I like the idea of the cruiser being the anvil to the escort's hammer; so I just thought of this, which will never happen:
1: No turn rate changes. "What?!" I hear you cry. Hear me out.
2: A drop across the Escort/BoP board in shield multipliers.
3: Increase damage on DHCs further, but decrease RoF; same with DCs.
4: Decrease efficacy of EPtS 1 significantly, and 2 slightly.
5: Give cruisers innate Tractor Beam 2.
6: Give cruisers a slight boost in shield capacity and regen rate.
7: Give cruisers an innate +10% damage boost on beam weapons.
8: Slight boost in movement speed of BoPs, to make up for extreme killability.
This would change gameplay completely. Escorts become even greater spike damage machines, but they end up absolutely needing the support of cruisers. Cruisers, on the other hand, end up dealing a bit more damage; but become much more effective anvils for the escort to hammer home.
This I like, heck it might even cause me to go back from my tank build to my team heal build or of course it might just cause me to buy some new boff slots for it.
I prefer the ideas of Heavy Beams, new beam BOff abilities, + 1-2 turnrate boost for Cruisers & Battle cruisers, opening DBBs to 200degrees and mountible aft, new cannon BOff abilities and so such.
I prefer changes and fixes that add to the game as a whole and, in this case, favoring cruisers instead outright just buffing cruisers alone.
I like the idea of the cruiser being the anvil to the escort's hammer; so I just thought of this, which will never happen:
1: No turn rate changes. "What?!" I hear you cry. Hear me out.
2: A drop across the Escort/BoP board in shield multipliers.
3: Increase damage on DHCs further, but decrease RoF; same with DCs.
4: Decrease efficacy of EPtS 1 significantly, and 2 slightly.
5: Give cruisers innate Tractor Beam 2.
6: Give cruisers a slight boost in shield capacity and regen rate.
7: Give cruisers an innate +10% damage boost on beam weapons.
8: Slight boost in movement speed of BoPs, to make up for extreme killability.
This would change gameplay completely. Escorts become even greater spike damage machines, but they end up absolutely needing the support of cruisers. Cruisers, on the other hand, end up dealing a bit more damage; but become much more effective anvils for the escort to hammer home.
I've been PvPing for 2 years across both Fed and KDF cross all classes.
What this poster has suggested is not at all feasible for improving the balance of STO. For a number of reasons.
1.) STO, although a game which is designed to be played on a team with others, is played by most people alone, or as part of PUGS. PUGS are horrendous at support.
2.) Cruisers in theory become the only ship which can be risk free and solo-ed. If you are a TAC, you remain even more exposed and probably hanging on a loose thread as there is little or no support coming your way, as cruisers will now try to play offensively and further move out of their potential of being team defensive.
I don't get this argument. Professional sportsman, e.g. rugby or football, know what positions they play and are brilliant at it. Hookers don't go up to the Captain halfway through the match and say, "Geez Capt' I want to be a fly-half. Or better, please make me a wing. But so to make it that I shine, please can we shoot the rest of the team in the knees."
3.) TACs can fly cruisers too. So you are essentially opening the door again to Cruisers Online from Beta.
4.) You are advocating (I think) four (4x) nerfs to escorts, and three (3x) buffs to cruisers. In essence they are all against the escort. That is hardly balanced solution by a long shot.
4.) You are advocating (I think) four (4x) nerfs to escorts, and three (3x) buffs to cruisers. In essence they are all against the escort.
Heh, nice try.
He's suggested 1 nerf to escorts to put them back into that glass cannons zone, you know, where they SHOULD be. He's also suggested a slight reduction to EPtS to bring it in line with others. If I read it right he's made no real change to escort weaponry, having reduced EPtS he's suggested a slight increase in cruiser shield stats and the 10% boost to beams on cruisers will give them that boost many have called for without breaking anything.
So all in all he's suggesting that cruisers should be able to be healboats without complete loss of damage output which is a GOOD thing, he's suggested escorts pay for their damage which is a GOOD thing, if we cruisers have to pay damage for healing then escorts have to pay tank for damage (it's called fairness and balance), The innate tractor beam 2 I'm not too sure about, I think 1 is a better idea but that works in FAVOUR of ESCORTS as their support ships will be able to hold their target still without paying a heal to do so.
So actually if you step back from the escort AND cruiser point of view and look at it from a game balance perspective what he is suggesting is a very GOOD thing.
Comments
This I like, heck it might even cause me to go back from my tank build to my team heal build or of course it might just cause me to buy some new boff slots for it.
Either way, I give this my blessing
I prefer changes and fixes that add to the game as a whole and, in this case, favoring cruisers instead outright just buffing cruisers alone.
R.I.P
I've been PvPing for 2 years across both Fed and KDF cross all classes.
What this poster has suggested is not at all feasible for improving the balance of STO. For a number of reasons.
1.) STO, although a game which is designed to be played on a team with others, is played by most people alone, or as part of PUGS. PUGS are horrendous at support.
2.) Cruisers in theory become the only ship which can be risk free and solo-ed. If you are a TAC, you remain even more exposed and probably hanging on a loose thread as there is little or no support coming your way, as cruisers will now try to play offensively and further move out of their potential of being team defensive.
I don't get this argument. Professional sportsman, e.g. rugby or football, know what positions they play and are brilliant at it. Hookers don't go up to the Captain halfway through the match and say, "Geez Capt' I want to be a fly-half. Or better, please make me a wing. But so to make it that I shine, please can we shoot the rest of the team in the knees."
3.) TACs can fly cruisers too. So you are essentially opening the door again to Cruisers Online from Beta.
4.) You are advocating (I think) four (4x) nerfs to escorts, and three (3x) buffs to cruisers. In essence they are all against the escort. That is hardly balanced solution by a long shot.
Heh, nice try.
He's suggested 1 nerf to escorts to put them back into that glass cannons zone, you know, where they SHOULD be. He's also suggested a slight reduction to EPtS to bring it in line with others. If I read it right he's made no real change to escort weaponry, having reduced EPtS he's suggested a slight increase in cruiser shield stats and the 10% boost to beams on cruisers will give them that boost many have called for without breaking anything.
So all in all he's suggesting that cruisers should be able to be healboats without complete loss of damage output which is a GOOD thing, he's suggested escorts pay for their damage which is a GOOD thing, if we cruisers have to pay damage for healing then escorts have to pay tank for damage (it's called fairness and balance), The innate tractor beam 2 I'm not too sure about, I think 1 is a better idea but that works in FAVOUR of ESCORTS as their support ships will be able to hold their target still without paying a heal to do so.
So actually if you step back from the escort AND cruiser point of view and look at it from a game balance perspective what he is suggesting is a very GOOD thing.