Hps means absolutely nothing in game where NPC torps in STF hits you for 100k, or you can turn TRIBBLE. In pvp turn rate > above else. Beside, Vesta will have fleet version one day as well...
Get real, if Nebula was so great, you would see more than 1 per week.
Truth is, the Vesta makes EVERY science ship obsolete. Geko seems to not lost his touch at creating imbalanced ships. After years one would think he finally learned something about ship balance in his game.
Anyone remember the original stats for excelsior ? :rolleyes:
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Since the stats are already up, and we have seen with the Oddy that 5000 Zen buy you a lot of OP despite all the feedback. Hats down to the testers, whose feedback was so valued that they didn't get to test before the stats were set in stone.
Good job everyone. This thread, like the Vesta's stats, is a joke.
Since the stats are already up, and we have seen with the Oddy that 5000 Zen buy you a lot of OP despite all the feedback. Hats down to the testers, whose feedback was so valued that they didn't get to test before the stats were set in stone.
Good job everyone. This thread, like the Vesta's stats, is a joke.
I think the testing was more to make sure it was coded properly, rather than to test the balance.
I'm gonna throw my hat into the ring and say it's not that OP'd . Only three weapon slots four and aft nerf the damage output of DHC. For any given ship (Engineering/Science/Escort) there are far better fleet ships availible with better stats. The three consule pieces are nice but that's three slots gone for an OP shield where you can only use science abilities . The Hanger bay is a nice touch. I see this ship in any variant as a neat ship but a master of not one ability . I cannot afford the bundle but I will be getting the tactical one and seeing what I can do to make a scicourt lol but there is a good chance I will be back in an escort without a Commander tac and ony 6 weapon slots. Still its a neat ship and def worth purchasing if they come out with more different ideas I will support with my wallet . If it's teh same old same old I wont be. Now throw this layout on a gorn ship and offer it to the KDF as well as is same consoles and watch as you take my money twice for the same ship
I'm gonna throw my hat into the ring and say it's not that OP'd . Only three weapon slots four and aft nerf the damage output of DHC.
For any given ship (Engineering/Science/Escort) there are far better fleet ships availible with better stats. The three consule pieces are nice but that's three slots gone for an OP shield where you can only use science abilities . The Hanger bay is a nice touch.
I see this ship in any variant as a neat ship but a master of not one ability . I cannot afford the bundle but I will be getting the tactical one and seeing what I can do to make a scicourt lol but there is a good chance I will be back in an escort without a Commander tac and ony 6 weapon slots. Still its a neat ship and def worth purchasing if they come out with more different ideas I will support with my wallet . If it's teh same old same old I wont be. Now throw this layout on a gorn ship and offer it to the KDF as well as is same consoles and watch as you take my money twice for the same ship
Sry but all sci ships have 6 weapon slots, if your feedback consists of not OP because it only has 6 weapons slot, i m guessing you were one of the testers.
NOw which SCIENCE SHIPS are better then the Vesta, do enlighten me
If you think that having Dnubes with TB2 Chroniton procs, and phaser procs, doesn't hand a lot of CC to the CC class in this game, i really recommend you stick to flying escorts.
Oh how about having 3 aux DHC so you can distribute all you powers in just three subsystmes, getting the benefit of full aux sci skills and full energy DHC, totally balanced mon derier.
Well, thats broken ... should be like the Wide Angle Launcher were its one per ship since otherwise everyone would be running with at least 2 of then if not 4.
But still if they are using Aux power they will also drain it, that would reflect on Aux power levels when using a ability when its triggered, its not as much as a 0 Weapons Power build that is a issue but rather the mix of Aux and Weapons power since you can effectively half the power usage by running with a normal DHC and this Aux DHC on frontal loadouts, rear can be mines, and other 0 power weapons and then lets start to consider the power bonus we get from Starship Warp Core Efficiency, its pretty much free power you gaining but running weapons low enough to get a bonus and use the rest in Shields and Aux, the Aux DHC drain would also be keep at a minimum.
If they want to correct this possible issue, just split the drain into Weapons and Aux or make the Aux drain substantial or make it like the Quad cannons with if other weapons are fired it will drain 10 of weapons and I would go with the last solution as if it worked so far it would work now.
How many serious / not broken / not gimped by resistances science abilities do require AUX except heals ?
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
I am a lifetime member of the community and my science officer Neda Kriz has always been on the test server since the stone age :-) I would be more than happy to donate my time to test further items for the community;
For a sci ship its definitely op, but its not going to be some game breaker.
If you run standard cannons and turrets you have the same old sci power problems and lose subsystem targetting, you get closer to a watered down escort
If you run the aux cannons then your turrets (which do far more damage than most people think being on 100% of the time) are going to be doing nothing. You still lose subsystem targeting.
You'll be bursty for a sci ship, but your damage isn't going to be op, you'll be an asset for sure. Now the tanky version is a little crazy.. but not much of a threat
Well depends really, repulsors are useful in some STFs and PvE in general when crowd control gets out of hand, same goes with TR and GW, even VM have its uses ... besides Aux does determine hangar timer and this have a hangar.
Aux on TBR is contra-productive, as it does not raise dmg, just pushes the target further - sometimes even outside of your TBR ranger.
GW = well :rolleyes: the dmg is pitiful, the hold is gimped because of game engine limitation
VM does not require aux
The only upside for the aux dual cannons is, that the person probably wont use aux to bat build :P
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
I think there may be an issue when it comes to using EPT and the cooldown duty officers.
If you can rotate EPTS and EPTA with engi slot left over on the vesta you have the possibility for something dangerous. No 125+ in any categorys but you can get really close to 100 in weps shields and aux with the maco shield if your drawing fire. You wont make anyone remember your name for scorching DPS but, hats a hell of an impressive DPS for a sci healer.
Thats taking into acount that the cannons will scale off of Aux's levels for their dps boost. If they dont then you are going to very well be able to make a 125+ wep 100+ shield and high 60 - 80 aux. Thats not gonna be a super healer but as its gonna be making almost escort DPS and throwing decent team heals a better choice than 90% of cruisers. Also it would negate any sci thats not a specific purposeful build such as full power heals or a CC build. this is also assuming the pilot is only average, if they are smart and can avoid DPS tunnel vision and swap some weapon into aux for when they need to keep the team alive and them switch back your into nightmare ship territory. But I dont like to balance off of theoretical player skill as that gets into a tangled mess of what ifs.
Sign me up for Vesta Testing, I own 2 Lifetime accounts and have been playing the game since Beta. I do plan on buying all 3 ship but would like to test it out first. Thanks.
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how about put it on tribble so everyone can test it out because its not fair you picking out a hand full of people to test the new ship out when others want to as well its so stupid make it fair on the tribble server
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some of the people here have been playing sto since release so 11 months means zero :P
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Get real, if Nebula was so great, you would see more than 1 per week.
Truth is, the Vesta makes EVERY science ship obsolete. Geko seems to not lost his touch at creating imbalanced ships. After years one would think he finally learned something about ship balance in his game.
Anyone remember the original stats for excelsior ? :rolleyes:
And even a Vesta is still a gimped team member who is not an escort. 5 escorts sadly remains the best team, because dps > all.
Good job everyone. This thread, like the Vesta's stats, is a joke.
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a history of sto pvp: 2012 - 2013
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Sry but all sci ships have 6 weapon slots, if your feedback consists of not OP because it only has 6 weapons slot, i m guessing you were one of the testers.
NOw which SCIENCE SHIPS are better then the Vesta, do enlighten me
If you think that having Dnubes with TB2 Chroniton procs, and phaser procs, doesn't hand a lot of CC to the CC class in this game, i really recommend you stick to flying escorts.
Oh how about having 3 aux DHC so you can distribute all you powers in just three subsystmes, getting the benefit of full aux sci skills and full energy DHC, totally balanced mon derier.
Nice try
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
How many serious / not broken / not gimped by resistances science abilities do require AUX except heals ?
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If you run standard cannons and turrets you have the same old sci power problems and lose subsystem targetting, you get closer to a watered down escort
If you run the aux cannons then your turrets (which do far more damage than most people think being on 100% of the time) are going to be doing nothing. You still lose subsystem targeting.
You'll be bursty for a sci ship, but your damage isn't going to be op, you'll be an asset for sure. Now the tanky version is a little crazy.. but not much of a threat
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Aux on TBR is contra-productive, as it does not raise dmg, just pushes the target further - sometimes even outside of your TBR ranger.
GW = well :rolleyes: the dmg is pitiful, the hold is gimped because of game engine limitation
VM does not require aux
The only upside for the aux dual cannons is, that the person probably wont use aux to bat build :P
If you can rotate EPTS and EPTA with engi slot left over on the vesta you have the possibility for something dangerous. No 125+ in any categorys but you can get really close to 100 in weps shields and aux with the maco shield if your drawing fire. You wont make anyone remember your name for scorching DPS but, hats a hell of an impressive DPS for a sci healer.
Thats taking into acount that the cannons will scale off of Aux's levels for their dps boost. If they dont then you are going to very well be able to make a 125+ wep 100+ shield and high 60 - 80 aux. Thats not gonna be a super healer but as its gonna be making almost escort DPS and throwing decent team heals a better choice than 90% of cruisers. Also it would negate any sci thats not a specific purposeful build such as full power heals or a CC build. this is also assuming the pilot is only average, if they are smart and can avoid DPS tunnel vision and swap some weapon into aux for when they need to keep the team alive and them switch back your into nightmare ship territory. But I dont like to balance off of theoretical player skill as that gets into a tangled mess of what ifs.
I would like to test her out before she is let loose.
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read the first post again
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