Before F2P it wasn't as bad, not that you would think that from how much everyone complained. Those controversial days following the creation of the +1 ship category seem like a placid paradise now. But Mewi is right,its only going to get worse as time progresses. It would not surprise me if the Rom ships are more in line with the recent ship lineup than with the older ships.
For example, I expect the D'deridex to be a lot like the Breen Chel or the Dominion Dreadnought.
Where'd all that zen come from that you purchased?
Why does that matter?
You over-complicate the situation by tracing the Zen all the way back to its original buyer. If I give a guy a $10 for a car wash and he uses that $10 to buy lunch, did I buy that lunch? Hell no, he bought that lunch with money he earned, that just happened to originate from me.
The DilEx is exactly the same. I exchange my time for a currency with a backed, set value, that I then spend on whatever I want. It doesn't matter who bought it before me. It's not P2W because I can spend $0 and get everything.
Seriously, saying it's P2W because I use currency someone else bought it like saying the government is guilty of buying drugs off the street because they printed the money to start with.
... Can I have some of whatever it is you're smoking?
I'm not smoking anything. Zen only has value because Cryptic and PWE made it valuable. They can put as much as they want into that exchange for when they started it they would have to put in something to get it started. I would think that would be a simple concept to get.
Rotate Shield Frequency = all shield abilities (EptS, TSS, RSP)
Since after you are messing with the shields.
EPS Power Transfer = all Emergency Power to abilities.
After all you are raising power levels.
Miracle Worker = Engineering Team
You are healing the hull by being Mister Scotty by leading the Engineering Team in repairs, naturally they will be busy.
Why cant someone rotate their shield frequency wile still using emergency power to their shields or transfer their shield strength or reversing their shield polarity? This is not the same as using 2 Attack Patterns at the same time. You can only use 1 Attack Pattern at same time not 2.
EPS is not the same. Yes your raising power levels but their are multiple ways to do so that don't prevent other ways.
Miracle Workers is a single person performing a Miracle and that person does not prevent a Engineering team at another location of the ship do their work.
Attack Pattern Alpha with another Attack Pattern makes no sense whatsoever wile all the others have a possibility of being done at the same time.
Here, I agree with you 80% on this count, Robdmc. Part of my reservation is that we do have an STF enemy with a degree of difficulty between insta-death and instantly-killed-- spheres! (Dum-dum-duuummm!)
This is one of the most wonderfully insidious things about Hive Onslaught-- the spheres are more dangerous than the tactical cubes, and their constant use of tachyon beams makes a shield-repair boat vital to keeping a balanced party alive.
... that's not to say that I haven't seen a party of 4 escorts and a tac cruiser roflstomp 'em, but it was my tac-cruiser, which is a heal-boat in disguise. So take that as you will.
I admit that in Hive it is a good balance for sphere. Part of the escort issues with the "roflstomp" of spheres is either they need a bit more health or a bit more speed/maneuverability or maybe a bit more aggressive. In ISE people kill the gate then the the spawn sphere. The ones that pop out of the gate stop flying when the generator blows up until some one shoots one and agros them. Then they one by one fly into range and get shot down. Some in a broad siding pattern will fly out of range again. Usually it is easy to pick off in their single fire pattern.
Nope. They don't. So the entire system hinges on cash transactions. I wouldn't worry about people abandoning the system though, since Fleet projects get done much faster if people just buy up some zen, convert to DIL and viola, fleet progress.
In this case it matters because the poster I quoted seems to think that Cryptic puts zen on the market, not players who purchase it and sell it. And seems to think that the economy works in a way that it doesn't. So in this case it matters because that particular poster needs the facts to be clarified.
Problem if you are feeding it more power then at what point it overloads? If you are basically putting more power from the one that is currently in the grind shouldnt it overload when you push even more power into it from the emergency reserves?
Besides both do the same, different is EPS power transfer affects all subsystems and is much better ...
No, its not its a Captain ability ... its pretty much going down there and oversee the repairs or at least shout how to do it from the chair.
This mean the entire engineering crew is on standby and its very powerful ability as I raised sci ships from the dead with it.
Its really relevant? I pointed examples and you just given excuses ... fact is no captain ability is every going to be have a shared cooldown and you want to single one out because bawww escorts and tacts.
The scariest thing you see in PvP is a Sci on a Escort, not a Tac ... a Sci because nothing stops a Sci in skilling as a Tac.
Also best ground? Sci and Eng ... dont believe me? the very best TANK in the game is a Sci because of self-heals and buffs and Engs are not only variable but KAGE is a Eng game ... Tacs in ground rely very much on team because they sure as hell cannot tank and when about everyone is ranged you screwed as a DPS with no mobility of evasion (and tacs lack that).
That leaves Space PvE were, yes they shine but that it ... its like the Cat races that are very good at ground but that it because their traits means they arent very good at space (a fact some ground PvPers complain because bawww their Bolian Tac is not uber and pwns everyone).
Either way, you want a nerf because baww escorts and only for escotrs ... I am pretty sure if PvPers had a nerf on captain abilities it would be Subnuclear beam.
Your opinion and my opinion are different but is seems to make more sense that you can do multiple things with shields at the same time then just 1 at a time. Shields regenerate wile still blocking transports and other stuff. Shields do a lot of things at the same time.
The ships EPS is the primary form of energy distribution on starships. Primary not the only one. We have seen different ways to give power to systems. We have seen a Type II Phaser power a transporter before. Their is multiple ways to give power to a system. Yes a system can overload if it gets to much power but how do you know that the different shield abilities in the game are overloading anything? This game takes place in the future from the shows and movies with better technology and they could of done something to help with overloads. You just don't know.
Yes A captiains ability not a entire Engineering team ability. It is possible the captain does something with his Captains chair consoles that performed that miracle without effecting any engineering teams abilities. In addition a ship has a lot of engineering teams.
It is a possible nerf one that would make sense given that a ship can not perform 2 attack patterns at the exact same time.
A Science Officer in a Escort can do well so can a Engineer not arguing that but this game involves more then just PvP. A Sci or Engineer in a Escort will not out perform a Tactical in a Escort for Starbase 24 or Gorn Minefield or Klingon Scout Force when it comes to damage and winning very rare gear should the players be equally skilled.
I was not even talking about on ground. On ground I love playing as a Sci or Engineer compared to a Tactical however a full Tactical team can roll stomp STF missions with their chaining of powers thanks to Tactical Initiative allowing teams to use their powers a lot. Heck I have been on a team with 3 total Tactical officers and abilities had been spammed like crazy.
PvP play is a minor part of the game I have done some PvP'ing and it takes a wile to get games going compared to PvE. Maybe make things different for PvP and PvE?
I have not flat out said to just nerf Tactical officers or Escorts I said nerf Tactical Officers OR boost the others. Did you miss the OR?
Things are not fine as is can you agree to that? Or are you letting some sort of bias you have effect your judgement. I play all career paths from both factions and I know things are messed up not just from career path but ships too. So many people know this as well. I play the game and I see more Tactical Officers then Science or Engineers. Their is a reason for that.
A Sci or Engineer in a Escort will not out perform a Tactical in a Escort for Starbase 24 or Gorn Minefield or Klingon Scout Force when it comes to damage and winning very rare gear should the players be equally skilled.
Wow I must be seriously skilled then cos my engineer in an escort comes first in Starbase 24 and Gorn Minefield 9 times out of 10 in groups with multiple tac captains.
Comments
Before F2P it wasn't as bad, not that you would think that from how much everyone complained. Those controversial days following the creation of the +1 ship category seem like a placid paradise now. But Mewi is right,its only going to get worse as time progresses. It would not surprise me if the Rom ships are more in line with the recent ship lineup than with the older ships.
For example, I expect the D'deridex to be a lot like the Breen Chel or the Dominion Dreadnought.
Why does that matter?
You over-complicate the situation by tracing the Zen all the way back to its original buyer. If I give a guy a $10 for a car wash and he uses that $10 to buy lunch, did I buy that lunch? Hell no, he bought that lunch with money he earned, that just happened to originate from me.
The DilEx is exactly the same. I exchange my time for a currency with a backed, set value, that I then spend on whatever I want. It doesn't matter who bought it before me. It's not P2W because I can spend $0 and get everything.
Seriously, saying it's P2W because I use currency someone else bought it like saying the government is guilty of buying drugs off the street because they printed the money to start with.
I Support Disco | Disco is Love | Disco is Life
I'm not smoking anything. Zen only has value because Cryptic and PWE made it valuable. They can put as much as they want into that exchange for when they started it they would have to put in something to get it started. I would think that would be a simple concept to get.
Why cant someone rotate their shield frequency wile still using emergency power to their shields or transfer their shield strength or reversing their shield polarity? This is not the same as using 2 Attack Patterns at the same time. You can only use 1 Attack Pattern at same time not 2.
EPS is not the same. Yes your raising power levels but their are multiple ways to do so that don't prevent other ways.
Miracle Workers is a single person performing a Miracle and that person does not prevent a Engineering team at another location of the ship do their work.
Attack Pattern Alpha with another Attack Pattern makes no sense whatsoever wile all the others have a possibility of being done at the same time.
But they could sure use a little more weapon slots in the forward area!
They also need DHCs to drain less, something on par with turrets.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
I never liked the power drain mechanic for weapons anyway.
I admit that in Hive it is a good balance for sphere. Part of the escort issues with the "roflstomp" of spheres is either they need a bit more health or a bit more speed/maneuverability or maybe a bit more aggressive. In ISE people kill the gate then the the spawn sphere. The ones that pop out of the gate stop flying when the generator blows up until some one shoots one and agros them. Then they one by one fly into range and get shot down. Some in a broad siding pattern will fly out of range again. Usually it is easy to pick off in their single fire pattern.
That's not how they started it.
I want to make it so that a cruiser using ramming speed on an escort will crumple it like a highway rig flattening a tin can.
In this case it matters because the poster I quoted seems to think that Cryptic puts zen on the market, not players who purchase it and sell it. And seems to think that the economy works in a way that it doesn't. So in this case it matters because that particular poster needs the facts to be clarified.
Your opinion and my opinion are different but is seems to make more sense that you can do multiple things with shields at the same time then just 1 at a time. Shields regenerate wile still blocking transports and other stuff. Shields do a lot of things at the same time.
The ships EPS is the primary form of energy distribution on starships. Primary not the only one. We have seen different ways to give power to systems. We have seen a Type II Phaser power a transporter before. Their is multiple ways to give power to a system. Yes a system can overload if it gets to much power but how do you know that the different shield abilities in the game are overloading anything? This game takes place in the future from the shows and movies with better technology and they could of done something to help with overloads. You just don't know.
Yes A captiains ability not a entire Engineering team ability. It is possible the captain does something with his Captains chair consoles that performed that miracle without effecting any engineering teams abilities. In addition a ship has a lot of engineering teams.
It is a possible nerf one that would make sense given that a ship can not perform 2 attack patterns at the exact same time.
A Science Officer in a Escort can do well so can a Engineer not arguing that but this game involves more then just PvP. A Sci or Engineer in a Escort will not out perform a Tactical in a Escort for Starbase 24 or Gorn Minefield or Klingon Scout Force when it comes to damage and winning very rare gear should the players be equally skilled.
I was not even talking about on ground. On ground I love playing as a Sci or Engineer compared to a Tactical however a full Tactical team can roll stomp STF missions with their chaining of powers thanks to Tactical Initiative allowing teams to use their powers a lot. Heck I have been on a team with 3 total Tactical officers and abilities had been spammed like crazy.
PvP play is a minor part of the game I have done some PvP'ing and it takes a wile to get games going compared to PvE. Maybe make things different for PvP and PvE?
I have not flat out said to just nerf Tactical officers or Escorts I said nerf Tactical Officers OR boost the others. Did you miss the OR?
Things are not fine as is can you agree to that? Or are you letting some sort of bias you have effect your judgement. I play all career paths from both factions and I know things are messed up not just from career path but ships too. So many people know this as well. I play the game and I see more Tactical Officers then Science or Engineers. Their is a reason for that.
Wow I must be seriously skilled then cos my engineer in an escort comes first in Starbase 24 and Gorn Minefield 9 times out of 10 in groups with multiple tac captains.