Well, I can only think of two abilites that that don't work or can't apply properly.
1) Self Destruct
Youn can't ever get to use it because you are destroyed before it goes off. Why can't the Devs just make it instant?
2) Raming Speed.
Its mostly useless because when fighting opponants, you are hardly facing eachother so you using Raming Speed throws you in the opposite direction.
Can't Cryptic replace these or figure out a way to make them better?
1). The entire point of Self Destruct is meaningless in a game where you respawn, if ships where captureable than Scuttling it to prevent the enemy getting it would have a purpose.
Perhaps it detonates bigger, I don't know. Weird I actually agree with you on something. Perhaps it's just there for the Role players to blow their ship up before they get a new one.
2). Originally Ramming Speed could be used at any time, this led to some fantastic abuses such as coordinated team ramming in PVP when somebody used RSP or FBP. Ramming a ship completely ignores shields and chances are you'll die too thus meaning your Warp core breach will be at point blank too. It makes a far better last resort than Self Destruct. Now that Ramming speed is only available when your hull is 50% or lower it's a good speed boost that can sometimes save you.
There are also DOFFs that make you more resilient when using Ramming speed. Oh and for the record Escorts, some Sci Vessel builds, and Cannon Cruisers are usually head on to their opponents.
1) In theory it explodes more. Timing is indeed an issue though and it isn't an easy thing to test lol
2) This should probably be renamed 'running speed.' It is useful to try to put some distance in if you are in a bad situation. It is occasionally useful in that manner, so although misnamed, it is useful.
Edit: There tends to be an assumption that a limited use or nigh useless ability is replacing something useful. That is often not the case. Sometimes it is there just as a limited use ability.
While I do agree with you in regards to Self Destruct, Ramming Speed is actually quite useful and fun (even after the adjustment that requires a certain amount of damage. It does make me sad to see people using Ramming Speed to run though. In that situation it should cause an automatic self destruct, lol.
Who ever came up with the self destruct ability had an idea and stopped thinking what it could be 10 sec after having the idea.
even if it was instant, it would still be a worthless ability...not even funny. delete that and give everybody a free polarize hull 1 or a tractor beam.
Ramming speed can save you actually, i have to agree here with others, but it is just a divert power to engines button that activates collisions and frees you from snares like tractor beam. They could just leave the colission part away and make it allways activateable, or whenever you're snared (gravity well, tractor beam etc.)
Fleet Support: What ticks me off is that you need to still be alive for about 4 seconds longer after you activate the button in order for the ships to actually arrive. So many times when I know I'm going to die, but press fleet support in hopes of getting some NPC backup to continue fighting for me while I respawn, only to suddenly be destroyed as soon as I hit the button, thereby wasting it.
Nadion inversion. It used to make your energy weapons draw only 5 power instead of 10 for a short time. Now all it does it make you slightly tougher to energy drain.
I don't find ramming speed useless at all. I use it to escape battles that are going badly for me so I can get enough distance/ time to regenerate or wait for the heal cool downs to end.
Nadion inversion? That's useless.
Self destruct? TRIBBLE no! I'm going down with the ship.
Nadion inversion? I know nothing better in my Oddy. It's only with this ability that I manage to stay at max weapons power while firing 7 arrays. Very useful if you're planning a FAW or Beam Overload, it pretty much prevents the energy depletion.
Ramming speed? Yeah, backup Evasive Maneuvers, so, it is sometimes useful.
Nadion inversion. It used to make your energy weapons draw only 5 power instead of 10 for a short time. Now all it does it make you slightly tougher to energy drain.
Yeah nah. It does work. 6 beams @125 power for me normally drains weapons power down into the 80's, with that active it stays above 110.
I really like the idea of replacing the self destruction with tractor beam, i mean, in Star Trek EVERY ship from the runabouts up have it, yet here it is a sort of "special" ability.
Ramming speed is truly a backup evasive manoeuvres and it saved my butt a lot of times.
1). The entire point of Self Destruct is meaningless in a game where you respawn, if ships where captureable than Scuttling it to prevent the enemy getting it would have a purpose.
Perhaps it detonates bigger, I don't know. Weird I actually agree with you on something. Perhaps it's just there for the Role players to blow their ship up before they get a new one.
2). Originally Ramming Speed could be used at any time, this led to some fantastic abuses such as coordinated team ramming in PVP when somebody used RSP or FBP. Ramming a ship completely ignores shields and chances are you'll die too thus meaning your Warp core breach will be at point blank too. It makes a far better last resort than Self Destruct. Now that Ramming speed is only available when your hull is 50% or lower it's a good speed boost that can sometimes save you.
There are also DOFFs that make you more resilient when using Ramming speed. Oh and for the record Escorts, some Sci Vessel builds, and Cannon Cruisers are usually head on to their opponents.
Not if you a Dread like me, they don't dare stay in my front so my Ramming Speed don't get to hit anybody. I tried those duty officers before, and it don't help much.
I really like the idea of replacing the self destruction with tractor beam, i mean, in Star Trek EVERY ship from the runabouts up have it, yet here it is a sort of "special" ability.
Ramming speed is truly a backup evasive manoeuvres and it saved my butt a lot of times.
It has never saved me because I attract escort attacks and they generally outrun me. I have to use my Deuterium reserves to escape and overcome there speed. With that combined with evasive manuver, I would be half way acrosse the map. I use anti-matter spread to get out of tractor beams.
While I do agree with you in regards to Self Destruct, Ramming Speed is actually quite useful and fun (even after the adjustment that requires a certain amount of damage. It does make me sad to see people using Ramming Speed to run though. In that situation it should cause an automatic self destruct, lol.
I use it often to escape Tractors and the like. But I rememember I used it recently to ram something to death. May have been the STF Carrier or Donatra's ship to avoid going through the torture of the low DPS team any longer.
I'm actually going to go out and defend Abandon Ship a little. I use it in Elite STFs where my hull is below 10%, I have Borg still firing everything at me, and there is no way I'm going to repair myself in time before the next volley of torpedoes rips my ship apart. In other words I'm going to die anyway. Ramming Speed isn't going to propel me out enough, and my ship is too slow to point myself at any of the Borg. That's when I pop Abandon Ship, die quickly so I can respawn afresh, and avoid any injuries.
True is very effective at blowing other ships ups (the size of explosion could really do with a boost), but for me, it does have enough use to sit on my toolbar.
It has never saved me because I attract escort attacks and they generally outrun me. I have to use my Deuterium reserves to escape and overcome there speed. With that combined with evasive manuver, I would be half way acrosse the map. I use anti-matter spread to get out of tractor beams.
i think it is meant to save you mostly in stf's.
and i think deuterium +evasive maneuvers is a waste since they don't stack up. or they even share a CD. But to be honest i'm not sure about the CD sharing.
Not if you a Dread like me, they don't dare stay in my front so my Ramming Speed don't get to hit anybody
i have yet to see a dreadnaught in PVP with dual cannons that didn' t lose 15-0. Doing too little dmg to bring down an average cruiser, and being too slow to bring an escort or sci vessel into the fireing arc.
But maybe if somebody is dumb enough to confront you head on with no tactical team rdy...well they deserved it anyway.
But i guess it's cool in PVE. My kar'fi has dual cannons, and when i tried it in PVP i wasn't able to bring the cannons in place for more than one burst or two. Even with APO3.
Nadion inversion works just fine on my oddy and kar'fi.
I agree, Ramming Speed is a great tool, even with the damage restriction to use. Nothing like getting in over your head and taking way too much damage then hitting the ramming speed button as you turn to exit- drop a buncha mines, reinforce the rear shield and launch a har'Pheng.
How about Neural Neutralizer? That is rather worthless... It is supposed to stop folks from attacking you who are up close and that you are not damaging. The number of occasions I have found that to actually mean anything: 0
You could always use the Self destruct near a enemy vessel to try and destroy it and take them down with you never tried it myself but maybe worth a try
Well, Self destruct is sort of pointless. 5k extra damage is barely nothing in this game. On the flip side a neghvars normal breach is like 40k in PvE. Raptors explode for that same amount in all STFs. Why should my ship explode for less than that. It should be something along the lines of damage = hull points at activation x 500%. Damage should also scale to a larger distance.
I always found Photonic Officer (the sci boff ability) to be really useless.
Well, Self destruct is sort of pointless. 5k extra damage is barely nothing in this game. On the flip side a neghvars normal breach is like 40k in PvE. Raptors explode for that same amount in all STFs. Why should my ship explode for less than that. It should be something along the lines of damage = hull points at activation x 500%. Damage should also scale to a larger distance.
I always found Photonic Officer (the sci boff ability) to be really useless.
Yeah, the HP of the enemies by the time you have self destruct is so much higher than your own vessel that a fixed 5K damage won't mean anything.
Self destruct was useful in PvE at advanced difficulty in the very early F2P days at low level missions.
On a few of the Romulan missions we were having difficulty with Romulans, especially the D'Deridex Warbird which on higher difficulties had shields impossible to bring down with Commander level weaponry. Since we were playing on a team the number of enemies on screen at once was quite large.
Suddenly, someone abandoned ship near it and wow! 15k damage! Never seen that before.
However, as the levels go up enemy hitpoints become huge, warp core breaches don't do any much more damage than they did at the lower player levels, thus are a bit useless.
Though I did hear last month that if you set full auxiliary power before abandoning ship, you do much more damage.
I also suicide rammed an Assimilated Raptor last night when the PUGs left a hole in the defence line, and did little effective damage.
And to the OP - who said a Dreadnaught can't ram? You just have to find something slower to run into... like an Assimilated Negh'Var. Or a Borg Cube
I really like the idea of replacing the self destruction with tractor beam, i mean, in Star Trek EVERY ship from the runabouts up have it, yet here it is a sort of "special" ability.
It has never saved me because I attract escort attacks and they generally outrun me. I have to use my Deuterium reserves to escape and overcome there speed. With that combined with evasive manuver, I would be half way acrosse the map. I use anti-matter spread to get out of tractor beams.
Well i understand, it is logical that not everybody will find it useful, however as an extra speed boost is very handy for me. As for the tractor beam, sure, it is not a "silver bullet", but it comes in hand more than enough, that and the fact that is is cannon by a long shot, justify the fact that it should come standard with every ship from the runabouts up.
Comments
Perhaps it detonates bigger, I don't know. Weird I actually agree with you on something. Perhaps it's just there for the Role players to blow their ship up before they get a new one.
2). Originally Ramming Speed could be used at any time, this led to some fantastic abuses such as coordinated team ramming in PVP when somebody used RSP or FBP. Ramming a ship completely ignores shields and chances are you'll die too thus meaning your Warp core breach will be at point blank too. It makes a far better last resort than Self Destruct. Now that Ramming speed is only available when your hull is 50% or lower it's a good speed boost that can sometimes save you.
There are also DOFFs that make you more resilient when using Ramming speed. Oh and for the record Escorts, some Sci Vessel builds, and Cannon Cruisers are usually head on to their opponents.
2) This should probably be renamed 'running speed.' It is useful to try to put some distance in if you are in a bad situation. It is occasionally useful in that manner, so although misnamed, it is useful.
Edit: There tends to be an assumption that a limited use or nigh useless ability is replacing something useful. That is often not the case. Sometimes it is there just as a limited use ability.
even if it was instant, it would still be a worthless ability...not even funny. delete that and give everybody a free polarize hull 1 or a tractor beam.
Ramming speed can save you actually, i have to agree here with others, but it is just a divert power to engines button that activates collisions and frees you from snares like tractor beam. They could just leave the colission part away and make it allways activateable, or whenever you're snared (gravity well, tractor beam etc.)
ramming speed is nothing more than a back up evasive maneuvers........
Though, as somebody once said "Self destruct? Ramming speed? do they not expect us to live?"
Nadion inversion? That's useless.
Self destruct? TRIBBLE no! I'm going down with the ship.
Ramming speed? Yeah, backup Evasive Maneuvers, so, it is sometimes useful.
Self destruct? Hmm, never used that...
Ramming speed can be useful for escaping almost more than attacking.
Yeah nah. It does work. 6 beams @125 power for me normally drains weapons power down into the 80's, with that active it stays above 110.
It does work.
Ramming speed is truly a backup evasive manoeuvres and it saved my butt a lot of times.
Not if you a Dread like me, they don't dare stay in my front so my Ramming Speed don't get to hit anybody. I tried those duty officers before, and it don't help much.
It has never saved me because I attract escort attacks and they generally outrun me. I have to use my Deuterium reserves to escape and overcome there speed. With that combined with evasive manuver, I would be half way acrosse the map. I use anti-matter spread to get out of tractor beams.
I use it often to escape Tractors and the like. But I rememember I used it recently to ram something to death. May have been the STF Carrier or Donatra's ship to avoid going through the torture of the low DPS team any longer.
Mustrum "Sorry to make you feel sad" Ridcully
True is very effective at blowing other ships ups (the size of explosion could really do with a boost), but for me, it does have enough use to sit on my toolbar.
i think it is meant to save you mostly in stf's.
and i think deuterium +evasive maneuvers is a waste since they don't stack up. or they even share a CD. But to be honest i'm not sure about the CD sharing.
i have yet to see a dreadnaught in PVP with dual cannons that didn' t lose 15-0. Doing too little dmg to bring down an average cruiser, and being too slow to bring an escort or sci vessel into the fireing arc.
But maybe if somebody is dumb enough to confront you head on with no tactical team rdy...well they deserved it anyway.
But i guess it's cool in PVE. My kar'fi has dual cannons, and when i tried it in PVP i wasn't able to bring the cannons in place for more than one burst or two. Even with APO3.
Nadion inversion works just fine on my oddy and kar'fi.
I always found Photonic Officer (the sci boff ability) to be really useless.
Yeah, the HP of the enemies by the time you have self destruct is so much higher than your own vessel that a fixed 5K damage won't mean anything.
On a few of the Romulan missions we were having difficulty with Romulans, especially the D'Deridex Warbird which on higher difficulties had shields impossible to bring down with Commander level weaponry. Since we were playing on a team the number of enemies on screen at once was quite large.
Suddenly, someone abandoned ship near it and wow! 15k damage! Never seen that before.
However, as the levels go up enemy hitpoints become huge, warp core breaches don't do any much more damage than they did at the lower player levels, thus are a bit useless.
Though I did hear last month that if you set full auxiliary power before abandoning ship, you do much more damage.
I also suicide rammed an Assimilated Raptor last night when the PUGs left a hole in the defence line, and did little effective damage.
And to the OP - who said a Dreadnaught can't ram? You just have to find something slower to run into... like an Assimilated Negh'Var. Or a Borg Cube
It won't be installed till tuesday.