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Cruisers/science need love

SystemSystem Member, NoReporting Posts: 178,019 Arc User
As it stands, escorts are the main ship class. Why fly anything else when the escort does it better? Currently in one of my discussions the general consensus is 'fly escort'.
Well as it stands, escorts are the only class (on feds) that get a true unique weapon- heavy and dual cannons. (other than gal-x). So maybe it's time to define the role's a little more.
Science ships have their role pretty well defined. Healers/control/disable. And despite the fact most the abilities share a 15 sec cool down (this needs balanced IMO) science ships themselves are pretty well ok with the current weapons.
This leads us to cruisers. The back bone of the fleet, these ships are the balance between science and escort. But the problem is they really don't have a defined role. Science ships tank better, escort ships dps better. So why not make the cruiser defend better. Give the cruiser its own weapon- the turret bank. As in the new startrek movie, you dont see stead beams. But infact turret banks, these turret banks should be a little better than the current turrets, but have a slight increase in power usage. Have similar arcs as beams, and have a special ability given to the ship.

This ability would give it a toggled (toggled IE-can be turned off or on) defensive ability similar to the escorts point defense system. The difference is, it removes the cruisers ability to focus fire onto one target. This balances the defensive power of the weapon, with out making the cruiser a solo pwn mobile. Instead it gives the cruiser a role, as a fleet defender (follows starfleets ideals eh?). Another role/purpose would be the fed counter to KDF's carriers. The escort still retains that it has its console, but cruisers get that extra role perk.
Also could be added to the c-store odyssey!

*puts on flame proof suit*
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I ain't gonna flame ya, I'm simply going to disagree with ya.

    Something needs to be done, absolutely, but IMO, not this.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    ..... so you're asking for a Star Destroyer?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Actually, cruisers and science ships are fine. What is needed is a massive nerf to escort survivability. I think taking their 10% shield reduction to about 50% would do the trick.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    The only complaints I have with the Cruisers is that if you are in a Cruiser-heavy STF Group, you are going to be DPS deficient to accomplish the objectives and sometimes even the mission itself.

    The other is the recent changes to the Shield consoles now being in the Science slot, it detracts other science augmention. They should've stayed Engineering consoles because they are directly related to Engineering by augmenting the shields.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Azurian wrote: »
    The only complaints I have with the Cruisers is that if you are in a Cruiser-heavy STF Group, you are going to be DPS deficient to accomplish the objectives and sometimes even the mission itself.

    The other is the recent changes to the Shield consoles now being in the Science slot, it detracts other science augmention. They should've stayed Engineering consoles because they are directly related to Engineering by augmenting the shields.

    Yeah, STFs are the real issue with non-escorts. I hope the future STFs place more emphasis on sci/engineering abilities. As for the shield console, I like the move to science. The only fix I think they should make is that it should stay at 35% with no stacking. Let there be one excellent science console but not so many that all others are rendered useless.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Vexiom wrote:
    Actually, cruisers and science ships are fine. What is needed is a massive nerf to escort survivability. I think taking their 10% shield reduction to about 50% would do the trick.

    Never nerf. Always buff. If you nerf, you create discontent. If you buff, you bring joy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    like i have said many times.

    Sci & Cruisers are very underpowered in terms of Star trek lore or whatever.

    they should have 10 X 10 phaser banks (20 all up) 4 X torps with spreads at default of 10 torps per launcher at once like IRL star trek
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Vexiom wrote:
    Actually, cruisers and science ships are fine. What is needed is a massive nerf to escort survivability. I think taking their 10% shield reduction to about 50% would do the trick.

    Deep Space 9 would've ended pretty abruptly if that were to happen.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Deep Space 9 would've ended pretty abruptly if that were to happen.

    The Defiant was crippled on its first "real" mission, and the crew either abandoned ship or were taken prisoner.

    :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Issueman wrote:
    As it stands, escorts are the main ship class. Why fly anything else when the escort does it better? Currently in one of my discussions the general consensus is 'fly escort'.
    Well as it stands, escorts are the only class (on feds) that get a true unique weapon- heavy and dual cannons. (other than gal-x). So maybe it's time to define the role's a little more.
    Science ships have their role pretty well defined. Healers/control/disable. And despite the fact most the abilities share a 15 sec cool down (this needs balanced IMO) science ships themselves are pretty well ok with the current weapons.
    This leads us to cruisers. The back bone of the fleet, these ships are the balance between science and escort. But the problem is they really don't have a defined role. Science ships tank better, escort ships dps better. So why not make the cruiser defend better. Give the cruiser its own weapon- the turret bank. As in the new startrek movie, you dont see stead beams. But infact turret banks, these turret banks should be a little better than the current turrets, but have a slight increase in power usage. Have similar arcs as beams, and have a special ability given to the ship.

    This ability would give it a toggled (toggled IE-can be turned off or on) defensive ability similar to the escorts point defense system. The difference is, it removes the cruisers ability to focus fire onto one target. This balances the defensive power of the weapon, with out making the cruiser a solo pwn mobile. Instead it gives the cruiser a role, as a fleet defender (follows starfleets ideals eh?). Another role/purpose would be the fed counter to KDF's carriers. The escort still retains that it has its console, but cruisers get that extra role perk.
    Also could be added to the c-store odyssey!

    *puts on flame proof suit*

    I agree that either cruisers and science ship need some love or that escorts need a nerf. But not what your suggesting, the tech in sto is better than what the new st 09 movie has.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    As I understood it, I thought cruisers were supposed to be the ones suited to tanking. I think escorts need either a shield boost or an engine boost, since with their weak shields as things stand they need to be able to run away faster. Of course, once I reach level 50 I'll have a new cruiser to play with- I've been piloting escorts the whole time :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    As I understood it, I thought cruisers were supposed to be the ones suited to tanking. I think escorts need either a shield boost or an engine boost, since with their weak shields as things stand they need to be able to run away faster. Of course, once I reach level 50 I'll have a new cruiser to play with- I've been piloting escorts the whole time :D

    Ya that is what the ships lack, but we saying the in game the science ships are built for tanking healer etc, escorts heavy dps and crusiers should have both, balanced out of course.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I agree. Dont nerf, buff or create a counter!

    Never nerf. Always buff. If you nerf, you create discontent. If you buff, you bring joy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Nerf escorts? you are joking you know how quick escorts die its a joke, i see cruisers standing up to cubes all the time all we can do is run in let off run out and that alone is sometimes enough to get you killed.

    You want firepower go fly an escort i think the main issue with this game is no one plays the class how it should be played science captains just run in and start firing as do cruisers no help to the escorts that are there i mean like you said escorts do the damage why not try keeping them alive as one of your priority's which is how i presumed they had intended it to be played.

    Again your not an escort damage isn't your role people need to learn the roles i love it when yo get an actual team member that does threw the heals around and doesn't need to be in the thick of the battle firing beams and doing little bits of damage only thing i like about them doing that is it takes the agro of me for a second until i unload my weapons that is then its time to run.

    I cannot go toe to toe with a cube for more than a minute if its targeting me engineers seems to do a pretty great job to me and science seem to live a lot longer too.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    As it stands, in PvE, there is absolutely no reason to use anything but an Escort, except for if you want to roll play or something.

    DPS? Obviously.
    CC? Check (MVAE)
    Healing? Check (MVAE/Fleet)
    Tank? Check (MVAE/Fleet)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    And in story missions, cruiser is the way to go, especially when you're the only friendly ship around.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Macerx wrote: »
    Nerf escorts? you are joking you know how quick escorts die its a joke, i see cruisers standing up to cubes all the time all we can do is run in let off run out and that alone is sometimes enough to get you killed.

    In STFs, if an escort dies to anything other than the stupid stealth one-shot torpedoes (which also kill cruisers), then the escort pilot screwed up. Period.

    If your portrayal of escort fragility were true, then everything would be fine, but it is simply not the case. Between double tactical teams, EPtS, RSP, TSS, and HE, your typical escort has a number of tanking abilities similar to your typical cruiser, except they do more than twice the damage and have amazing speed & maneuverability.
    Macerx wrote: »
    You want firepower go fly an escort i think the main issue with this game is no one plays the class how it should be played science captains just run in and start firing as do cruisers no help to the escorts that are there i mean like you said escorts do the damage why not try keeping them alive as one of your priority's which is how i presumed they had intended it to be played.

    Stop presuming, and get some experience. In STFs, any ship that isn't shooting at something is doing it very wrong.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    And in story missions, cruiser is the way to go, especially when you're the only friendly ship around.

    Sorry to burst your bubble, but cruisers are probably the worst solo PvE ship. Escorts can do the same content in half the time, and don't need to spend ages circling around to pickup loot.
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