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Compilation of why cruisers are UP

bareelbareel Member Posts: 3 Arc User
edited February 2013 in Federation Discussion
It has been brought to my attention that many feel a cruiser is underpowered in PvE and I am bored so here is a short list of the problems many but not all cruisers face.

Double Defense Penalty
To achieve the highest possible defense bonus you must be going at impulse speed ?23?. A cruiser has a lower defense bonus than an escort and a lower speed so they are forced to allocate more system energy to the engines to get a lower bonus. Does a ship get a lower amount of shield resistance from shield system power because of a low shield modifier? No they do not.

Resists and Heals Make the Tank
Let us be honest for a minute here. It typically does not matter what your maximum shield amount is, or hull when that tac cube gives you a dirty look. What matters is how high your resistances are from shield power and abilities along with how fast you can heal the damage. This makes the extra 'durability' of a cruiser translate into 'dies a few seconds later' because if the escort cannot tank it neither can that cruiser. Unless of course the team was selfish and refused to crossheal I suppose. In addition because of the crazy high amount % wise of combat damage/healing the passive ship regeneration amount differences are usually insignificant in determining if you tank the incoming damage or not.

+Damage Abilities Scale with Gear, Heals do Not
When you use that cannon rapid fire, or attack pattern beta, the bonus damage they grant is based on the amount of damage your ship and equipped weapons would do to begin with. On the other hand when you use emergency power to shields, or transfer shield strength you do not get a larger heal or more resistance because your ship is a cruiser. The escort next to you will get the same exact benefit aside from a minor passive shield regeneration amount assuming the same skills/aux power.

Its all about the boffs, and consoles
The reality of PvE is pretty simple, enough tank to survive and after that the more damage the merrier. Because Tac boffs offer the most damage, and the majority of needed heals/resist buffs are ensign eng/sci abilities, it stands to reason that a ship with high tac boff slots and low eng/sci boff slots would have better performance. This also extends to consoles where the eng resist consoles run into diminishing returns and you only need so many whereas the tac consoles do not have diminishing returns and maor damage the better.

MAD is BAD
A term from DnD 3E that means multiple ability score dependency and this can be extended/applied to STO as well in the subsystem energy area. An escorts only real concern is 125 weapons, enough engine to get max defense bonus and then they are free to dump the extra into shields. At the same time a cruiser wants over 125 weapons so their beams do some respectable damage, need more in engines for the bonus defense, and still want some auxiliary if they want to use a decent heal for a teammate and I haven't even covered shields yet. True they can cycle a pair of Epower abilities to mitigate that slightly at the cost of two more boff abilities but it is still a factor in their performance. This extends to Sci Vessels as well.

Disclaimer: I do not feel cruisers are extremely weak, useless, or anything of the sort. I do think they are underpowered for any content not requiring an uber-tank or uber-healer. I also think the idea of a true trinity or tank/healer in STO is not something I want to see content designed for as it is silly in concept and would harm the casual nature of the game.
Post edited by bareel on
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Comments

  • zarathos1978zarathos1978 Member Posts: 0 Arc User
    edited November 2012
    DEVs play escorts. Don't count on them making cruisers viable DPV-dealers, they do not care.

    AND even if average PvEr or PvPer would love to get more DPV on their cruisers (DPS is pretty decent already) if they do it without forcing cruiser captains to sacrifice something it would kill whatever is left of the balance. And knowing how "well" Cryptics deals with balance are - they will do something like this.

    So - live with the fact that it's better to have escort for all STO content but team-played PvP.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited November 2012
    Honestly. Cruisers are fine as they are...in princple. There are other things that make them look bad and sometimes stupid values on their state because of some magical dev spreadsheet that does not work in game as it works on paper.

    1. The expectaion. Many players think that Cruisers are the ultimative weapon of destruction, this leads to disapointmen. They imagine Kirk and Picard in their big flagships but it is not how STO works.

    2. Poor quality and too easy PvE content in STO, which does not force people to actually learn the mechanics and synergies of various skills

    3. Thus all ships can tank decently with basic BO skills, and there is no need for actual healers or tanks in PVE. Thus in STO, PVE is only DPS race.

    4. Which leads to threads like this.

    A cruiser can be very tough ship, while it does deal contant dps pressure on target. It lacks the spikes and burst of escorts, but is better prepared for battle. It is also invaluable in its team support role.
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  • jellico1jellico1 Member Posts: 2,719
    edited November 2012
    The dungeons and dragons adventure party
    Doesn't translate well at all to startrek

    I don't think it's possible to balance it I'n any respectable
    Way either. Remember the cruiser has to be fun
    And competive and that's where it fails miserably .
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  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    I thought one did gain a better SHield Resist score the higher one's SHield Power was ingame.
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  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited November 2012
    DEVs play escorts. Don't count on them making cruisers viable DPV-dealers, they do not care.

    AND even if average PvEr or PvPer would love to get more DPV on their cruisers (DPS is pretty decent already) if they do it without forcing cruiser captains to sacrifice something it would kill whatever is left of the balance. And knowing how "well" Cryptics deals with balance are - they will do something like this.

    So - live with the fact that it's better to have escort for all STO content but team-played PvP.

    If devs play escorts, why are there so many more cruisers in the game, especially Klinkside?
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  • momawmomaw Member Posts: 0 Arc User
    edited November 2012
    KDF battlecruisers are in a whole other category compared to Federation cruisers. A turn rate buff may not seem that significant, but agility is the difference between engaging with some of your weapons from 8km and engaging with all of them from 1km. If you have two cruisers with equal loadout, skills, and abilities, and one has a turn rate of 10 and the other has a turn rate of 6, the more agile cruiser will do more damage on average. A lot more.
  • coupaholiccoupaholic Member Posts: 2,188 Arc User
    edited November 2012
    dalnar83 wrote: »
    Honestly. Cruisers are fine as they are...in principle. There are other things that make them look bad and sometimes stupid values on their state because of some magical dev spreadsheet that does not work in game as it works on paper.

    1. The expectation. Many players think that Cruisers are the ultimate weapon of destruction, this leads to disappointment. They imagine Kirk and Picard in their big flagships but it is not how STO works.

    2. Poor quality and too easy PvE content in STO, which does not force people to actually learn the mechanics and synergies of various skills

    3. Thus all ships can tank decently with basic BO skills, and there is no need for actual healers or tanks in PVE. Thus in STO, PVE is only DPS race.

    4. Which leads to threads like this.

    A cruiser can be very tough ship, while it does deal constant dps pressure on target. It lacks the spikes and burst of escorts, but is better prepared for battle. It is also invaluable in its team support role.

    I agree with this sentiment.

    I was a tactical officer but now I'm an engineer, and I knew full well that in an eng cruiser I was not going to be the DPS murder machine I was. I accepted that and built my new character with a focus on support.

    And I am loving it, in fact I am having more fun in my cruiser than I did in my old escort. It may not be a required role in STO, and yes I won't reap the rewards a higher DPS player could earn - but I have managed to score well in fleet actions just by playing my part.
  • tudenomtudenom Member Posts: 75 Arc User
    edited November 2012
    dalnar83 wrote: »
    Honestly. Cruisers are fine as they are...in princple. There are other things that make them look bad and sometimes stupid values on their state because of some magical dev spreadsheet that does not work in game as it works on paper.

    1. The expectaion. Many players think that Cruisers are the ultimative weapon of destruction, this leads to disapointmen. They imagine Kirk and Picard in their big flagships but it is not how STO works.

    2. Poor quality and too easy PvE content in STO, which does not force people to actually learn the mechanics and synergies of various skills

    3. Thus all ships can tank decently with basic BO skills, and there is no need for actual healers or tanks in PVE. Thus in STO, PVE is only DPS race.

    4. Which leads to threads like this.

    A cruiser can be very tough ship, while it does deal contant dps pressure on target. It lacks the spikes and burst of escorts, but is better prepared for battle. It is also invaluable in its team support role.

    Yup, I think you nailed it. If the devs added some STF's with a capture and hold component then all of a sudden tank cruisers would be more in vogue. The cruisers could be tweaked a bit to make them a bit more fun to play, but they will almost always take a second seat to DPS machines as things are.

    I think the expectations part is the only real reason why we so see so many cruisers flying in sector space. Honestly, I thought STO was going to be a simplified Starfleet Command with an MMO captain, wow was I wrong!
  • whamhammer1whamhammer1 Member Posts: 2,290 Arc User
    edited November 2012
    I would definitely say that cruisers do need more energy output, both in max capacity for category (+ points per) and overall energy (+5 points total). That would probably give the cruiser a tad bit more oomph, but not too much.
  • ingenieursschafingenieursschaf Member Posts: 21 Arc User
    edited November 2012
    i think they should improve the damage of the cruisers.

    in pve i can tank all enemys while flying with reverse speed.
    4 Cannons 4 Turrets (Polaron) + TT1 + CRF1 (7,5 s cd doff) + EPtW1 + NAD + EPSFLOW and the Energy doffs the Mirror Assault Cruiser performs very well.
    The average DPS witch is displayed in space is arround 4800 DPS @ 100 Weapons Energy.
    But Torps are nearly Useless... Why did the big Ships has only 1 Torp Tube... it will be much more usefull if they have 2 Torptubs so the TS1 cann effect 2 launchers and give a massive Spread.

    With the actual System you can do only damge if you are closer then 5 km... 180 Damage per Shot @ 10 km and 600 Damage per Shot @ 1 km...

    The average DPS witch is displayed in space is arround 4800 DPS @ 100 Weapons Energy.

    This sucks on cruisers.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    With the actual System you can do only damge if you are closer then 5 km... 180 Damage per Shot @ 10 km and 600 Damage per Shot @ 1 km...



    At 1km you should be doing 100% of your possible damage with no drop-off for range. You state 600 damage per shot.
    At 10km you should be doing 65% of your maximum damage. So at 10km you should be seeing roughly 350+ damage instead of 180.

    180 DAMAGE PER SHOT makes it sound as if your beams are behaving as Cannons instead as they lose damage over range.

    Cannons do 100% damage at 2km and at 10km they are suppossed to be doing 35% of maximum. So a cannon doing 600 points at 2km would do around 180 at 10km.

    If you numbers are correct then it seems that beams may be bugged and are using the wrong depreciation of damage over range. Such a bug would greatly affect how Beams appear to be effective in combat and may be what is at the core of why Cruisers/Beam users seem to be weaker than they where before now.

    Beams are meant to do more damage than cannons at longer ranges as part of the inherent stats they posses. If they are not then that is a error.

    Beams = 100% damage at 1km / 65% damage at 10km. Depreciation is 4% per km starting at 2km.
    Cannons = 100% damage at 2km / 35% damage at 10km. Depreciation is 8% per km starting at 3km.
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  • bareelbareel Member Posts: 3 Arc User
    edited November 2012
    Is that the damage it was supposed to deal or the damage it did deal after enemy resist modified it?
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    bareel wrote: »
    Is that the damage it was supposed to deal or the damage it did deal after enemy resist modified it?

    No idea. I only noticed that the number provided showed a drastic drop off for beam over range than what is suppossed to happen.
    Now I wonder if beams have been bugged this whole time that the "cruiser suck" mentality has been floating around.
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  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited November 2012
    It occurs to me that cruisers might be getting shafted as badly as the KDF are as a whole... then again maybe not. Who knows lol
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • tgebhardttgebhardt Member Posts: 29 Arc User
    edited November 2012
    I think the problem is, that escorts have a very similar energy out put like a cruiser. A tiny ship like the Defiant has a nominal energy output that is only 5 points lower then a star cruiser.
  • glxtrader1glxtrader1 Member Posts: 0 Arc User
    edited November 2012
    bitemepwe wrote: »
    At 1km you should be doing 100% of your possible damage with no drop-off for range. You state 600 damage per shot.
    At 10km you should be doing 65% of your maximum damage. So at 10km you should be seeing roughly 350+ damage instead of 180.

    180 DAMAGE PER SHOT makes it sound as if your beams are behaving as Cannons instead as they lose damage over range.

    Cannons do 100% damage at 2km and at 10km they are suppossed to be doing 35% of maximum. So a cannon doing 600 points at 2km would do around 180 at 10km.

    If you numbers are correct then it seems that beams may be bugged and are using the wrong depreciation of damage over range. Such a bug would greatly affect how Beams appear to be effective in combat and may be what is at the core of why Cruisers/Beam users seem to be weaker than they where before now.

    Beams are meant to do more damage than cannons at longer ranges as part of the inherent stats they posses. If they are not then that is a error.

    Beams = 100% damage at 1km / 65% damage at 10km. Depreciation is 4% per km starting at 2km.
    Cannons = 100% damage at 2km / 35% damage at 10km. Depreciation is 8% per km starting at 3km.

    He stated to be using cannons+turrets ;)
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  • darimunddarimund Member Posts: 318 Arc User
    edited November 2012
    Thing is in Next Gen, DS9, movies, etc, the big ships, like the galaxy class were capable of firing multiple phaser blasts at a target as well as torpedoes, which made them seem all the more impressive on the screen. But you come to STO and you're limited to 4 forward weapons and 4 aft weapons, and while yes you can broad side and bring 8 beams to bear, its still not like its portrayed on TV.

    Now I'm not saying that the game needs to play like it does on TV, but that's where people got their initial feel for star trek, on TV. They want their ship to be just like that... they want their defiant class ship to rip apart hostiles like its tearing through a wet paper sack, they want their big cruisers to blast holes in the sides of borg cubes, and they want their ships councilor to wear skimpy risa outfits. However, that doesn't translate well into STO. And unless they make some serious game breaking changes, it wont.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited November 2012
    darimund wrote: »
    they want their defiant class ship to rip apart hostiles like its tearing through a wet paper sack

    You mean they don't already?
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  • darimunddarimund Member Posts: 318 Arc User
    edited November 2012
    no =p not like they do on TV unless you're going after lvl 2's in your lvl 50 ship =p recall, the defiant in the series could fire 2 or 3 phaser cannon shots and annihilate a jem bug or klink bop... takes a lil more effort than that in STO.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited November 2012
    glxtrader1 wrote: »
    He stated to be using cannons+turrets ;)

    Then his damage is straight on the money and there is nothing wrong.:o
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  • canis36canis36 Member Posts: 737 Arc User
    edited November 2012
    Question: How do the different difficutly levels effect the comparitive performance of the different ship types? Does anybody know? Because I know in ESTFs even if I didn't have the same DPS in a cruiser I had a lot more staying power than I did in an escort and felt like I contributed more over the course of the mission than I did in an escort that was either dying every other minute or having to break away every 30 seconds to spend 60-90 seconds healing. While some of that could be down to my (lack) of skill as an escort pilot it does make me wonder.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited November 2012
    In elite STFs my Tac/scort can hold it's own in the face of most things usually it's a 'lucky' crit from whatever I'm killing that does me in.

    If damage from NPCs get's much greater I'll go for 2 EPtW instead of EPtS and do as much DPS as I can before I die
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  • orondisorondis Member Posts: 1,447 Arc User
    edited November 2012
    I dropped my cruiser for an escort a while ago and only feel regret when I remember I like larger ships.

    There are a few extra reasons I'd like to add to the OPs post.

    1. Way way back in season 1, when weapon power wasn't instantly replenished upon the end of a firing cycle, cruisers energy management abilities and consoles allowed them to be pretty competitive when it came to damage dealing.

    2. The devs moved the shield consoles to science, effectively giving sci focused ships even tankier shields and taking away a good portion of tank from cruisers.

    3. Devs halved the power boosting consoles.

    4. The only really useful consoles engineering wise for cruisers are neutronium, the rest are traps for new players.

    5. The difference between a cruiser and an escorts shields is tiny.
    canis36 wrote: »
    Question: How do the different difficutly levels effect the comparitive performance of the different ship types? Does anybody know?

    They don't effect them at all really. Elite difficulty isn't really all that different from normal difficulty, they just upped the hull, shields and damage dealt of NPCs. Since tanking is as insane as it is, an escort can happily tank an elite mob, with the only real visible difference being it takes 4 seconds to kill a ship rather then 3. Cruisers infact come off worse in elite difficulty, since they probably won't be able to get a shield down before the target has regenerated some of it. As such elite difficulty just compounds the cruiser issue.
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  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited November 2012
    canis36 wrote: »
    Question: How do the different difficutly levels effect the comparitive performance of the different ship types? Does anybody know?

    As stated in a previous post (the one right above this one I believe), NPC Shields, Hull, and weapons are all significantly buffed between elites and normals. Also npcs have stronger damage resists on elite than on normal.

    Ex.
    Conditions:
    No EPtW
    Weapon Power at 125
    Distance: 4k

    Zilant Battleship on Normal: 1 mk XII AP BA shot: 1000 on hull
    Zilant Battleship on Elite: 1 mk XII AP BA shot: 850 on hull

    Lastly, NPCs on elite tend to be more proactive with their BOff abilities, and their AI is improved.
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  • bareelbareel Member Posts: 3 Arc User
    edited November 2012
    Sad thing is though that in reality with a dedicated support/healer an escort would be a better tank than a cruiser too. But I have yet to gather the ambition to do the math.
  • lostusthornlostusthorn Member Posts: 844
    edited November 2012
    The main problem is that in Trek cruisers are the biggest and baddest kids on the block. It is a cruiser universe.

    Escorts like the defiant only look that way because they are shown beating up smaller ships.
    Remember the battle with the Lakota? A 80 year cruiser with a noname crew against the hero Worf commanded defiant. and all he managed was a stalmate.
    Ingame? defiant is a death machine that can tank exceptionally well.

    The super bug ship? they are just better fighters, once their special weaponry was equalized with adapted shields they went straight to cannon fodder material unless they rammed their way through the screen. Even stronger then the defiant.

    And the list goes one.

    Ships are setup to be mostly equal in power, even when they are not. You can fit the same weapons on all ships, even when some of those weapon systems are bigger then the entire ship they are fitted on. MK12 phaser array on a shuttle? Escort? no problem, whiel that array is bigger then those ships by itself.

    Same number of weapon systems, basically, while cruisers can sport 8, escorts get 7 and sci ships 6. While in Trek cruisers have more like 2-4 times as many as an escort.

    And the list goes one.

    Make all ships equal is the problem.
  • vetteguy904vetteguy904 Member Posts: 3,903 Arc User
    edited November 2012
    tudenom wrote: »
    Yup, I think you nailed it. If the devs added some STF's with a capture and hold component then all of a sudden tank cruisers would be more in vogue. The cruisers could be tweaked a bit to make them a bit more fun to play, but they will almost always take a second seat to DPS machines as things are.

    I think the expectations part is the only real reason why we so see so many cruisers flying in sector space. Honestly, I thought STO was going to be a simplified Starfleet Command with an MMO captain, wow was I wrong!

    I think there should be STFs tharequire all the specialties. a DPS fest for the escorts, and then STFs where engineers/cruisers are required and finally one that is sci power required.
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  • reynoldsxdreynoldsxd Member Posts: 977 Arc User
    edited November 2012
    Give escorts an inhate malus to all healing done by themselves (50%).



    People always talk about how cruisers are healers. so ok, lets be healers. first step: make sure we are needed by taking away the sufficient self healing escorts are capable of.

    You want the damage? ok you get it- but you wont get the healing.


    Escort heals both shield and hp wise should get crippled thus making sure that they actually need a crusier hanging around.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited November 2012
    reynoldsxd wrote: »
    Give escorts an inhate malus to all healing done by themselves (50%).

    Better idea, just make all heals percentage based, job done :)
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  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited November 2012
    adamkafei wrote: »
    Better idea, just make all heals percentage based, job done :)

    Better idea still: Make engineering consoles less pathetic, and actually give them straight out percentage values like tac consoles and have them cap at X% (which I know they already do, so keep that).
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
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