seriously some one else complaining because they have been blown up by 1 to many escorts in pvp, they are not OP, it boils down to player skill, boff powers, skill point allocation, gear and equipped doffs,
I didn't give those suggestions as a way of stopping an escort.
If I may bring your attention to this... being your post suggesting theta and grav pulse as ways of stopping escorts
Perhaps..
But only for a little time will that work, if a cruiser captain play this right, you wont have any crew left to make repairs and even repair abilities is weaker when your crew is dead.
:-)
yea, great,
we all get to play p2w escorts online because selfish escort jocks where too busy keeping their edge over other classes, to think for a second that other players mightn't want to play second fiddle to the said selfish escort cretins.
but hay, il keep playing content in easymode in my escort because its really is just a case of escorts are the easymode. but i think il keep my cash though, no point spending it on a game thats railroading its self into its own population crash.
That people dont know how to skill is only their own fault, their choosing, their problem.
One of the reason they are awarded respec tokens while they rank up, to be able to change their skilling for the type of ship they like to play.
Population crash?
That will have to be seen first...
and the ops escorts are coming, criptic already said all it cares about are escorts. and sci & cruiser people are sick of being totally outclassed be escorts dps hence all the damn threads about it.
As i said, firepower is the only skill you count on as a skill, then you are there you are also and wont get any further.
rest is supply & demend, the chelgret already proved the concept of an ops cruiser ingame.
not that you would have a clue about what that means for the obvious self destruct spiral development direction the game is on.
I wouldn't call the Chel Grett an escort, that ship has more of the properties like that of an Frigate or destroyer class does.
Because of armament and the heavy crew on the ship.
maybe in 10 years when you have seen enough mmo's go through population crashes because they fail to fix failures in the game mechanics with anything other than power creep or indeed monetised class superiority exacerbating unchecked positive loops leaving the game dull as hell with only one route to success.
This is still just something that you are "saying" not a proven fact.
You are only going one way with this, and that is to nerf that which is powerfull when it comes to firepower, instead of going the route that should be taken.
Which is...
Fixing the cruisers to be what they are like in the shows, all around work horses.
The escorts however, are as they are shown in their respective series.
but well done completely missing my point for your own sake.
Well done, in failing to prove your argument but to your self.
Not moving, stopping them from healing and taking down their movement proc.
I guess it's only on my escort(s) then that dead crew doesn't do anything.
No, you just have no clue what the crew mechanic applies to.
1) Restoring disabled subsystems
2) Minor effect on the three 'team' abilities
3) Passive Hull regeneration
Issue 2 doesn't matter on escorts (tac team still does it's primary job) and 1 & 3 can be delt with via leadership boffs, 2 piece borg, Epower abilities, and finally batteries.
Thats it, that is all crew effects. And the best part is leadership+borg gives better passive hull regen than crew is capable of.
No, you just have no clue what the crew mechanic applies to.
1) Restoring disabled subsystems
2) Minor effect on the three 'team' abilities
3) Passive Hull regeneration
Issue 2 doesn't matter on escorts (tac team still does it's primary job) and 1 & 3 can be delt with via leadership boffs, 2 piece borg, Epower abilities, and finally batteries.
Thats it, that is all crew effects. And the best part is leadership+borg gives better passive hull regen than crew is capable of.
On the 2. TT, is defined on how many able crew you have.
You might still use it, but it will not give you as big a boost as with a full crew.
Leadership trait is also working according to able crewmen, atleast when i tested it, +20% regen is nothing if there is no crew alive to perform it.
So, to conclude this, without a crew the performance on passive repair(s) and hull regen will go down to a very small % of what it will be if you have a full crew working.
On the 2. TT, is defined on how many able crew you have.
You might still use it, but it will not give you as big a boost as with a full crew.
Leadership trait is also working according to able crewmen, atleast when i tested it, +20% regen is nothing if there is no crew alive to perform it.
So, to conclude this, without a crew the performance on passive repair(s) and hull regen will go down to a very small % of what it will be if you have a full crew working.
And again you show an inability to preform a proper test.
Leadership and Borg 2 piece completely ignore crew modifiers. Their is a post detailing all the math on how these work.
Tactical team is used for it's shield distribution, not the pathetic damage boost, and that once again completely ignores crew modifiers.
So please, until you have a clue on how things actually work mechanically in this game stop spreading mis-information.
Actually, no.
I am talking about Star Trek Online, if you wish to bring in other mmo's that has failed before their two year testings have begun, do so.
its simple maths.
if ability to do damage is the primary mechanic of victory then the side inflicting more of it wins.
You math is flawed when you can skill a cruiser to be able to take that damage and wear an escort down.
hairsplitting semantics.
Not really.
Since the Chel has a totally different armament than an escort does there are no semantics involved in it.
wrong/liar/strawman, take your pick.
im saying the stats should be by size.
that means that the adv escort, heavy cruiser, and recon sci, would be roughly equal but with differences in how they worked.
and im not going over all that again just to have the same disingenuous deliberate misinterpretation of the attack/health/agility system all over again.
which, be the way, would give akiras a BUFF to their damage output based on their size.
that alone demonstrating that you are misrepresenting what i am saying for your own benefit.
YOU have called me a liar twice now.
You still have not proven anything to be wrong with the escort other than that picture of different sizes on the vessels.
Size Does Not Matter.
Power Allocation Does.
Escorts Are Designed to allocate power to batte systems, Engines, weapons and shields.
The impulse mod is no more than a trim chip you can put in a car and it will go faster.
There is no magic, you just dont want that logic to work, so it does not for you.
You can go on forever with this.
Flatly, you are one of those persons who wish to nerf a ship that is actually working as they do on the respective tv shows! Sit down and watch the Defiant fly into a battle scenario, and then come and tell me that there a Fairys sitting on it's damned behind and pushing it forward!
you blinkered ignoramus!
that is what the att/def/spd model would do for ops vessels. if would make them generalists with boff abilities focussed os the engineering powers ingame.
and escorts? you get FAR more depictions of them in fan fiction than the shows, unlike your dredging up the hero ship defiant from ds9 without a clue what ''plot armour'' is.
You can call me whatever you want, that will not make YOU any more correct.
Why make a ship that is working as it should at fault?!
That's just ignorant!
I dont give damn about the Defiants "plot armor" is when i specifically speaking about it's speed, you only wish to derail this further.
even if true, at least i have one.
Yes and your point is this:
The cruisers aren't up to it against escorts. (Still a point of skilling)
By design the cruisers ingame is nothing compared to the cruisers in canon.
By design the escorts follow the canon line.
Conclusion.
Your point is to nerf a working escort class so the cruiser class which is not working so well will have a fairer chance.
My point.
Fix the cruisers to be more canon, more all around work horse type.
Give them special attacks, Another tac boff slot - Lt.com, fleet variants could have Lt.com and Ens slots.
And yeah, i rather UP one class, than nerfing another.
And no, i do not have any illusions about fairy magic is involved as some seem to think.
And, i wouldn't mind that they upped the sci vessels either, that is something they really should spend some time to do.
Give them back the Bite they used to have.
not in the least.
an escort being worn down can disengage and use its superior speed to get away to recover.
a cruiser trying to do the same is at a disadvantage
It can.
But not for long enough.
A cruiser can allocate power to engine and be at the escort in a few seconds and continue it's wear down fight on it.
yea... having an extra turret in the back is totally different.
no way you could claim it ''has a totally different armament'' and know what you where talking about.
It is totally different from an escort, it could just aswell be an extra torp launcer.
yes, i did.
i pointed out that them having equal defencive survivability to other classes of ship, while dominatin both agility and dps grants them disproportionate advantage.
i pointed out that they negate the narrow firing arc of dhc's thanks to their advantage in turning.
now stop squirming.
They dont have equal survivability though.
There a skilled cruiser still is way above an escort.
The dhc's narrowed firing arc is because of the power output it can give, not to negate ships from using the weapon properly.
It is a weapon intended for agile and quick ships.
prove it.
The game does that daily.
Just as a car can be faster against a equal sized car with a trim chip.
not to the levels of pure imagination unseen since charlie & the chocolate factory you want them to be.
Nothing i have decided to be, it just is.
because it doesnt. its not logical in any way shape or form for 2 spaceships the same size and based on the same levels of material science to have such massive disparities in agility.
Power allocation to different systems give different affects.
Just as you can modify a jupiter rocket to do different things, like traveling longer and faster, but still with the same mass as one that will not have that modification.
no, they arent.
this is just your complete total complete and utter ignorance of what plot armor is.
take your own advice, go watch red squad get blown to tiny bits of debris when the defiant class without plot armor went into battle.
We are talking about two different things here.
You talking about the armor.
I'm still speaking of the Defiants speed.
Not that i see what the armor have any significant affect on it's speed.
But if that is how you wish to derail this still, so be it.
you dont know what it is to care about it, you cant see past keeping escorts in a dominant position for your own purposes.
And now you can read minds aswell. Good for you.
that is called power creep.
it comes from TRIBBLE up shortsighted attempts at painting over a broken system rather than fixing it. only leading to more incremental buffs for the next underpowered ''class''.
Actually no, a power creep is when you let the older systems not to follow in line with the new, more powerfull content.
The solution to things like this is to fix the old designed content to fit with the new more powerfull.
Doing the the reverse, as you are suggesting...
Can make the game even more unbalanced when the next set of new "more powerfull" content is released.
And doing that several times will really make the game mechanics unbalanced to a level where the only solution will be to do totall makeover of the game itself.
And nerfing also hinders the game mechanics evolution.
That is why you fix old content to match the new content so you will not hinder further devoloped content in the future.
It's more like the pve combat doesn't give those other ship types much to do. They need to fix that. Escorts do what they should be doing. When using an escort, I still get outgunned by other ship types because I won't join a fleet so cryptic punishes me with TRIBBLE items. They need to adjust pve a little but also tactical ground. It's not good enough.
It's the same with leadership trait.
Before we even go there, who does the repairs?
Crewmen.
Dead crewmen does repairs yes?
I'll try to follow that advice yes, if everyone does the same....
Removes hostile boarding parties over 10 sec
Removes tactical debuffs over 10 sec
+18 Starship Energy Weapons Training for 10 sec
+18 Starship Projectile Weapons Training for 10 sec
Distributes shield strength to shields receiving damage for 10 sec
The only thing effected by your current crew is the numeric skill bonus granted to the two listed skills. The only thing that ever changes in a boff ability from anything is the numeric bonus of effect it will have, nothing else. Even if you have zero crew it will still remove hostile boarding parties and distribute the shields for ten seconds.
His math matches mine. You do not have even a basic understanding of the mechanics in this game nor how to perform a proper test of those mechanics this much is obvious to anyone who has played this game for more than a day over the age of 11. You can continue to spout ignorance if you so desire and preach your ill informed opinions about the game at your leisure I give up.
Heh, parked my escort and finally got my Cruiser built but still working on the BOFF/DOFF layout. 5 freeking days to build a healboat that may or may not suck. I can hardly wait to do some elites with it.
Ohh, made sure it was beams only too !!
Friends, when you see me arrive, RUNNNNNNN
...or kick me.
Running the Kamarag (T5)as an ENG, with breen set, Dominion Polaron: 4 beams aft, 2 front with 1 DBB (lockbox hybrid) and a quantum torp. Have 2 torp, 1 deflector, 1 engineer, and a conn DOFF.
2X neut, 1 tet, 1 ablative
3X pol PM
1 part gen, 1 shield emit amp
Am thinking about this BOFF setup:
Tactical
BO1, THY2
TT1
Engineering
Cmdr Eng: Em Power to Shields 1, Engineering Team 2, Auxillery to Structural 2, Aceton Beam 3
Lt Eng: Em Power to Weapons 1, Em Power to Shields 2
-or possibly-
Cmdr Eng: Em Power to Shields 1 , Directed Energy Modulation 1 , Eject Warp Plasma 1, Aceton Beam 3
Lt Eng: Engineering Team 1, Aux To Battery 1
Science
Hazard Emitters 1, Hazard Emitters 2, Gravity well 1
Will NOT surrender acetone beam 3, the rest is negotiable. Still kicking around eject warp plasma but it's pointless without mines IMHO. I'm unsure I want to commission all my Letheans but I don't know if I need that much more power (cannons on a tac ship don't bottom out weps power like beams do).
Running the Kamarag (T5)as an ENG, with breen set, Dominion Polaron: 4 beams aft, 2 front with 1 DBB (lockbox hybrid) and a quantum torp.
This looks good though I would question the all array rear layout, you'll have no kick if anything gets behind you, transphasic mines might help but a torp would be better, either way 4 rear arrays = bad idea.
If you are going to use the breen set you might as well use its transphasic buff rather than a quantum torp.
Have 2 torp, 1 deflector, 1 engineer, and a conn DOFF.
I would take the deflector doff out and put in a second conn, I'll explain later
2X neut, 1 tet, 1 ablative
3X pol PM
1 part gen, 1 shield emit amp
I'm guessing the tet and ablatives came off old parts ships? I would suggest SIF gen and assimilated console instead, the SIF gen will help with your heals and the borg will help mitigate beam drain
Am thinking about this BOFF setup:
Tactical
BO1, THY2
TT1
Engineering
Cmdr Eng: Em Power to Shields 1, Engineering Team 2, Auxillery to Structural 2, Aceton Beam 3
Lt Eng: Em Power to Weapons 1, Em Power to Shields 2
-or possibly-
Cmdr Eng: Em Power to Shields 1 , Directed Energy Modulation 1 , Eject Warp Plasma 1, Aceton Beam 3
Lt Eng: Engineering Team 1, Aux To Battery 1
Science
Hazard Emitters 1, Hazard Emitters 2, Gravity well 1
Well the tac boffs look good, with the eng boffs though, if you are going to run any EPtW run duals for full time drain mitigation, else don't run any and drop the second EPtS to level 1 and grab extends in its place. with regard to Aux2Batt again if you're going to run it run duals but use the technician doffs to go with else it's detrimental to the build.
If you are running Tac team on global then eng team is going to become very underused and would again be better replaced with something more frequently used. DEM without the doff is a worthless skill as it will never do the damage needed to make it worth anything thanks to power drain of arrays
For your sci though I would recommend using transfer shield strength 2 along with tractor beam 3 or even a viral matrix 1 (can do a lot of damage if the team isn't expecting it) but TSS slong with Extends and TT can save someones life in almost any situation.
I would use the following eng boff layout
CMDR: EPtS 1, Extend shields 1, Aux2SIF2, Aceton beam 3 (as you insist)
Lt: EPtS 1, RSP 1 (you know how them escorts can be)
or for more damage output yourself
CMDR: EPtW 1, EPtS 2, Aux2SIF2, Aceton beam 3
Lt: EPtS 1, EPtW 2
The second one is better for STFs but the first is far more of a healer build
Some people aren't going to be happy until they have an indestructible ship that destroys everything within 10 km with it's mere presence. Whine Trek Online.
adjust the shield penetration of beam weapons, problem solved.
Some people aren't going to be happy until they have an indestructible ship that destroys everything within 10 km with it's mere presence.
Did it not occur to you that some of us might just want a little more damage but maybe don't want to put the DPS class out of a job in the process?
A couple of points less drain on arrays would fix this or even changing the mechanic to drain 2.5 power per shot rather than 10 at the start of the cycle
This looks good though I would question the all array rear layout, you'll have no kick if anything gets behind you, transphasic mines might help but a torp would be better, either way 4 rear arrays = bad idea.
If you are going to use the breen set you might as well use its transphasic buff rather than a quantum torp.
I would take the deflector doff out and put in a second conn, I'll explain later
I'm guessing the tet and ablatives came off old parts ships? I would suggest SIF gen and assimilated console instead, the SIF gen will help with your heals and the borg will help mitigate beam drain
Well the tac boffs look good, with the eng boffs though, if you are going to run any EPtW run duals for full time drain mitigation, else don't run any and drop the second EPtS to level 1 and grab extends in its place. with regard to Aux2Batt again if you're going to run it run duals but use the technician doffs to go with else it's detrimental to the build.
If you are running Tac team on global then eng team is going to become very underused and would again be better replaced with something more frequently used. DEM without the doff is a worthless skill as it will never do the damage needed to make it worth anything thanks to power drain of arrays
For your sci though I would recommend using transfer shield strength 2 along with tractor beam 3 or even a viral matrix 1 (can do a lot of damage if the team isn't expecting it) but TSS slong with Extends and TT can save someones life in almost any situation.
I would use the following eng boff layout
CMDR: EPtS 1, Extend shields 1, Aux2SIF2, Aceton beam 3 (as you insist)
Lt: EPtS 1, RSP 1 (you know how them escorts can be)
or for more damage output yourself
CMDR: EPtW 1, EPtS 2, Aux2SIF2, Aceton beam 3
Lt: EPtS 1, EPtW 2
The second one is better for STFs but the first is far more of a healer build
Ya, I've never run anything but escorts on this toon so I'm completey lost when it comes cruisers and being a healer. Some of my early PvP kills were against bugships with this toon in a raptor with DHC's, and I've never used any EP2x EVER.
Gonna be like re-learning the game. Thanks for the advice. :):)
Ya, I've never run anything but escorts on this toon so I'm completey lost when it comes cruisers and being a healer. Some of my early PvP kills were against bugships with this toon in a raptor with DHC's, and I've never used any EP2x EVER.
Gonna be like re-learning the game. Thanks for the advice.
Anytime
Looking over it a second time, Aceton beam forces a forward arc I would suggest a second DBB over a second forward array, just a little extra punch for your BO downtime, the downside to it is the array would give more target uptime... depending upon your choice of intended victims each has its pros and cons.
If you want to test it one or two vs 1 feel free to mail me ingame @admakafei
Looking over it a second time, Aceton beam forces a forward arc I would suggest a second DBB over a second forward array, just a little extra punch for your BO downtime, the downside to it is the array would give more target uptime... depending upon your choice of intended victims each has its pros and cons.
If you want to test it one or two vs 1 feel free to mail me ingame @admakafei
The plan was to keep broadsiding as much as possible if I can't keep em in the forward arc but losing the acetone 3 means I must coMmission another BO since I cant retrain if needed in that skill. Sadly some of the sci powers Id like to play with are off the table now.
Oh well, maybe next time. I'll catch ya ingame for some testing later tonight if possible.
Comments
If I may bring your attention to this... being your post suggesting theta and grav pulse as ways of stopping escorts
Yeah... if crew worked... which it doesn't
I guess it's only on my escort(s) then that dead crew doesn't do anything.
That people dont know how to skill is only their own fault, their choosing, their problem.
One of the reason they are awarded respec tokens while they rank up, to be able to change their skilling for the type of ship they like to play.
Population crash?
That will have to be seen first...
As i said, firepower is the only skill you count on as a skill, then you are there you are also and wont get any further.
I wouldn't call the Chel Grett an escort, that ship has more of the properties like that of an Frigate or destroyer class does.
Because of armament and the heavy crew on the ship.
This is still just something that you are "saying" not a proven fact.
You are only going one way with this, and that is to nerf that which is powerfull when it comes to firepower, instead of going the route that should be taken.
Which is...
Fixing the cruisers to be what they are like in the shows, all around work horses.
The escorts however, are as they are shown in their respective series.
Well done, in failing to prove your argument but to your self.
No, you just have no clue what the crew mechanic applies to.
1) Restoring disabled subsystems
2) Minor effect on the three 'team' abilities
3) Passive Hull regeneration
Issue 2 doesn't matter on escorts (tac team still does it's primary job) and 1 & 3 can be delt with via leadership boffs, 2 piece borg, Epower abilities, and finally batteries.
Thats it, that is all crew effects. And the best part is leadership+borg gives better passive hull regen than crew is capable of.
On the 2. TT, is defined on how many able crew you have.
You might still use it, but it will not give you as big a boost as with a full crew.
Leadership trait is also working according to able crewmen, atleast when i tested it, +20% regen is nothing if there is no crew alive to perform it.
So, to conclude this, without a crew the performance on passive repair(s) and hull regen will go down to a very small % of what it will be if you have a full crew working.
And again you show an inability to preform a proper test.
Leadership and Borg 2 piece completely ignore crew modifiers. Their is a post detailing all the math on how these work.
Tactical team is used for it's shield distribution, not the pathetic damage boost, and that once again completely ignores crew modifiers.
So please, until you have a clue on how things actually work mechanically in this game stop spreading mis-information.
I am talking about Star Trek Online, if you wish to bring in other mmo's that has failed before their two year testings have begun, do so.
You math is flawed when you can skill a cruiser to be able to take that damage and wear an escort down.
Not really.
Since the Chel has a totally different armament than an escort does there are no semantics involved in it.
YOU have called me a liar twice now.
You still have not proven anything to be wrong with the escort other than that picture of different sizes on the vessels.
Size Does Not Matter.
Power Allocation Does.
Escorts Are Designed to allocate power to batte systems, Engines, weapons and shields.
The impulse mod is no more than a trim chip you can put in a car and it will go faster.
There is no magic, you just dont want that logic to work, so it does not for you.
You can go on forever with this.
Flatly, you are one of those persons who wish to nerf a ship that is actually working as they do on the respective tv shows! Sit down and watch the Defiant fly into a battle scenario, and then come and tell me that there a Fairys sitting on it's damned behind and pushing it forward!
You can call me whatever you want, that will not make YOU any more correct.
Why make a ship that is working as it should at fault?!
That's just ignorant!
I dont give damn about the Defiants "plot armor" is when i specifically speaking about it's speed, you only wish to derail this further. Yes and your point is this:
The cruisers aren't up to it against escorts. (Still a point of skilling)
By design the cruisers ingame is nothing compared to the cruisers in canon.
By design the escorts follow the canon line.
Conclusion.
Your point is to nerf a working escort class so the cruiser class which is not working so well will have a fairer chance.
My point.
Fix the cruisers to be more canon, more all around work horse type.
Give them special attacks, Another tac boff slot - Lt.com, fleet variants could have Lt.com and Ens slots.
And yeah, i rather UP one class, than nerfing another.
And no, i do not have any illusions about fairy magic is involved as some seem to think.
And, i wouldn't mind that they upped the sci vessels either, that is something they really should spend some time to do.
Give them back the Bite they used to have.
Hardly, i've tested it and read up on the Tactical Team Ability.
http://www.stowiki.org/Ability:_Tactical_Team
And it works as it says in there.
By able crewmen.
It's the same with leadership trait.
Before we even go there, who does the repairs?
Crewmen.
Dead crewmen does repairs yes?
I'll try to follow that advice yes, if everyone does the same....
But not for long enough.
A cruiser can allocate power to engine and be at the escort in a few seconds and continue it's wear down fight on it.
It is totally different from an escort, it could just aswell be an extra torp launcer.
They dont have equal survivability though.
There a skilled cruiser still is way above an escort.
The dhc's narrowed firing arc is because of the power output it can give, not to negate ships from using the weapon properly.
It is a weapon intended for agile and quick ships.
The game does that daily.
Just as a car can be faster against a equal sized car with a trim chip.
Nothing i have decided to be, it just is.
Power allocation to different systems give different affects.
Just as you can modify a jupiter rocket to do different things, like traveling longer and faster, but still with the same mass as one that will not have that modification.
We are talking about two different things here.
You talking about the armor.
I'm still speaking of the Defiants speed.
Not that i see what the armor have any significant affect on it's speed.
But if that is how you wish to derail this still, so be it.
And now you can read minds aswell. Good for you.
Actually no, a power creep is when you let the older systems not to follow in line with the new, more powerfull content.
The solution to things like this is to fix the old designed content to fit with the new more powerfull.
Doing the the reverse, as you are suggesting...
Can make the game even more unbalanced when the next set of new "more powerfull" content is released.
And doing that several times will really make the game mechanics unbalanced to a level where the only solution will be to do totall makeover of the game itself.
And nerfing also hinders the game mechanics evolution.
That is why you fix old content to match the new content so you will not hinder further devoloped content in the future.
Removes hostile boarding parties over 10 sec
Removes tactical debuffs over 10 sec
+18 Starship Energy Weapons Training for 10 sec
+18 Starship Projectile Weapons Training for 10 sec
Distributes shield strength to shields receiving damage for 10 sec
The only thing effected by your current crew is the numeric skill bonus granted to the two listed skills. The only thing that ever changes in a boff ability from anything is the numeric bonus of effect it will have, nothing else. Even if you have zero crew it will still remove hostile boarding parties and distribute the shields for ten seconds.
Next up leadership!
http://sto-forum.perfectworld.com/showpost.php?p=8340431&postcount=3
His math matches mine. You do not have even a basic understanding of the mechanics in this game nor how to perform a proper test of those mechanics this much is obvious to anyone who has played this game for more than a day over the age of 11. You can continue to spout ignorance if you so desire and preach your ill informed opinions about the game at your leisure I give up.
USS WARRIOR NCC 1720 Commanding Officer
Star Trek Gamers
Nerf THIS escort and only this escort jk
Heh, parked my escort and finally got my Cruiser built but still working on the BOFF/DOFF layout. 5 freeking days to build a healboat that may or may not suck. I can hardly wait to do some elites with it.
Ohh, made sure it was beams only too !!
Friends, when you see me arrive, RUNNNNNNN
...or kick me.
Awoken Dead
Now shaddup about the queues, it's a BUG
I could give you a hand if you want...
Hmm k,
Running the Kamarag (T5)as an ENG, with breen set, Dominion Polaron: 4 beams aft, 2 front with 1 DBB (lockbox hybrid) and a quantum torp. Have 2 torp, 1 deflector, 1 engineer, and a conn DOFF.
2X neut, 1 tet, 1 ablative
3X pol PM
1 part gen, 1 shield emit amp
Am thinking about this BOFF setup:
Tactical
BO1, THY2
TT1
Engineering
Cmdr Eng: Em Power to Shields 1, Engineering Team 2, Auxillery to Structural 2, Aceton Beam 3
Lt Eng: Em Power to Weapons 1, Em Power to Shields 2
-or possibly-
Cmdr Eng: Em Power to Shields 1 , Directed Energy Modulation 1 , Eject Warp Plasma 1, Aceton Beam 3
Lt Eng: Engineering Team 1, Aux To Battery 1
Science
Hazard Emitters 1, Hazard Emitters 2, Gravity well 1
Will NOT surrender acetone beam 3, the rest is negotiable. Still kicking around eject warp plasma but it's pointless without mines IMHO. I'm unsure I want to commission all my Letheans but I don't know if I need that much more power (cannons on a tac ship don't bottom out weps power like beams do).
Awoken Dead
Now shaddup about the queues, it's a BUG
This looks good though I would question the all array rear layout, you'll have no kick if anything gets behind you, transphasic mines might help but a torp would be better, either way 4 rear arrays = bad idea.
If you are going to use the breen set you might as well use its transphasic buff rather than a quantum torp.
I would take the deflector doff out and put in a second conn, I'll explain later
I'm guessing the tet and ablatives came off old parts ships? I would suggest SIF gen and assimilated console instead, the SIF gen will help with your heals and the borg will help mitigate beam drain
Well the tac boffs look good, with the eng boffs though, if you are going to run any EPtW run duals for full time drain mitigation, else don't run any and drop the second EPtS to level 1 and grab extends in its place. with regard to Aux2Batt again if you're going to run it run duals but use the technician doffs to go with else it's detrimental to the build.
If you are running Tac team on global then eng team is going to become very underused and would again be better replaced with something more frequently used. DEM without the doff is a worthless skill as it will never do the damage needed to make it worth anything thanks to power drain of arrays
For your sci though I would recommend using transfer shield strength 2 along with tractor beam 3 or even a viral matrix 1 (can do a lot of damage if the team isn't expecting it) but TSS slong with Extends and TT can save someones life in almost any situation.
I would use the following eng boff layout
CMDR: EPtS 1, Extend shields 1, Aux2SIF2, Aceton beam 3 (as you insist)
Lt: EPtS 1, RSP 1 (you know how them escorts can be)
or for more damage output yourself
CMDR: EPtW 1, EPtS 2, Aux2SIF2, Aceton beam 3
Lt: EPtS 1, EPtW 2
The second one is better for STFs but the first is far more of a healer build
Hell yeah! If escorts are nerfed, our nerd rage will blot out the stars!
I don't mind if engineering abilities get buffed though.
adjust the shield penetration of beam weapons, problem solved.
Did it not occur to you that some of us might just want a little more damage but maybe don't want to put the DPS class out of a job in the process?
A couple of points less drain on arrays would fix this or even changing the mechanic to drain 2.5 power per shot rather than 10 at the start of the cycle
Ya, I've never run anything but escorts on this toon so I'm completey lost when it comes cruisers and being a healer. Some of my early PvP kills were against bugships with this toon in a raptor with DHC's, and I've never used any EP2x EVER.
Gonna be like re-learning the game. Thanks for the advice.
:):)
Awoken Dead
Now shaddup about the queues, it's a BUG
Anytime
Looking over it a second time, Aceton beam forces a forward arc I would suggest a second DBB over a second forward array, just a little extra punch for your BO downtime, the downside to it is the array would give more target uptime... depending upon your choice of intended victims each has its pros and cons.
If you want to test it one or two vs 1 feel free to mail me ingame @admakafei
The plan was to keep broadsiding as much as possible if I can't keep em in the forward arc but losing the acetone 3 means I must coMmission another BO since I cant retrain if needed in that skill. Sadly some of the sci powers Id like to play with are off the table now.
Oh well, maybe next time. I'll catch ya ingame for some testing later tonight if possible.
Awoken Dead
Now shaddup about the queues, it's a BUG
I'll see what I can do, but I was planning to get some sleep this morning so I'll prolly stay up about 2 hours (as of posting this)