In the Tactical skill tree, there is a Tier 4 skill entitled ""Starship Stealth". This skill specifically:
"Improves your ship's stealth abilities, like Mask Energy Signature and Cloak."
Here is the problem -- I think I can count on one hand the number of Federation captains who actually use Mask Energy Signature -- it is one of those skills that simply is not that valuable...yet for the KDF, most of this factions vessels have a built-in cloak, whether they want it or not. The unwritten issue with this skill is that if you don't throw some points into it and gain some levels, then your vessel cloak will be operating at a basic level, and you will be detected much easier than if you had put points into this skill.
Now...further down in the tree...under Science and Operations there is another T4 skill called "Starship Sensors." This skill allows the player to detect stealthed vessels -- like cloaked ships -- much faster. On top of that, speccing into this skill not only helps to negate the cloak, it also provides additional resistance to scamble and jam sensors.
The way that this affects the KDF is that it is essentially a double whammy. KDF ships that cloak are already penalized for having the cloak. Secondly, a Federation captain does not have to spend points in Stealth at all -- the vast majority of Feds do not use Mask Energy Signature...and of the handfull of vessels that can cloak on the Fed side, it is a non-issue since the vessels that have that cloak do not depend on it entirely for their survival. Thirdly, the skill that balances the Stealth skill provides side benefits -- resistances -- to key CC powers.
Bottom line is this -- in order to be effective in a BoP, Vorcha, Negh'Var, K'Tinga, whatever...a KDF captain is going to have to spend points in Stealth. Federation counterparts, on the other hand, can easily pass this one by without issue, freeing up somewhere from 600-5,400 points (600 points per level, 9 levels) that can be spent elsewhere. The other skill that "balances" stealth is something that most captains will throw a few points in because of the specific resists. This means that theorectically, the Federation captains would have a potential 7% "efficiency bonus" in that they can divert points to other skills by ignoring stealth, whereas a KDF player pretty much needs to spec into it if they are flying a cloaking ship, and will therefore have less points to spend in other areas. This gives Federation captains a minor but significant edge.
Bottom line is that I think that the "Stealth" skill should not even be in the tree, and that the Starship sensors should provide the resistances, but not address stealth detection since that is already a function of Aux power, and specific science skills/ships -- such as the Nebula -- which incidentally if all goes to plan it's special power will be a console that can be equipped on any sci ship, which means that ANY sci ship will be able to deploy a sensor net to enhance stealth and cloak detection.
Well there are two ships Federation side that come with cloaks, but your basic argument stands, since almost all Klingon side ship come with it, or can be cloaked by someone with that one C-Store cruiser console.
You also failed to mention that if we want to counter that sensor scan skill, we need now take a tier 5 skill (the engineering Auxiliary skill) and since we're limited to only 3 tier 5 skills, you're seriously gimping another position just in order to ensure your ship can maybe evade a sci ships cloak.
But then, should you be surprised? The devs have steadily nerfed cloaking on the cries of horrible federation PvP players steadily since launch. (The good players figured out how to adapt and overcome on their own). The devs however know if they took cloak completely away from the Klingon side, people would cry Star Trek Lore Fouls. So they simply found a new way to nerf it more, and make it more into a gimic then useful.
Actually the KDF ships get their cloak as "free" advantage over the Fed ships; therefore I'd say it's unfair that next to all Fed ships come without, while most KDF ships come with cloak - having to spec stealth to improve cloak is in this picture just a minor tradeoff and fully optional.
Actually the KDF ships get their cloak as "free" advantage over the Fed ships; therefore I'd say it's unfair that next to all Fed ships come without, while most KDF ships come with cloak - having to spec stealth to improve cloak is in this picture just a minor tradeoff and fully optional.
Schneemann,
Please re-read my final paragraph -- the fact is that there is already a stealth detection function in place . The way this skill revamp is set up concerning the cloak is a direct strike at nerfing cloaking ships -- i.e., KDF vessels for the most part. The skill revamp enhances stealth detection, while providing less points for KDF players to use, unless they want to go without Stealth at all.
And you are wrong that the cloak comes with no cost or is "free". There are built-in tradeoffs for having that cloak built directly into the ship design. It has been a while...but I think that Federation shields tend to be more efficient or "heavier" as a tradeoff.
I think this is a non-issue. Klingon ships were buffed long ago concerning "Balanced for Cloak", so having a Cloak really isn't taken into account for ship balance any longer. It's pretty much a perk for playing a Klingon character. Even so not all KDF ships have cloak, including Carriers, Science Ships, and some Cruisers/Escorts.
Secondly, having a good cloak is really only important for the Bird of Prey. It's not a skill at all I'd spend any points in as a Battle Cruiser captain since Cloak isn't a key ability. It's only there for me to disappear after escape, or to ensure first strike against a target. In neither case will I be so close that I'll be detected without a Sensor Scan or other abilities.
I also think it's not a big issue. I don't think many people ever specced before into cloak (was that even possible? Not sure if was the sensors skills that helped or some aux related skills).
With all due respect, there are several issues at play here.
The first issue is that this is the only skill-related functionality that is specifically pointed towards a specific unique ability -- an ability that is primarily KDF -- in the entire skill tree.
Secondly, you are absolutely right that it is a non-issue for Federation players...but for KDF players, it takes on a certain significance in that -- as the Devs have pointed out -- the point is to allow players to switch freely between ships. Considering that the BoP, as well as other cloaking vessels, use the cloak for a specific purpose, every KDF player will need to have at least a level or two in this skill set to preserve the integrity of first strike as well as escape capabilities.
Federation captains could care less, and are not worried about the points...because they will simply max out starship sensors, run a bit more aux, throw the Nebula's sci console into a spare console slot, and, just from those three actions alone, seriously degrade the base functionality of a unique skill that some KDF vessels do rely on for survival. On the other hand, the trade off is that a KDF captain will spec into this skill set...and have less points as a result to use elsewhere.
No other skill in this system requires a Federation captain to spec into it -- and to be honest, neither does the stealth skill, after all, a KDF player can choose to put zero points into it -- that is a choice they have -- but it is a choice that has two side effects -- it effects playstyle at the tactical combat level in several different ways, and it affects ships in that the KDF will essentially be "saddled" with an ability that is severely degraded. The end result will be less use of the cloak for tactical purposes...which has been a major goal of the Federation player base since day one....
It is somewhat based on opinion and playstyle...but if this is a "non-issue" then why is it a Tier 4 skill with a specific counter in the Operations tree? Evidently, the thinking at the Dev design level is that it is a big deal...
I do understand your concern, but have you tested the change yet? Is our Cloak really downgraded and we need this skill to "bring it up to par"? Or is Starship Cloak skill strictly a bonus?
Frankly I think it's strange its on the skill tree at all, and assume it's only there to have something for people to spend points on. Much like Starship Batteries at Tier 1.
If you'd like we can test this on Tribble. If you log into the game send me a message and see if I'm on, or we can arrange a time for a test. I have a Science captain with a Nebula so we could really see how this influences Cloak. We can also try this with Mask Energy Signature.
Easier to test and put the issue to rest, rather than simply debate based on opinion.
Stealth is not just a KDF thing, and your concerns are not waranted because you are incorrect in your assumption of the skill.
Cloak is unchanged. Adding points to the Stealth Skill simply improves the cloak you have. It will help you better counter ships like the Nebula, or someone running high AUX to detect you.
Your cloak is no weaker now than it is on live. It can simply be made better if you choose to put some points into it.
I have 2 lvl 51 KDF characters, both have ships with stealth. Both work just as they did before without any points into Stealth.
I do agree it has no place on the skill tree, because it is one of those skill I can't see many people putting points into.
I think your blowing this out of preportion cloaking is so efficient at the moment that even with a sci vessel at full aux and with sensor skills up the ying yang they might be able to detect you at 2 km and this is with a cloaker at the lowest aux setting available. Most cloakers are going to attack you way before they get in that range. A Nebula with the tachyon detection grid might be able to pick you further from that and most sci captains aren't going to waste their sensor scan on a chance you might be their and loss their resist debuff.
So I don't see what you are complaining about the only people that would probaly care to put points in the stealth skill are those that are afraid of being detected by skills which isn't going to happen often.
Actually the KDF ships get their cloak as "free" advantage over the Fed ships; therefore I'd say it's unfair that next to all Fed ships come without, while most KDF ships come with cloak - having to spec stealth to improve cloak is in this picture just a minor tradeoff and fully optional.
Klingon ships have less hull and shields and loose a console in some cases its not free.
Look at the brightside, there is no good reason for anyone to spec for Starship Sensors (stealth detection) and it is just as costly.
Starship Sensors only improves Stealth sight and resistance to confuse and placate. However, Science Team is now free so that sort of negates the need for Sensors even more. There's really no good reason for anyone to invest in Stealth detection methods. It's just a point sinker. Nothing more. It no longer effects Sensor Scan's DR Debuff or Target Systems drain. Scramble has even moved to Countermeasures. I haven't looked into it but Science powers received a 75% nerf with the new skill tree. I wouldn't at all be surprised if stealth detection got nerfed with that as well. It probably deserves more testing. My guess is that you have nothing to worry about.
One thing I noticed though, in comparing the actual numbers, is that without any points in stealth the actual stealth rating of Mask Energy Signature 1 and the Defiant's cloak only dropped by about 100 points - out of ~5000. Not very much at all, especially when you realize that things like sensor scan got nerfed as much or more right alongside it. I haven't tried putting points into stealth to see how much it boosts the cloak, but realistically it hardly matters.
Honestly stealth and starship sensors are both practically worthless as it is, especially being at t4.
For one, cloak speccing already exists in the old system, it was just not documented at all. Aux performance, aux maintenance, and starship engineering training all work to enhance cloak/MES. In the same vein, speccing for sensors/cloak detection already exists in the old system, by training Starship Operations training, Sensors, and Sensor Array.
Second, cloak speccing is really quite irrelevant. It really doesn't help much at all. Why? Because if you are trying to stay cloaked and undetected, you are not getting near a science ship. If you ARE getting near one, then you are about to decloak. Distance has always outweighed any other factor by far with cloak detection.
Third, my science ship captain ported to Tribble has about 50-60% of the sensor rating that I used to have on Holodeck, specced for sensors. I'm not even sure what is going on there, but cloak detection has taken a massive nerf for whatever reason while cloaking has not really changed much at all.
Third, my science ship captain ported to Tribble has about 50-60% of the sensor rating that I used to have on Holodeck, specced for sensors. I'm not even sure what is going on there, but cloak detection has taken a massive nerf for whatever reason while cloaking has not really changed much at all.
"The effectiveness (magnitude or duration) of those skills will be modified to approximately 75% of what you can achieve now with full skills. For example, if an ability would grant a base 10% debuff, and could be improved to a 20% debuff if you have max (9 levels) in all 3 skills that affected that ability, then that ability now will just come with a flat 17.5% debuff."
- Captain Geko
He kept his promise that several abilities were going to be hit with the nerf bat. Sci's were hit very hard.
Look at the brightside, there is no good reason for anyone to spec for Starship Sensors (stealth detection) and it is just as costly.
Starship Sensors only improves Stealth sight and resistance to confuse and placate. However, Science Team is now free so that sort of negates the need for Sensors even more. There's really no good reason for anyone to invest in Stealth detection methods. It's just a point sinker. Nothing more. It no longer effects Sensor Scan's DR Debuff or Target Systems drain. Scramble has even moved to Countermeasures. I haven't looked into it but Science powers received a 75% nerf with the new skill tree. I wouldn't at all be surprised if stealth detection got nerfed with that as well. It probably deserves more testing. My guess is that you have nothing to worry about.
The problem is that Starship Sensors also provide resistances to Jam and Scramble Sensors....so it is more than just a stealth detection buff...in fact, the primary purpose behind Starship Sensors is to mitigate the effects of Jam and Scramble sensors...which is why most people WILL spec at least a few levels into it, I think.
The problem is that Starship Sensors also provide resistances to Jam and Scramble Sensors....so it is more than just a stealth detection buff...in fact, the primary purpose behind Starship Sensors is to mitigate the effects of Jam and Scramble sensors...which is why most people WILL spec at least a few levels into it, I think.
Starship Sensors only improves Stealth sight and resistance to confuse and placate (that is Scramble, AMS and Jam Sensors). However, Science Team is now free so that sort of negates the need for Sensors even more. There's really no good reason for anyone to invest in Stealth detection methods. It's just a point sinker. Nothing more. It no longer effects Sensor Scan's DR Debuff or Target Systems drain. Scramble has even moved to Countermeasures. I haven't looked into it but Science powers received a 75% nerf with the new skill tree. I wouldn't at all be surprised if stealth detection got nerfed with that as well. It probably deserves more testing. My guess is that you have nothing to worry about.
Nah, it's easier just to carry science team and that's free now. Starship Sensors is nothing but a points sink. See my earlier post detailing why. I have looked into it and stealth detection has been hit with nerf bat as Captain Geko promised several powers would be. These skill changes may actually be working in your favor when you consider that.
"The effectiveness (magnitude or duration) of those skills will be modified to approximately 75% of what you can achieve now with full skills. For example, if an ability would grant a base 10% debuff, and could be improved to a 20% debuff if you have max (9 levels) in all 3 skills that affected that ability, then that ability now will just come with a flat 17.5% debuff."
- Captain Geko
He kept his promise that several abilities were going to be hit with the nerf bat. Sci's were hit very hard.
I'm aware of that. The problem is that isn't what is going on with the sensor rating. In fact, fully skilling the new relevant skill should put you close to where you were on Holodeck, as seen with most other abilities. However, this is not the case with sensors. As I've noted, its a little more than half of what it was on Holodeck, despite skilling sensors, which is very far off the mark.
In fact, fully skilling the new relevant skill should put you close to where you were on Holodeck, as seen with most other abilities..
Exactly the opposite. It's intentional that certain powers fully skilled on Tribble get you no where near holodecks version. It's been instituted as an economy sink and has been a hot topic ever since Geko announced it would be happening. There are some powers which managed to escape the nerf but Science was hit particularly hard. The aim is to make builds more dependent on gear. These new Positron deflectors which add hull and shields to your build are an example of just how they are trying to achieve that goal. I now have an Intrepid R with 40k in hull and 16k in shields thanks to that one.
1st number is Intrepid-R on Holodeck, 2nd is Intrepid on Tribble, colored to show which came out ahead, red for Holodeck, blue for Tribble.
Note the powers nerf from the Tribble build. Target Subsystems, Sensor Scan and Science Fleet have been particularly hit hard as Geko warned us they would be. That was definitely followed through on.
Captain Geko wrote: "The effectiveness (magnitude or duration) of those skills will be modified to approximately 75% of what you can achieve now with full skills. For example, if an ability would grant a base 10% debuff, and could be improved to a 20% debuff if you have max (9 levels) in all 3 skills that affected that ability, then that ability now will just come with a flat 17.5% debuff."
Power Levels 40/25 50/25
69/50 71/50
56/25 57/25
125/100 125/100
Target Subsystems I -45 Shield Power Setting // -36 Shield Power Setting
Target Subsystems II -60 Shield Power Setting // -48 Shield Power Setting
***At max skill Tribble's version of Target Subs II just became as good as Holodeck's version of Target Subs I
Emergency Power To Shields I 1,462 - +22 - 18% // 1,346 +22 - 18%
Emergency Power To Shields II 1,950 - +32 - 22% // 1,794 +30 - 24%
Science Team I 2,149 Shield Regeneration // 2,018 Shield Regeneration
Hazard Emitters I 14,587 +22 DR // +13,195 +23 DR
Scramble Sensors I 14 seconds (non spec) // 13 seconds (non spec)
Tractor Beam III 116 Kinetic Damage x42 (102 DPS) // 93 Kinetic Damage x42 (82 DPS)
Transfer Shield Strength II 1,149 - 327 - 18% // 1,277 - 364 - 18%
Transfer Shield Strength III 1,436 - 409 - 22% // 1,596 - 455 - 22%
Gravity Well III **Holodeck tooltip broken** // 2,076 Kinetic Damage per/sec -0.53 Repel
Sensor Scan -97 All DR // -68 All DR
Subnuke - 252 % // -233%
Science Fleet 40 % DR to shields // 33% DR to shields
I also think it's not a big issue. I don't think many people ever specced before into cloak (was that even possible? Not sure if was the sensors skills that helped or some aux related skills).
Yeah, I think the only thing that boosts Cloak stealth on Holodeck currently is the Aux Power setting (and *possibly* skills that boost Aux Power setting, as those skills help Mask Energy signature, but say nothing about cloak, and I can't currently check).
If anything, this skill lets Cloak users *boost* their stealth beyond just Aux Power usage. As such, it's not a *required* skill for cloak users, but only for those who want to be the stealthiest of the stealthy. I think its fine the way it is (although more testing should be done, obviously).
Stealth is not just a KDF thing, and your concerns are not waranted because you are incorrect in your assumption of the skill.
Cloak is unchanged. Adding points to the Stealth Skill simply improves the cloak you have. It will help you better counter ships like the Nebula, or someone running high AUX to detect you.
Your cloak is no weaker now than it is on live. It can simply be made better if you choose to put some points into it.
I have 2 lvl 51 KDF characters, both have ships with stealth. Both work just as they did before without any points into Stealth.
I do agree it has no place on the skill tree, because it is one of those skill I can't see many people putting points into.
I have to agree. My BoP seems to be the same in its ability to remain stealthy. I have spent no points in stealth and have found no reason too.
Now that may change is a decided to make a high-stealth B'rel torpedo boat, which is the sacrifice I would choose to make in my SP spending at that time.
All-in-All, I must agree with Rooster75 in that the new Skill system is designed to make a player choose more (and thusly make sacrifices at times) and buff via equipment and even DOff to a minor degree.
Comments
You also failed to mention that if we want to counter that sensor scan skill, we need now take a tier 5 skill (the engineering Auxiliary skill) and since we're limited to only 3 tier 5 skills, you're seriously gimping another position just in order to ensure your ship can maybe evade a sci ships cloak.
But then, should you be surprised? The devs have steadily nerfed cloaking on the cries of horrible federation PvP players steadily since launch. (The good players figured out how to adapt and overcome on their own). The devs however know if they took cloak completely away from the Klingon side, people would cry Star Trek Lore Fouls. So they simply found a new way to nerf it more, and make it more into a gimic then useful.
Schneemann,
Please re-read my final paragraph -- the fact is that there is already a stealth detection function in place . The way this skill revamp is set up concerning the cloak is a direct strike at nerfing cloaking ships -- i.e., KDF vessels for the most part. The skill revamp enhances stealth detection, while providing less points for KDF players to use, unless they want to go without Stealth at all.
And you are wrong that the cloak comes with no cost or is "free". There are built-in tradeoffs for having that cloak built directly into the ship design. It has been a while...but I think that Federation shields tend to be more efficient or "heavier" as a tradeoff.
i am a fed-eng VA in a galaxy retrofit and tested the T4 skill called "Starship Sensors"
i max out the "Starship Sensors" skill and equipt my galaxy with 3 science console for the sensor´s...
under the best engerie conditions for boosting the aux-energie i was able to detect a klingon raptor in a privat pvp-match.
his cloak didn´t work in a distanz of 1,2 km
he even didn´t skill the "Starship Stealth"
i don´t see a disadvantage for klingons after all.
the detection range is so small that no klingon-pvpler will ever notice a danger
Secondly, having a good cloak is really only important for the Bird of Prey. It's not a skill at all I'd spend any points in as a Battle Cruiser captain since Cloak isn't a key ability. It's only there for me to disappear after escape, or to ensure first strike against a target. In neither case will I be so close that I'll be detected without a Sensor Scan or other abilities.
With all due respect, there are several issues at play here.
The first issue is that this is the only skill-related functionality that is specifically pointed towards a specific unique ability -- an ability that is primarily KDF -- in the entire skill tree.
Secondly, you are absolutely right that it is a non-issue for Federation players...but for KDF players, it takes on a certain significance in that -- as the Devs have pointed out -- the point is to allow players to switch freely between ships. Considering that the BoP, as well as other cloaking vessels, use the cloak for a specific purpose, every KDF player will need to have at least a level or two in this skill set to preserve the integrity of first strike as well as escape capabilities.
Federation captains could care less, and are not worried about the points...because they will simply max out starship sensors, run a bit more aux, throw the Nebula's sci console into a spare console slot, and, just from those three actions alone, seriously degrade the base functionality of a unique skill that some KDF vessels do rely on for survival. On the other hand, the trade off is that a KDF captain will spec into this skill set...and have less points as a result to use elsewhere.
No other skill in this system requires a Federation captain to spec into it -- and to be honest, neither does the stealth skill, after all, a KDF player can choose to put zero points into it -- that is a choice they have -- but it is a choice that has two side effects -- it effects playstyle at the tactical combat level in several different ways, and it affects ships in that the KDF will essentially be "saddled" with an ability that is severely degraded. The end result will be less use of the cloak for tactical purposes...which has been a major goal of the Federation player base since day one....
It is somewhat based on opinion and playstyle...but if this is a "non-issue" then why is it a Tier 4 skill with a specific counter in the Operations tree? Evidently, the thinking at the Dev design level is that it is a big deal...
Frankly I think it's strange its on the skill tree at all, and assume it's only there to have something for people to spend points on. Much like Starship Batteries at Tier 1.
If you'd like we can test this on Tribble. If you log into the game send me a message and see if I'm on, or we can arrange a time for a test. I have a Science captain with a Nebula so we could really see how this influences Cloak. We can also try this with Mask Energy Signature.
Easier to test and put the issue to rest, rather than simply debate based on opinion.
Cloak is unchanged. Adding points to the Stealth Skill simply improves the cloak you have. It will help you better counter ships like the Nebula, or someone running high AUX to detect you.
Your cloak is no weaker now than it is on live. It can simply be made better if you choose to put some points into it.
I have 2 lvl 51 KDF characters, both have ships with stealth. Both work just as they did before without any points into Stealth.
I do agree it has no place on the skill tree, because it is one of those skill I can't see many people putting points into.
So I don't see what you are complaining about the only people that would probaly care to put points in the stealth skill are those that are afraid of being detected by skills which isn't going to happen often.
Klingon ships have less hull and shields and loose a console in some cases its not free.
Starship Sensors only improves Stealth sight and resistance to confuse and placate. However, Science Team is now free so that sort of negates the need for Sensors even more. There's really no good reason for anyone to invest in Stealth detection methods. It's just a point sinker. Nothing more. It no longer effects Sensor Scan's DR Debuff or Target Systems drain. Scramble has even moved to Countermeasures. I haven't looked into it but Science powers received a 75% nerf with the new skill tree. I wouldn't at all be surprised if stealth detection got nerfed with that as well. It probably deserves more testing. My guess is that you have nothing to worry about.
You can always pick up a Positron Deflector which will add more hull and shields to your ship. http://i90.photobucket.com/albums/k246/treasurem_1975/screenshot_2011-11-05-10-30-31.jpg
Not exactly true. Starship Sensors also effects Sensor Scan's debuff
Honestly stealth and starship sensors are both practically worthless as it is, especially being at t4.
For one, cloak speccing already exists in the old system, it was just not documented at all. Aux performance, aux maintenance, and starship engineering training all work to enhance cloak/MES. In the same vein, speccing for sensors/cloak detection already exists in the old system, by training Starship Operations training, Sensors, and Sensor Array.
Second, cloak speccing is really quite irrelevant. It really doesn't help much at all. Why? Because if you are trying to stay cloaked and undetected, you are not getting near a science ship. If you ARE getting near one, then you are about to decloak. Distance has always outweighed any other factor by far with cloak detection.
Third, my science ship captain ported to Tribble has about 50-60% of the sensor rating that I used to have on Holodeck, specced for sensors. I'm not even sure what is going on there, but cloak detection has taken a massive nerf for whatever reason while cloaking has not really changed much at all.
So relax because its not a real issue.
"The effectiveness (magnitude or duration) of those skills will be modified to approximately 75% of what you can achieve now with full skills. For example, if an ability would grant a base 10% debuff, and could be improved to a 20% debuff if you have max (9 levels) in all 3 skills that affected that ability, then that ability now will just come with a flat 17.5% debuff."
- Captain Geko
He kept his promise that several abilities were going to be hit with the nerf bat. Sci's were hit very hard.
http://forums.startrekonline.com/showpost.php?p=3824938&postcount=1
The problem is that Starship Sensors also provide resistances to Jam and Scramble Sensors....so it is more than just a stealth detection buff...in fact, the primary purpose behind Starship Sensors is to mitigate the effects of Jam and Scramble sensors...which is why most people WILL spec at least a few levels into it, I think.
And I like this suggestion immensely
Nah, it's easier just to carry science team and that's free now. Starship Sensors is nothing but a points sink. See my earlier post detailing why. I have looked into it and stealth detection has been hit with nerf bat as Captain Geko promised several powers would be. These skill changes may actually be working in your favor when you consider that.
I'm aware of that. The problem is that isn't what is going on with the sensor rating. In fact, fully skilling the new relevant skill should put you close to where you were on Holodeck, as seen with most other abilities. However, this is not the case with sensors. As I've noted, its a little more than half of what it was on Holodeck, despite skilling sensors, which is very far off the mark.
Exactly the opposite. It's intentional that certain powers fully skilled on Tribble get you no where near holodecks version. It's been instituted as an economy sink and has been a hot topic ever since Geko announced it would be happening. There are some powers which managed to escape the nerf but Science was hit particularly hard. The aim is to make builds more dependent on gear. These new Positron deflectors which add hull and shields to your build are an example of just how they are trying to achieve that goal. I now have an Intrepid R with 40k in hull and 16k in shields thanks to that one.
Here's a hard comparison:
Yeah, I think the only thing that boosts Cloak stealth on Holodeck currently is the Aux Power setting (and *possibly* skills that boost Aux Power setting, as those skills help Mask Energy signature, but say nothing about cloak, and I can't currently check).
If anything, this skill lets Cloak users *boost* their stealth beyond just Aux Power usage. As such, it's not a *required* skill for cloak users, but only for those who want to be the stealthiest of the stealthy. I think its fine the way it is (although more testing should be done, obviously).
I have to agree. My BoP seems to be the same in its ability to remain stealthy. I have spent no points in stealth and have found no reason too.
Now that may change is a decided to make a high-stealth B'rel torpedo boat, which is the sacrifice I would choose to make in my SP spending at that time.
All-in-All, I must agree with Rooster75 in that the new Skill system is designed to make a player choose more (and thusly make sacrifices at times) and buff via equipment and even DOff to a minor degree.