000 A
020 A expires, A TCD expires, B
040 B expires, B TCD expires, C
045 A CD expires
060 C expires, C TCD expires, A
065 B CD expires
080 A expires, A TCD expires, B
085 C CD expires
100 B expires, B TCD expires, C
105 A CD expires
120 C expires, C TCD expires, A
125 B CD expires
140 A expires, A TCD expires, B
145 C CD expires
160 B expires, B TCD expires, C
165 A CD expires
Etc, etc, etc. You can 3x EPtX for 0s gap...if the 5s (or less) gap is a concern.
Yes indeed. Though I'd have a hard time seeing any ship wanting to run 3 copies of a skill. :eek:
000 A
015 A TCD expires, C
020 A expires
030 A CD expires, C TCD expires, B
035 C expires
045 C CD expires, B TCD expires, A
050 B expires
060 B CD expires, A TCD expires, C
065 A expires
075 A CD expires, C TCD expires, B
080 C expires
090 C CD expires, B TCD expires, A
095 B expires
105 B CD expires, A TCD expires, C
Etc, etc, etc.
There is a 25s gap between A#1 and A#2, A#2 and A#3.
There is a 25s gap between C#1 and C#2, C#2 and C#3.
There is a 25s gap between B#1 and B#2, B#2 and B#3.
A&B are both EPtX, though - C is EPtY. So the following appears...
EPtY 25s gap.
EPtX...10s gap, 0s gap (5s clip), 10s gap, 0s gap (5s clip)
EPtX would have 20s up, 10s down, 35s up, 10s down, 35s up, 10s down, etc, etc.
EPtY would have 15s down, 20s up, 25s down, 20s up, 25s down, 20s up, etc, etc.
Running C, A, B, C, A, B, C, A, B, etc...
000 C
015 C TCD expires, A
020 C expires
030 C CD expires
035 A expires, A TCD expires. B
045 A CD expires
050 B TCD expires, C
055 B expires
065 B CD expires, C TCD expires, A
070 C expires
080 C CD expires
085 A expires, A TCD expires, B
095 A CD expires
100 B TCD expires, C
105 B expires
115 B CD expires, C TCD expires, A
120 C expires
I know, right? Let us both blissfully dream of a game in which all ships are awesome and useful in their own, canon ways with true balance where people synergistically team with whomever they want and all ships of all types are welcome because no one is clearly gimped.
It would be like being whisked from our black&white, dust-bowl kansas into sweet, sweet, technicolor OZ.
I'll third this. Escorts sitting still was the reason I quite using standard escorts for the most part.
I wonder if you could get this effect by buffing the damage of all ships to the same level on their primary fire arc, so forward for escorts, forward-ish for science, and broadside for cruisers all put out the same amount of damage in alpha, aka, you hit the spacebar and everything puts out X damage in that one firing cycle, calculated before bofffs and captain skills. And put locks on weapon types for different ships, so that if Cruisers can't use duel heavy cannons, then escorts can't use beam arrays. Or maybe a limiter, so that can only use one of two fore and aft. That way, escorts would have to always more around or be killed and their tankiness wouldn't matter as much since it would be more about defence. But yeah, however they did it, a sweat dream.
And virusdancer, thanks for doing that, I've been lost on that change since the begining. Now I understand.
Well, great. Now that I know more about how this plays out on a micro level, I have no idea how it plays out on a macro level! Thanks a lot, Virusdancer, you jerk. :P
I'll third this. Escorts sitting still was the reason I quite using standard escorts for the most part.
I dunnow. If you wanted to fix that, I'm almost thinking that the best way to go about it would be to get rid of (or at least nerf the everliving tar out of) the shield-rebalancing function of Tactical Team. Yes, it hurts everyone, but it forces escorts to break off attack runs a little faster, and makes nailing a ship with an early Beam Overload or the like an effective way to blunt an attack.
I dunnow, it's probably less good of an idea than I think it is. In a way, it's kinda' like the change that this thread's talking about-- nerfing/redefining a power that everyone and their brother uses, potentially to find out that it hurts the wrong party.
Comments
Yes indeed. Though I'd have a hard time seeing any ship wanting to run 3 copies of a skill. :eek:
Whew! Really complicated indeed. Things get really complicated especially after the first run.
All hands! Prepare the popcorn and tinfoil hats!
I'll third this. Escorts sitting still was the reason I quite using standard escorts for the most part.
I wonder if you could get this effect by buffing the damage of all ships to the same level on their primary fire arc, so forward for escorts, forward-ish for science, and broadside for cruisers all put out the same amount of damage in alpha, aka, you hit the spacebar and everything puts out X damage in that one firing cycle, calculated before bofffs and captain skills. And put locks on weapon types for different ships, so that if Cruisers can't use duel heavy cannons, then escorts can't use beam arrays. Or maybe a limiter, so that can only use one of two fore and aft. That way, escorts would have to always more around or be killed and their tankiness wouldn't matter as much since it would be more about defence. But yeah, however they did it, a sweat dream.
And virusdancer, thanks for doing that, I've been lost on that change since the begining. Now I understand.
Nouveau riche LTS member
I dunnow. If you wanted to fix that, I'm almost thinking that the best way to go about it would be to get rid of (or at least nerf the everliving tar out of) the shield-rebalancing function of Tactical Team. Yes, it hurts everyone, but it forces escorts to break off attack runs a little faster, and makes nailing a ship with an early Beam Overload or the like an effective way to blunt an attack.
I dunnow, it's probably less good of an idea than I think it is. In a way, it's kinda' like the change that this thread's talking about-- nerfing/redefining a power that everyone and their brother uses, potentially to find out that it hurts the wrong party.
-- Winston Churchill
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