This is Cryptic's explanation of the S1.2 cooldown system. It even explicitly mentions that 100% uptime (with two copies) on things like EPtS was intended.
Devs who mess with the cooldown system should read this and the related Duration / Recharge Category System Incoming on Tribble post (not online anymore due to forum deletions, but you can still find it on archive.org) to understand what the original foundation of the current system is, since apparently they have no meaningful firsthand knowledge of the system from playing the game.
This is Cryptic's explanation of the S1.2 cooldown system. It even explicitly mentions that 100% uptime (with two copies) on things like EPtS was intended.
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so what people need to stop acting like its a crime to change your mind ...they changed there mind get over it FFs
Ummm I fly ESCORTs.... yes I have some bop toons...
I have 8 fed escort toons. lol They all use EPTS and this change if it goes though will effect them just as much and likely more then any cruiser.
8 fed escorts? Maybe time to roll some cruiser some well, especially one with 3 engineering stations.
"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.”
Ummm I fly ESCORTs.... yes I have some bop toons...
I have 8 fed escort toons. lol They all use EPTS and this change if it goes though will effect them just as much and likely more then any cruiser.
Ok so I'm confused now. First you say Escorts don't use on EPtS, but now you say all of your escorts use it. Not only use it, but are saying it will effect them more than my cruiser.
First of all, if you think escorts will be hurt in anyway by this change, then perhaps you really don't comprehend what this change entails. Second, escorts don't have a plethora of ensign engineering stations that are rendered useless with this change.
You will not be effected.
Perhaps you should take the advice and fly an engineer in a cruiser?
Ok so I'm confused now. First you say Escorts don't use on EPtS, but now you say all of your escorts use it. Not only use it, but are saying it will effect them more than my cruiser.
First of all, if you think escorts will be hurt in anyway by this change, then perhaps you really don't comprehend what this change entails. Second, escorts don't have a plethora of ensign engineering stations that are rendered useless with this change.
You will not be effected.
Perhaps you should take the advice and fly an engineer in a cruiser?
All my escorts use 1 copy. Yes I don't chain it and have never worried about having 100% uptime.
Yes I am quite familier with the mechanics of the game... I have multiple toons and I have toons with multiple ships... I have at one time or another piloted every possible combo in high end pvp.
Ensign level stations are not going to be pointless on fed cruisers either... I will grant you that the handful with 3 ensigns don't have many options and I would be in line to to see some new Ensign level engi skills. However the cruisers with 2 are fine.
Yes they can carry Engi Team 1 if they don't already have an engi team.... they can also carry say a EPTE if they are not planning to roll it as an as needed buff... from what I hear the new EPTE effect should very much be a boon for cruisers .... even if you only have need of it once or twice in a match.
As far as the escorts go... yes everyone wines they are to tanky as it is... well 100% epts uptime is a large part of that make no mistake... very few escorts run with more then 25 power in shields... and the handful that run 50 power in shields are slow, and easier to kill to start with.
This change is going to effect everyone... to say it effects cruisers more is asenine. I don't mean that to be offensive either... I just don't see how this change would not effect everyone... when everyone agrees that everyone keeps EPTS up 100% of the time now. (or at least almost everyone)
This change is going to effect everyone... to say it effects cruisers more is asenine. I don't mean that to be offensive either... I just don't see how this change would not effect everyone... when everyone agrees that everyone keeps EPTS up 100% of the time now. (or at least almost everyone)
It affects cruisers more, the change basically prevents you from taking rank II or rank II EP abiliites. Because it makes the already high opportunity cost even higher.
"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.”
All my escorts use 1 copy. Yes I don't chain it and have never worried about having 100% uptime.
Yes I am quite familier with the mechanics of the game... I have multiple toons and I have toons with multiple ships... I have at one time or another piloted every possible combo in high end pvp.
Ensign level stations are not going to be pointless on fed cruisers either... I will grant you that the handful with 3 ensigns don't have many options and I would be in line to to see some new Ensign level engi skills. However the cruisers with 2 are fine.
Yes they can carry Engi Team 1 if they don't already have an engi team.... they can also carry say a EPTE if they are not planning to roll it as an as needed buff... from what I hear the new EPTE effect should very much be a boon for cruisers .... even if you only have need of it once or twice in a match.
As far as the escorts go... yes everyone wines they are to tanky as it is... well 100% epts uptime is a large part of that make no mistake... very few escorts run with more then 25 power in shields... and the handful that run 50 power in shields are slow, and easier to kill to start with.
This change is going to effect everyone... to say it effects cruisers more is asenine. I don't mean that to be offensive either... I just don't see how this change would not effect everyone... when everyone agrees that everyone keeps EPTS up 100% of the time now. (or at least almost everyone)
I asked if you understood the mechanics of the change, not the game.
I am not quite sure what build it is that you run, or what the escorts you fight are doing, but with my lackluster damage from beams, any escort I run across that is running shield power at 25 and/or using only one copy of EPtS1 I have no trouble killing at all. Or at the very least, driving off.
The ones that do double up on EPtS are the ones that are impervious to my damage output. If you have a Lt and Ensign engineer slot on an escort, there is no reason NOT to run 2 copies. Dispite what you are voicing, the vast majority of escorts DO in fact run 2 copies of EPtS. Just because you do not, or the battle cloaking ones you know of don't doesn't change this fact.
With my current engineer setup on my cruiser:
Fleet Excelsior
EPtS1, ET1, EPtS3, Aux2SIF3
EPtW1, RSP
EPtW1 (or ET1)
Running with 3 purple DCE for constant uptime of EPtS3
(Please don't tell me it is inefficient to run with DCE. It works very well and I enjoy it) This allows me to run shield and weapon power quite low, adding extra to engine or aux if I need it, which the bonus power from each one putting me at cap for both. It works, I like it, moving on.
I always get 2 chances for the doffs to trigger EPtS3, and honestly with both chances I haven't had it fail yet.
So now I am forced to entirely change the build. Given the fact that I have tried to run with just EPtS1x2, any amount of fire from DHCs will eventually bring me down, even from just one target. The increase in survivability going from 1 to 3 is immense.
So with the change, I am forced to either drop down to(for the sake of simplicity I will keep other powers the same)
EPtS1, ES1, ???, Aux2SIF3
EPtS1, RSP
ET1
Or keep EPtS3
EPtS1, ES1, EPtS3, Aux2SIF3
???, RSP
ET1.
Going with a ship with a Cmdr and Lt Cmdr is even worse. I could run 2 copies of EPtS3, but then have what, 3 copies of ET1?
I asked if you understood the mechanics of the change, not the game.
I am not quite sure what build it is that you run, or what the escorts you fight are doing, but with my lackluster damage from beams, any escort I run across that is running shield power at 25 and/or using only one copy of EPtS1 I have no trouble killing at all. Or at the very least, driving off.
The ones that do double up on EPtS are the ones that are impervious to my damage output. If you have a Lt and Ensign engineer slot on an escort, there is no reason NOT to run 2 copies. Dispite what you are voicing, the vast majority of escorts DO in fact run 2 copies of EPtS. Just because you do not, or the battle cloaking ones you know of don't doesn't change this fact.
With my current engineer setup on my cruiser:
Fleet Excelsior
EPtS1, ET1, EPtS3, Aux2SIF3
EPtW1, RSP
EPtW1 (or ET1)
Running with 3 purple DCE for constant uptime of EPtS3
(Please don't tell me it is inefficient to run with DCE. It works very well and I enjoy it) This allows me to run shield and weapon power quite low, adding extra to engine or aux if I need it, which the bonus power from each one putting me at cap for both. It works, I like it, moving on.
I always get 2 chances for the doffs to trigger EPtS3, and honestly with both chances I haven't had it fail yet.
So now I am forced to entirely change the build. Given the fact that I have tried to run with just EPtS1x2, any amount of fire from DHCs will eventually bring me down, even from just one target. The increase in survivability going from 1 to 3 is immense.
So with the change, I am forced to either drop down to(for the sake of simplicity I will keep other powers the same)
EPtS1, ES1, ???, Aux2SIF3
EPtS1, RSP
ET1
Or keep EPtS3
EPtS1, ES1, EPtS3, Aux2SIF3
???, RSP
ET1.
Going with a ship with a Cmdr and Lt Cmdr is even worse. I could run 2 copies of EPtS3, but then have what, 3 copies of ET1?
How is an escort more effected by this change?
Well if your a healer as you claim to be now you should be running something more like this
EPTW 1 - RSP 1 - Extend 2 - Sif 3
Engi Team 1 - EPTS 2
Engi Team 1
You said you where an engi there is zero reason to run EPTS 3... you gain next to nothing over 2 and you loose a major heal... no healing cruiser should be with out at least one Extend. The dual engi team... I will admit its not ideal... we could use more ensign level options I agree... still always having one ready every 15s for the clear is much more important then the 10% extra heal on version 2.
After the changes I don't see why this exact build would still not be extremely viable... as an engi you have Rotate to cover any gaps... and you always have RSP if you use it wisely. (you could perhaps swap out one Engi team for a EPTE 1... just as as a just in case button... you may never use it but it might be nice to have there)
Not to mention you should be able to switch from heal other to yourself mode pretty quickly with SIF 3... I know Sif won't save you from a massive spike... but it will help get you through any trouble you may get in as well.
I'm sorry but as an engi... you are the one class that should have the least amount of issues with a EPTS gap.
As for you up time ... ya honestly with the meta right now you want to have 2-3 damage control doffs... and your EPTS 2 will be at the global. (what ever it is right now it would be 100% up... after the change it should be 66% up)
In any event get an extend ... after the change you should have no issues even in a pug game convincing a friendly escort to stay in extend range... the best cover for any gap you have is making sure the high dps flys your wing.
Well if your a healer as you claim to be now you should be running something more like this
EPTW 1 - RSP 1 - Extend 2 - Sif 3
Engi Team 1 - EPTS 2
Engi Team 1
You said you where an engi there is zero reason to run EPTS 3... you gain next to nothing over 2 and you loose a major heal... no healing cruiser should be with out at least one Extend. The dual engi team... I will admit its not ideal... we could use more ensign level options I agree... still always having one ready every 15s for the clear is much more important then the 10% extra heal on version 2.
After the changes I don't see why this exact build would still not be extremely viable... as an engi you have Rotate to cover any gaps... and you always have RSP if you use it wisely. (you could perhaps swap out one Engi team for a EPTE 1... just as as a just in case button... you may never use it but it might be nice to have there)
Not to mention you should be able to switch from heal other to yourself mode pretty quickly with SIF 3... I know Sif won't save you from a massive spike... but it will help get you through any trouble you may get in as well.
I'm sorry but as an engi... you are the one class that should have the least amount of issues with a EPTS gap.
As for you up time ... ya honestly with the meta right now you want to have 2-3 damage control doffs... and your EPTS 2 will be at the global. (what ever it is right now it would be 100% up... after the change it should be 66% up)
In any event get an extend ... after the change you should have no issues even in a pug game convincing a friendly escort to stay in extend range... the best cover for any gap you have is making sure the high dps flys your wing.
Both builds have an Extend in there.
I have the least amount of trouble with a gap, yes, but its still enough to get killed, albeit one or 2 volleys longer.
The reason I go with 3 over 2 is psychological, more than anything. If I cycle EPtS2, then that means I am wasting 2 slots for EPtS2, and have to put RSP in LT Cmdr slot, which limits my healing output.
If I force myself to only have EPtS3, then I can only have one to cycle and must use doffs to get 100% up time while only using up Ensign slots. It is quite practical really, and it works well for me.
If I don't have 100% uptime on EPtS, I am dead. Every test, and every attempt I have made without it proves it to me.
I have the least amount of trouble with a gap, yes, but its still enough to get killed, albeit one or 2 volleys longer.
The reason I go with 3 over 2 is psychological, more than anything. If I cycle EPtS2, then that means I am wasting 2 slots for EPtS2, and have to put RSP in LT Cmdr slot, which limits my healing output.
If I force myself to only have EPtS3, then I can only have one to cycle and must use doffs to get 100% up time while only using up Ensign slots. It is quite practical really, and it works well for me.
If I don't have 100% uptime on EPtS, I am dead. Every test, and every attempt I have made without it proves it to me.
Your right I'm sorry its late... you have version 1. lol My bad
We'll have to see what happens with ETPS and what they do and how it shakes out when everyone has the same handicap...
I know my engi toons really shouldn't have much issue surviving with the EPTS gap if it happens... of course they will be slightly squishier I have no doubt. My only point is everyone will be... its not like you will be the only one not able to chain EPTS... and really an engi toon should have the least issue on paper with EPTS gaps... its just a fact... last I checked my tac toons don't have Rotate shield freq... Engi Fleet... M worker... or EPS transfer... all of which should provide much more defense then the change to Go down that I can activate on my tacs when I'm already hurting very badly.
they can also carry say a EPTE if they are not planning to roll it as an as needed buff... from what I hear the new EPTE effect should very much be a boon for cruisers .... even if you only have need of it once or twice in a match.
I don't see how it's going to be much of a "boon" for cruisers, perhaps if your using a klink battlecruiser with cannons where weapon power isn't an issue. Fedcruisers on the other hand tend to use beam arrays outside of a couple single cannon builds and therefore absolutely need EPtW because of the massive energy drain from broadsides. This change to EP abilities completely cripples both survivability and damage as is right now for that type of cruiser. You're too slow and lack maneuverability to migrate the damage, and your weapons drain more power then you have access too its basically lose lose. You can't hit hard and will have trouble taking burst damage, particularly from a well timed alpha which is almost certain death with this change.
Thankfully, my fleet is a few hours away from T4 shipyard so I'll just pick up a Fleet Advanced Escort and use that since they seem to wanna gimp cruisers even more then they have already.
I don't mind them changing EP abilities, but they really went the wrong way with it. They should have lowered the resistance granted by EPtS and at the same time balanced weapon damage in someway.
Your right I'm sorry its late... you have version 1. lol My bad
We'll have to see what happens with ETPS and what they do and how it shakes out when everyone has the same handicap...
I know my engi toons really shouldn't have much issue surviving with the EPTS gap if it happens... of course they will be slightly squishier I have no doubt. My only point is everyone will be... its not like you will be the only one not able to chain EPTS... and really an engi toon should have the least issue on paper with EPTS gaps... its just a fact... last I checked my tac toons don't have Rotate shield freq... Engi Fleet... M worker... or EPS transfer... all of which should provide much more defense then the change to Go down that I can activate on my tacs when I'm already hurting very badly.
100% agree with this... Engineers, especially in cruiser, are going to be minimally affected...
Ok, so each ability will lasts for 20 seconds with the new season.
Own cooldown (so EptX of the same type) is also 20 sec.
But what is the category cooldown? I guess I missed that one.
If this still is 15 seconds, cruisers using 2x EptS and 2x EptW will have their rotation messed up. It will be the end of using 2x2 EptX, because nobody wants a gap.
Also escorts and sci vessels using EptX1 and EptX2 with damage control engineers will be messed up. So that will effectivly be the end of the damage doffs.
If they reduce it to 10 seconds, nothing really changes, even with doffs.....
If they reduce it to 10 seconds, nothing really changes, even with doffs.....
Oh, more button smashing, for the same effect :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.”
No matter what you do, there will always be a lack of ensign engineering choices. Maybe some science tools should be put to engineering tree. Polarize Hull / Tractor beam for example.
"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.”
No matter what you do, there will always be a lack of ensign engineering choices. Maybe some science tools should be put to engineering tree. Polarize Hull / Tractor beam for example.
I also mentioned this before. Tractor beam would be a typical engineering ability
Moving boff skills is very likely infeasible: What would happen to the boffs that presently have those skills? Would they lose them? Would they become priceless legacy items? How would this impact people who presently have those skills set already?
Moving boff skills is very likely infeasible: What would happen to the boffs that presently have those skills? Would they lose them? Would they become priceless legacy items? How would this impact people who presently have those skills set already?
I guess you would have to change it in all officers for some useless placeholder so people have to retrain them. it's true that Cryptic always avoided this.
Also I liked Jorf's idea about removing shared subsystem cooldown from team powers. Because at least cruisers with 3 engineering stations could spam engineering team without having useless engineering slot when they take higher rank of EP power.
"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.”
We have enough tractors in this game as it is Thanks... but no thanks.
Not really, I think slow turning cruisers could use tractor beam more than any other ship.
"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.”
Not really, I think slow turning cruisers could use tractor beam more than any other ship.
Convince crytpic to remove tractor beams from pets... and I would be all over this one.
PH does make good sense as an engi skill though 100%.
Tractor is really an engi skill as well... but I sure as heck wouldn't want to see cruisers and sci both rocking dual tractors all over the place... that just sounds so unfun its silly.
Comments
This is Cryptic's explanation of the S1.2 cooldown system. It even explicitly mentions that 100% uptime (with two copies) on things like EPtS was intended.
Devs who mess with the cooldown system should read this and the related Duration / Recharge Category System Incoming on Tribble post (not online anymore due to forum deletions, but you can still find it on archive.org) to understand what the original foundation of the current system is, since apparently they have no meaningful firsthand knowledge of the system from playing the game.
so what people need to stop acting like its a crime to change your mind ...they changed there mind get over it FFs
its not easy to just get over them ruining their own game. this doesn't balance anything, it just ruins it.
Bingo
At least escorts are unaffected, right?
.............
Now I made myself sad
No indeed... escorts don't rely at all on EPTS 1 lol
You don't. Anyone without battle cloak/cloak does.
We really going through this again?
Ummm I fly ESCORTs.... yes I have some bop toons...
I have 8 fed escort toons. lol They all use EPTS and this change if it goes though will effect them just as much and likely more then any cruiser.
8 fed escorts? Maybe time to roll some cruiser some well, especially one with 3 engineering stations.
Ok so I'm confused now. First you say Escorts don't use on EPtS, but now you say all of your escorts use it. Not only use it, but are saying it will effect them more than my cruiser.
First of all, if you think escorts will be hurt in anyway by this change, then perhaps you really don't comprehend what this change entails. Second, escorts don't have a plethora of ensign engineering stations that are rendered useless with this change.
You will not be effected.
Perhaps you should take the advice and fly an engineer in a cruiser?
I also have 1 carrier and 2 cruisers fed side.
And a couple of my escort toons honestly I pop them back and forth with sci ships and cruisers when I get bord.
All my escorts use 1 copy. Yes I don't chain it and have never worried about having 100% uptime.
Yes I am quite familier with the mechanics of the game... I have multiple toons and I have toons with multiple ships... I have at one time or another piloted every possible combo in high end pvp.
Ensign level stations are not going to be pointless on fed cruisers either... I will grant you that the handful with 3 ensigns don't have many options and I would be in line to to see some new Ensign level engi skills. However the cruisers with 2 are fine.
Yes they can carry Engi Team 1 if they don't already have an engi team.... they can also carry say a EPTE if they are not planning to roll it as an as needed buff... from what I hear the new EPTE effect should very much be a boon for cruisers .... even if you only have need of it once or twice in a match.
As far as the escorts go... yes everyone wines they are to tanky as it is... well 100% epts uptime is a large part of that make no mistake... very few escorts run with more then 25 power in shields... and the handful that run 50 power in shields are slow, and easier to kill to start with.
This change is going to effect everyone... to say it effects cruisers more is asenine. I don't mean that to be offensive either... I just don't see how this change would not effect everyone... when everyone agrees that everyone keeps EPTS up 100% of the time now. (or at least almost everyone)
It affects cruisers more, the change basically prevents you from taking rank II or rank II EP abiliites. Because it makes the already high opportunity cost even higher.
I asked if you understood the mechanics of the change, not the game.
I am not quite sure what build it is that you run, or what the escorts you fight are doing, but with my lackluster damage from beams, any escort I run across that is running shield power at 25 and/or using only one copy of EPtS1 I have no trouble killing at all. Or at the very least, driving off.
The ones that do double up on EPtS are the ones that are impervious to my damage output. If you have a Lt and Ensign engineer slot on an escort, there is no reason NOT to run 2 copies. Dispite what you are voicing, the vast majority of escorts DO in fact run 2 copies of EPtS. Just because you do not, or the battle cloaking ones you know of don't doesn't change this fact.
With my current engineer setup on my cruiser:
Fleet Excelsior
EPtS1, ET1, EPtS3, Aux2SIF3
EPtW1, RSP
EPtW1 (or ET1)
Running with 3 purple DCE for constant uptime of EPtS3
(Please don't tell me it is inefficient to run with DCE. It works very well and I enjoy it) This allows me to run shield and weapon power quite low, adding extra to engine or aux if I need it, which the bonus power from each one putting me at cap for both. It works, I like it, moving on.
I always get 2 chances for the doffs to trigger EPtS3, and honestly with both chances I haven't had it fail yet.
So now I am forced to entirely change the build. Given the fact that I have tried to run with just EPtS1x2, any amount of fire from DHCs will eventually bring me down, even from just one target. The increase in survivability going from 1 to 3 is immense.
So with the change, I am forced to either drop down to(for the sake of simplicity I will keep other powers the same)
EPtS1, ES1, ???, Aux2SIF3
EPtS1, RSP
ET1
Or keep EPtS3
EPtS1, ES1, EPtS3, Aux2SIF3
???, RSP
ET1.
Going with a ship with a Cmdr and Lt Cmdr is even worse. I could run 2 copies of EPtS3, but then have what, 3 copies of ET1?
How is an escort more effected by this change?
Well if your a healer as you claim to be now you should be running something more like this
EPTW 1 - RSP 1 - Extend 2 - Sif 3
Engi Team 1 - EPTS 2
Engi Team 1
You said you where an engi there is zero reason to run EPTS 3... you gain next to nothing over 2 and you loose a major heal... no healing cruiser should be with out at least one Extend. The dual engi team... I will admit its not ideal... we could use more ensign level options I agree... still always having one ready every 15s for the clear is much more important then the 10% extra heal on version 2.
After the changes I don't see why this exact build would still not be extremely viable... as an engi you have Rotate to cover any gaps... and you always have RSP if you use it wisely. (you could perhaps swap out one Engi team for a EPTE 1... just as as a just in case button... you may never use it but it might be nice to have there)
Not to mention you should be able to switch from heal other to yourself mode pretty quickly with SIF 3... I know Sif won't save you from a massive spike... but it will help get you through any trouble you may get in as well.
I'm sorry but as an engi... you are the one class that should have the least amount of issues with a EPTS gap.
As for you up time ... ya honestly with the meta right now you want to have 2-3 damage control doffs... and your EPTS 2 will be at the global. (what ever it is right now it would be 100% up... after the change it should be 66% up)
In any event get an extend ... after the change you should have no issues even in a pug game convincing a friendly escort to stay in extend range... the best cover for any gap you have is making sure the high dps flys your wing.
Both builds have an Extend in there.
I have the least amount of trouble with a gap, yes, but its still enough to get killed, albeit one or 2 volleys longer.
The reason I go with 3 over 2 is psychological, more than anything. If I cycle EPtS2, then that means I am wasting 2 slots for EPtS2, and have to put RSP in LT Cmdr slot, which limits my healing output.
If I force myself to only have EPtS3, then I can only have one to cycle and must use doffs to get 100% up time while only using up Ensign slots. It is quite practical really, and it works well for me.
If I don't have 100% uptime on EPtS, I am dead. Every test, and every attempt I have made without it proves it to me.
Your right I'm sorry its late... you have version 1. lol My bad
We'll have to see what happens with ETPS and what they do and how it shakes out when everyone has the same handicap...
I know my engi toons really shouldn't have much issue surviving with the EPTS gap if it happens... of course they will be slightly squishier I have no doubt. My only point is everyone will be... its not like you will be the only one not able to chain EPTS... and really an engi toon should have the least issue on paper with EPTS gaps... its just a fact... last I checked my tac toons don't have Rotate shield freq... Engi Fleet... M worker... or EPS transfer... all of which should provide much more defense then the change to Go down that I can activate on my tacs when I'm already hurting very badly.
I don't see how it's going to be much of a "boon" for cruisers, perhaps if your using a klink battlecruiser with cannons where weapon power isn't an issue. Fedcruisers on the other hand tend to use beam arrays outside of a couple single cannon builds and therefore absolutely need EPtW because of the massive energy drain from broadsides. This change to EP abilities completely cripples both survivability and damage as is right now for that type of cruiser. You're too slow and lack maneuverability to migrate the damage, and your weapons drain more power then you have access too its basically lose lose. You can't hit hard and will have trouble taking burst damage, particularly from a well timed alpha which is almost certain death with this change.
Thankfully, my fleet is a few hours away from T4 shipyard so I'll just pick up a Fleet Advanced Escort and use that since they seem to wanna gimp cruisers even more then they have already.
I don't mind them changing EP abilities, but they really went the wrong way with it. They should have lowered the resistance granted by EPtS and at the same time balanced weapon damage in someway.
100% agree with this... Engineers, especially in cruiser, are going to be minimally affected...
Ok, so each ability will lasts for 20 seconds with the new season.
Own cooldown (so EptX of the same type) is also 20 sec.
But what is the category cooldown? I guess I missed that one.
If this still is 15 seconds, cruisers using 2x EptS and 2x EptW will have their rotation messed up. It will be the end of using 2x2 EptX, because nobody wants a gap.
Also escorts and sci vessels using EptX1 and EptX2 with damage control engineers will be messed up. So that will effectivly be the end of the damage doffs.
If they reduce it to 10 seconds, nothing really changes, even with doffs.....
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
Oh, more button smashing, for the same effect :rolleyes:
ie- everything has 100% up time all the time.
only one at a time can be active.
Do you even Science Bro?
I also mentioned this before. Tractor beam would be a typical engineering ability
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
I guess you would have to change it in all officers for some useless placeholder so people have to retrain them. it's true that Cryptic always avoided this.
Also I liked Jorf's idea about removing shared subsystem cooldown from team powers. Because at least cruisers with 3 engineering stations could spam engineering team without having useless engineering slot when they take higher rank of EP power.
Bad idea?
http://sto-forum.perfectworld.com/showthread.php?t=528931&page=271
Polarized hull however would make good sense.
It was removed from the global with hazards awhile back already... so why not its a logical engi buff.
Not really, I think slow turning cruisers could use tractor beam more than any other ship.
Convince crytpic to remove tractor beams from pets... and I would be all over this one.
PH does make good sense as an engi skill though 100%.
Tractor is really an engi skill as well... but I sure as heck wouldn't want to see cruisers and sci both rocking dual tractors all over the place... that just sounds so unfun its silly.