weapon now, but others have pointed in another thread that now Tactical Weapon Type consoles are now useless.
And right now I'm looking at ways to improve the new system, like why have thrusters as a seperate skill? Why not have it be boosted by Engine skills or just leave it alone and have it an innate part of the ship you fly?
So much rethinking is ahead.
I wouldnt' say they're *useless*.. While it is an 8% drop from going from Damage type to Weapon type, if I wanted to use Antiproton and Phasers beam arrays on my cruiser, I could either have 26% to each via damage type consoles, or 36% to all my beams with weapon type consoles.
That being said, I think they did drop them too much.. Maybe the weapon type consoles should be at 23% instead of 26% if they feel they really *needed* to be changed. Thinking about it though, my guess is they made the change so that there would be very few 'rainbow warrior' ships around, with people using one of every weapon type because they can now. It's obviously more efficient to pick one damage type as the consoles favor it, which therefore naturally avoids multi-damage type ships.
I'm still going to agree that it was an unnecessary change.
1. Almost every build I can think of for VA with some min/maxing leaves 100 xp just floating. I've tried 4 builds and still have 100 just sitting there. I could use them up, but then I'm lowering a skill in favor of spending them. It has all to do with the 50's they put into the system... It's annoying to think 100 pts is useless for my build.
2. Not enough diversity. I appreciate that weapon types are not skill dependent anymore. But they kind of should. But none should belong to another tier than another. Quantums, Phasers, Tetryons, Tricobalts, etc should be all in like the 3rd or 4th tier as a specialization. As it is, it's too bland.
3. The real difference I see is that my tank went from 39k hull up to 50k. That was shocking to some degree. But the abilities need to split off more.
A good tree starts with one or two abilities and branches lean off in different paths, finding the balance from their can be difficult. But more diversity means you may be able to bring those freaking 50s out of the skill purchases so I don't feel that I'm loosing something I want for what sorta, possibly, maybe, eventually, theoretically might assist me.
I'm not going to touch on the other points right now, but as far as this goes: You need to earn 50 more SP. The current skill build is 50 SP higher than the old build, so you're still 50 SP short of maximum. At VA, under the new build, with full SP earned, there are 0 points left over. Do a few DOFF missions, go out and shoot some ships, whatever, but earn 50 more SP.
your number two is bang on. at upper tiers a player will know enough and have seen most weapons. i didn't like how expensive skill cost for different weapons were in the old system, .but i was hoping they would put them all for the same cost and make you pick one, not remove them entirely.
Three main points one of which you've already failed, the new system you've gotta go read the description and attempt to guess at how the passives actually help your ship and then guess at what skills are actually boosted. In regards to the tactical skills, yes that did need fixing, but rehauling things that weren't broken isn't the way to do it. As for letting other people fly other ships, they're in their particular ship for a reason, this change isn't gonna magically conivince people to hop into a different ship class every hour.
Point being, revert back to the old system and expand on that instead of trying cockamany stunts such as this which isn't likely to earn you very many fans.