So, I am just curious if the general STO community, or at least those here on the forum, would support the following idea. I don't actually expect Cryptic to take it to heart, but I'd like to hear what the players think.
What if ship classes gave a bonus to a weapon type.
Example:
Cruiser/BoP gets a +5 to +15 bonus to their faction canon weapons. Ignoring the promotional ships, this would be Phaser / Disruptor.
Science vessels/Carriers would get a +5 to +15 when using Tetryon / Plasma.
Escorts/Raptors would get a +5 to +15 for Antiproton / Polaron.
Feel free to mix these around, as the point is to give players a DPS boost when sticking to a certain weapon type. Not only would this raise the dps of some under preforming ships in PvE, but it would give new players a bit of direction when building their ships and eliminate the dreaded Skittle builds.
Thoughts?
You know Cryptic has Jumped the Proverbial Shark when they introduced Tractor Pulling to Star Trek Online!
Here is the problem. I am now pretty much forced to go from AP to Tetryon or Plasma so that I can keep up with the DPS.
I would rather not have this because of that reason. Because all these ships that do not have their ship set up with the weapons you say now have to change or lag behind.
Since when was it decided that certain energy types are automatically associated with certain ships?
My engineer cruiser uses POLARON weapons and I have no problem with that.
"My frozen dairy-based confectionery attracts all the males of the species to the facilities. They all agree on it's superiority. Indeed, it is superior to yours. I could teach you the finer details but that would require monetary recompense on your part." -The Milkshake Song: Vulcan Edition
[SIGPIC][/SIGPIC]
So, I am just curious if the general STO community, or at least those here on the forum, would support the following idea. I don't actually expect Cryptic to take it to heart, but I'd like to hear what the players think.
What if ship classes gave a bonus to a weapon type.
Example:
Cruiser/BoP gets a +5 to +15 bonus to their faction canon weapons. Ignoring the promotional ships, this would be Phaser / Disruptor.
Science vessels/Carriers would get a +5 to +15 when using Tetryon / Plasma.
Escorts/Raptors would get a +5 to +15 for Antiproton / Polaron.
Feel free to mix these around, as the point is to give players a DPS boost when sticking to a certain weapon type. Not only would this raise the dps of some under preforming ships in PvE, but it would give new players a bit of direction when building their ships and eliminate the dreaded Skittle builds.
Thoughts?
Very wrong.
I always use Disruptors, whether the Luna, Defiant, or a Hermes class. Limiting a DPS boost on a certain class of ship doesn't help at all since now you have to switch to a certain type to gain advantage of this new DPS boost. It limits customization (Which STO certainly brings) and that isn't right.
Also, skittle builds are made by people who either want rainbows/fireworks or people who need help in knowing what energy type to focus on. If you help them, they might focus their build on those energy types and not skittle builds.
If you look at other RPGs, you can see what I am talking about. Each classes benefits from certain types of weapons. Which is in part, where this idea came from.
Also, this doesn't just help guide new players to not Skittle, but creates a greater team output by having a well rounded group using a variety of weapon types.
While I understand the push back on this, I would appreciate any of your ideas besides being offended by mine :P
You know Cryptic has Jumped the Proverbial Shark when they introduced Tractor Pulling to Star Trek Online!
If you look at other RPGs, you can see what I am talking about. Each classes benefits from certain types of weapons. Which is in part, where this idea came from.
Also, this doesn't just help guide new players to not Skittle, but creates a greater team output by having a well rounded group using a variety of weapon types.
While I understand the push back on this, I would appreciate any of your ideas besides being offended by mine :P
Sorry if I have offended you.
But we already have groups with a variety of weapon types like a Oddy with Antiprotons with a Galaxy-R with Polarons. Do you mean like a well uniformed team that can do good DPS because we have bonuses using certain energy types?
Unlike other MMORPGs, limiting ships to certain types of energy weapons is a bad idea.
What if people want to use Phasers on their escort (Feds have Quad Cannons that are only PHASER, and if we get a Quad Cannon crate it will be DISRUPTOR) or when we want to use Tetryons on our Cruiser. It isn't a very good system to implement since you're limiting creative ship builds for higher DPS on an energy type someone might not want to use.
Nah, i am not offended at all. I'd even be up for just a flat bonus to canon weapon types to all ships. I just wanted to here the pros and cons of what others thought as see if there was any other ideas on bringing up the dps of non escort ships, cause lets be honest, it is pretty low. That comes from six months of watching parses. When an escort is doing 13k dps and the next highest is a cruiser/science vessel doing 3k, something needs to be changed/added.
You know Cryptic has Jumped the Proverbial Shark when they introduced Tractor Pulling to Star Trek Online!
Nah, i am not offended at all. I'd even be up for just a flat bonus to canon weapon types to all ships. I just wanted to here the pros and cons of what others thought as see if there was any other ideas on bringing up the dps of non escort ships, cause lets be honest, it is pretty low. That comes from six months of watching parses. When an escort is doing 13k dps and the next highest is a cruiser/science vessel doing 3k, something needs to be changed/added.
You reply fast
It's a problem that Escorts do a lot more DPS and yet they can tank nearly as effectively as Cruisers. It's even more disturbing that Science Vessels have weaker hulls than Escorts. They should be in the middle.
More Beam Weapons would be really awesome for more creativity and customization and to give everyone a chance to use specific weapons for their play style.
It's a problem that Escorts do a lot more DPS and yet they can tank nearly as effectively as Cruisers. It's even more disturbing that Science Vessels have weaker hulls than Escorts. They should be in the middle.
The basic problem here is that in the Star Trek universe, "escorts" serve one very particular purpose, which is combat, at the expense of mission endurance and flexiblity. Cruisers are worse for pitched battle but are designed to do a little of everything and be basically self sufficient for years at a time. Nothing in the game's mechanics highlights this difference. Ships all have the same non-combat abilities, and the only place we see a difference in performance is the one place that escorts are designed to shine. If we had non-combat missions where your ship's shield strength and ability to explore anomalies mattered, or its ability to move people and replicate in bulk, then other ship classes would have a chance to show their strengths.
Honestly, a better idea might be to have specific weapon types get boosted by X depending on the ship, not the energy type. It should also have a kind of 'efficiency' level as well, I'll explain that in a bit.
For example:
Beam Arrays/DBBs: Big boost if used on a cruiser, a smaller boost if used on a sci ship or carrier, and no extra boost on escorts.
Torpedoes and mines: Torpedoes wouldn't gain any boost on any ship, but an escort would gain a decent boost, while all other ships might gain a rather small boost.
Dual and Dual heavy cannons: No boost anywhere, mostly because they are usable on escorts, and most any Klingon ship.
Single cannons and turrets: They would gain a moderate boost on any non-escort ship, enough to be noticable, but not too much over the top.
Also, an extra bonus depending on your class might be nice. Like engineers would be naturally better with any beam weaponry for example.
Now, about that 'efficiency' thing I mentioned above, basically it'd act like the warp core efficiency in that you would only get a bonus up to a certain point, and if you got boosted to that point, you wouldn't gain more.
Like...let's say...an engineer using beam weapons, in a cruiser, was flying around, shooting things. He did...on average, about 600 damage a shot (both high weapons and low weapons power shots all together). Now, let's say this engineer gains all the boosts as mentioned above, and now (skills and such would still affect all this), he's doing on average, 900 damage. That's very significant.
The engineer wouldn't be one-shotting anything, but he would be dealing much more reasonable damage for a large cruiser ship.
I added very little buff to escort-mostly weapons, because really, DO tacs need more damage dealing? I don't think so, this would at least even the playing field a little more.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
"My frozen dairy-based confectionery attracts all the males of the species to the facilities. They all agree on it's superiority. Indeed, it is superior to yours. I could teach you the finer details but that would require monetary recompense on your part." -The Milkshake Song: Vulcan Edition
[SIGPIC][/SIGPIC]
So, I am just curious if the general STO community, or at least those here on the forum, would support the following idea. I don't actually expect Cryptic to take it to heart, but I'd like to hear what the players think.
What if ship classes gave a bonus to a weapon type.
Example:
Cruiser/BoP gets a +5 to +15 bonus to their faction canon weapons. Ignoring the promotional ships, this would be Phaser / Disruptor.
Science vessels/Carriers would get a +5 to +15 when using Tetryon / Plasma.
Escorts/Raptors would get a +5 to +15 for Antiproton / Polaron.
Feel free to mix these around, as the point is to give players a DPS boost when sticking to a certain weapon type. Not only would this raise the dps of some under preforming ships in PvE, but it would give new players a bit of direction when building their ships and eliminate the dreaded Skittle builds.
Thoughts?
Not a bad idea but I'd change it up a bit....
I'd tie the bonus to you captain's species. A human captain would provide a bonus to Phasers, a Klingon would give a bonus to Disrupters, etc.
"Live Long and Prosper but always carry a fully charged phaser, just in case!". Arrr'ow
What if ship classes gave a bonus to a weapon type.
Nope. Bad idea.
The thing is, the game already has built-in bonuses to ship role.
Problem with that is... only the escort's bonus works. Cruiser and science ship bonuses have been nerfed and the stats broken since F2P.
Cruiser bonus: Tanking. Larger crews were SUPPOSED to fix the ship hull at a very high rate. The whole shebang was messed up when the devs made the torpedoes kill crew in a % rather than a set number. So, a VoQuv with 4000 crew loses all its crew in the same number of shots a BoP's 50 (or so) crew loses its.
Science bonus: Science bonus was the aux power boosting the effectiveness of sci abilities. It still does it.. but the sci abilities themselves got nerfed to the point where they are utterly useless for anything but minor crowd control.
Escort bonus was its +15 to weapons and a very high damage boosting, lt cmdr level (which only escorts enjoy in all ships in tier 3+) ability Omega plus its higher speed defense bonus.
To fix, cryptic would need to work the issues that have been ignored for over a year. They're not going to do that though since it is more profitable to keep selling TRIBBLE to the escort-centric crowd that is all that is left in this game.
Comments
I would rather not have this because of that reason. Because all these ships that do not have their ship set up with the weapons you say now have to change or lag behind.
Kyle
My engineer cruiser uses POLARON weapons and I have no problem with that.
-The Milkshake Song: Vulcan Edition
[SIGPIC][/SIGPIC]
Very wrong.
I always use Disruptors, whether the Luna, Defiant, or a Hermes class. Limiting a DPS boost on a certain class of ship doesn't help at all since now you have to switch to a certain type to gain advantage of this new DPS boost. It limits customization (Which STO certainly brings) and that isn't right.
Also, skittle builds are made by people who either want rainbows/fireworks or people who need help in knowing what energy type to focus on. If you help them, they might focus their build on those energy types and not skittle builds.
If you look at other RPGs, you can see what I am talking about. Each classes benefits from certain types of weapons. Which is in part, where this idea came from.
Also, this doesn't just help guide new players to not Skittle, but creates a greater team output by having a well rounded group using a variety of weapon types.
While I understand the push back on this, I would appreciate any of your ideas besides being offended by mine :P
Sorry if I have offended you.
But we already have groups with a variety of weapon types like a Oddy with Antiprotons with a Galaxy-R with Polarons. Do you mean like a well uniformed team that can do good DPS because we have bonuses using certain energy types?
Unlike other MMORPGs, limiting ships to certain types of energy weapons is a bad idea.
What if people want to use Phasers on their escort (Feds have Quad Cannons that are only PHASER, and if we get a Quad Cannon crate it will be DISRUPTOR) or when we want to use Tetryons on our Cruiser. It isn't a very good system to implement since you're limiting creative ship builds for higher DPS on an energy type someone might not want to use.
You reply fast
It's a problem that Escorts do a lot more DPS and yet they can tank nearly as effectively as Cruisers. It's even more disturbing that Science Vessels have weaker hulls than Escorts. They should be in the middle.
More Beam Weapons would be really awesome for more creativity and customization and to give everyone a chance to use specific weapons for their play style.
The basic problem here is that in the Star Trek universe, "escorts" serve one very particular purpose, which is combat, at the expense of mission endurance and flexiblity. Cruisers are worse for pitched battle but are designed to do a little of everything and be basically self sufficient for years at a time. Nothing in the game's mechanics highlights this difference. Ships all have the same non-combat abilities, and the only place we see a difference in performance is the one place that escorts are designed to shine. If we had non-combat missions where your ship's shield strength and ability to explore anomalies mattered, or its ability to move people and replicate in bulk, then other ship classes would have a chance to show their strengths.
For example:
Beam Arrays/DBBs: Big boost if used on a cruiser, a smaller boost if used on a sci ship or carrier, and no extra boost on escorts.
Torpedoes and mines: Torpedoes wouldn't gain any boost on any ship, but an escort would gain a decent boost, while all other ships might gain a rather small boost.
Dual and Dual heavy cannons: No boost anywhere, mostly because they are usable on escorts, and most any Klingon ship.
Single cannons and turrets: They would gain a moderate boost on any non-escort ship, enough to be noticable, but not too much over the top.
Also, an extra bonus depending on your class might be nice. Like engineers would be naturally better with any beam weaponry for example.
Now, about that 'efficiency' thing I mentioned above, basically it'd act like the warp core efficiency in that you would only get a bonus up to a certain point, and if you got boosted to that point, you wouldn't gain more.
Like...let's say...an engineer using beam weapons, in a cruiser, was flying around, shooting things. He did...on average, about 600 damage a shot (both high weapons and low weapons power shots all together). Now, let's say this engineer gains all the boosts as mentioned above, and now (skills and such would still affect all this), he's doing on average, 900 damage. That's very significant.
The engineer wouldn't be one-shotting anything, but he would be dealing much more reasonable damage for a large cruiser ship.
I added very little buff to escort-mostly weapons, because really, DO tacs need more damage dealing? I don't think so, this would at least even the playing field a little more.
-The Milkshake Song: Vulcan Edition
[SIGPIC][/SIGPIC]
Not a bad idea but I'd change it up a bit....
I'd tie the bonus to you captain's species. A human captain would provide a bonus to Phasers, a Klingon would give a bonus to Disrupters, etc.
Co-Leader of Serenity's Grasp
Nope. Bad idea.
The thing is, the game already has built-in bonuses to ship role.
Problem with that is... only the escort's bonus works. Cruiser and science ship bonuses have been nerfed and the stats broken since F2P.
Cruiser bonus: Tanking. Larger crews were SUPPOSED to fix the ship hull at a very high rate. The whole shebang was messed up when the devs made the torpedoes kill crew in a % rather than a set number. So, a VoQuv with 4000 crew loses all its crew in the same number of shots a BoP's 50 (or so) crew loses its.
Science bonus: Science bonus was the aux power boosting the effectiveness of sci abilities. It still does it.. but the sci abilities themselves got nerfed to the point where they are utterly useless for anything but minor crowd control.
Escort bonus was its +15 to weapons and a very high damage boosting, lt cmdr level (which only escorts enjoy in all ships in tier 3+) ability Omega plus its higher speed defense bonus.
To fix, cryptic would need to work the issues that have been ignored for over a year. They're not going to do that though since it is more profitable to keep selling TRIBBLE to the escort-centric crowd that is all that is left in this game.