-40 power is ridiculous to "balance" for these weak, gimmicky powers with a long cooldown that no one asked for. I would gladly get rid of them to have regular power levels back. Just saying yet again, since this is going live on Tuesday. They need to either arm up the singularity powers or weaken the power penalty.
1) Quantum Absorption, this one is a dead give away, having extra hull and a useful shield regen for 30 seconds is great....hell with the rank 1 of this power on my guardian class i have an extra 13k hull.
2) plasma shockwave....extra damage is always good...though this can probably be cleaned by HE
3) Overload (cant remember the exact name), This is REALLY nice...it combines BO and rapid fire when using beams and cannons/turrets...its the equivalent of a rank 1 for both....and at level 5 its lasts for more than 15 seconds (cant recall exactly), it pretty much upgrades the firing cycle or all the energy weapons, instead of it being a onetime use like BO is.
4) Warp shadow...eh, the fact they dont do anything except fly around and very rarely fire a weapon (maybe 5% of the time) makes this power pretty useless...especialyl since if i keep firing after using it the enemy will retarget me anyways.
5) Singularity jump....utterly useless....its damage is near non existent and its pull is TRIBBLE also....I get MORE use from a GW than this power....and a 5 km jump forward....not really that great.
My ranking is a little different than that so far:
For the Sci Ha'nom...
1) Singularity Jump...has awesome synergy with the rest of the build, providing various options on how the pain is dropped out on the target(s), and just looks cool pulsing away as targets die.
2) Plasma Shockwave...adds some additional damage over time, has nifty synergy with the builds other abilities, and can clear targetables if other stuff is on CD.
3) Energy Weapons: Singularity Overcharge...can add some single target damage and serves that point.
4) Quantum Absorption...outside of when I started a mission while still in a shuttle, there just hasn't been a need.
5) Warp Shadows...there just hasn't been a need.
For the Tac Ha'feh...
1) Energy Weapons: Singularity Overcharge...nifty to use when BO/CRF are on CD.
2) Plasma Shockwave...frag those targetables at the last moment.
3) Singularity Jump...don't have anything on this toon that really works well with this. Can clear targetables for 20s instead of the single blast that Plasma Shockwave does...but only weaker targetables.
4) Quantum Absorption...outside of when I started a mission while still in a shuttle, there just hasn't been a need.
5) Warp Shadows...there just hasn't been a need.
EW:SO, PS, SJ...they're going to vary in use depending on what I'm flying, what I'm flying it with, what kind of gearing/build/etc I'm sporting.
QA/WS...they're just...they're just meh and bah meh.
Course, there's the Singularity Core that they're using:
Dual Injection Singularity Core Mk XI [SingA][SingC][SST]
+5 to 15 Engine Power, based on your Singularity Charge level
Maximum Warp Factor 10
Increases your Singularity Charge rate by 20%
Reduces the cooldown time on Singularity Power use by 10%
+20% Turnrate while in Slipstream
Okay, the following guys have no traits/skills/gear that boost any of their subsystem power levels. Don't ask me why, I don't know - don't understand why they wouldn't - don't care that they haven't. As such, they're eating the full -40 power.
Andrew - doesn't use any Singularity Abilities. He 5pips so he's only eating -30 power instead of -40. What is the -30 balancing?
Blake - has a single Singularity Ability that he finds useful. When he 5pips and uses that ability, he's actually eating -50 power. Is that single Ability worth -50 power?
Chuck - he finds all the Singularity Abilities useful in different scenarios. When he 5pips and uses whatever ability he finds most prudent to use, again he's going to be eating -50 power. Is the choice of Abilities (given the duration, the cooldown, and the time to build back up Singularity Charge) worth -50 power?
Dave, Eddie, and Frank - actually find certain Singularity Abilities useful; but they think some are just a waste. When they 5pip and use an ability, once more they're eating -50 power to do so. Is there personal/limited choice of Abilities (given the duration, the cooldown, and the time to build back up Singularity Charge) worth -50 power?
Gary - is flying a torp boat. He has no energy weapons. He cannot use Energy Weapons: Singularity Overcharge. Right there in the name, it only boosts Energy Weapons. So even if he has a use for the other four Singularity Abilities, when he 5pips and uses one of them...he's at -50 power.
Can go through all sorts of examples for Henry, Ian, Jake, Kevin, Luke, Marty, Nick, Owen, Paul, Quentin, Robbie, Steve, Timmy, Uriah, Vance, Walter, Xander, Yannick, and Zeke...
What is the "mid point" - what is the balancing point - what exactly is balancing that -30/-50 subsystem power for these guys? Obviously some will get more out of it than others, etc, etc, etc...so what's the actual balancing point for the loss?
5) Singularity jump....utterly useless....its damage is near non existent and its pull is TRIBBLE also....I get MORE use from a GW than this power....and a 5 km jump forward....not really that great.
The damage isn't what makes this valuable; the accuracy/(perception?)/damage debuff is. Drop this on a group of enemies (or on a big, nasty, immobile enemy like the eSTFs are full of) and they will be blind and powerless for the duration.
Also, it lets you combo with yourself with Gravity Well; drop GW, charge and drop SJ, and anybody caught in both is pretty well stuck til one expires, taking damage from both and helpless to return fire. Eject Warp Plasma also combos nicely with SJ; slather the target in the plasma and jump away, the plasma keeps them from moving away from the SJ, the SJ keeps them from escaping the plasma, and they're stuck, blind, and taking damage for the duration.
True. but even then, is taking out pet spam and torps worth 10 shield power?
Just felt the need to respond, personnal opinion of course.
10 shield power? Sure.
10 engine power? Depends on the ship and situation, but usually yes. (Honestly, I don't make builds that would depend on 10 engine power to turn.)
10 auxiliary power? Yes, bar some rare occasions.
But that is just me, I'm used to cycling 2 different EPtX abilities on all ships, that's about an additional 50-60 power I can play with. Then there's also Aux2Batt...
In the end, while it's a noticeable disadvantage, I'm pretty much fine with it. The ships themselves are solid.
And to respond to some, Devs added singularity abilities to make warbirds "special". hey said so several times (they felt the need to make the fact Romulans use singularity warp cores apparent, as well as their science penchant).
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
and then there is the plain crazy cryptic dudes that think singularity abilities are worth that much power ;-)
Not to mention a shared one minute cooldown before you can even start rebuilding singularity power.
If it wasn't for the stupid shared cooldown, some of the abilities might actually be more useful than as an "Oh, S**T!" button in emergencies. Seriously, what were the Devs thinking when they came up with such a huge penalty for somewhat lackluster abilities you can use so infrequently?
The way I would implement it would be to get rid of the 1 minute cooldown and let the players start recharging singularity charges immediately after using one of the powers. Then the power penalty would be worth it just for the hull heal, teleport, rapid fire, and of course, the battle cloak.
So while there is a loss of Hull for the increase in Turn, were you to give the Ha'nom a Warp Core instead of a Singularity Core...what's balancing the Battle Cloak?
It's just something to consider for folks that may not be considering it...
...obviously the lower subsystem power levels is not just about the Singularity Core and Singularity abilities.
So while there is a loss of Hull for the increase in Turn, were you to give the Ha'nom a Warp Core instead of a Singularity Core...what's balancing the Battle Cloak?
It's just something to consider for folks that may not be considering it...
...obviously the lower subsystem power levels is not just about the Singularity Core and Singularity abilities.
Your absolutely right. And at one point they changed the power levels to -20 and gave the cloak a 40 second cooldown, pretty much making the battle part of it kinda useless since you couldn't cloak and recloak quickly.
But lets look at the b'rel which gets the battle cloak and full 200 power levels. it loses hull, and boff slots.
But on the romulan side, the devs didn't even consider doing that. it's just lets knock -40 power off.
Personally i'd take a 30% hull reduction on any romulan ship over the -40 power. Hell lets go half way. 15% hull reduction on all ships and only -20 power. Still not balanced but at least people can manage it without being vastly overpowered by fed/kdf.
And in the end as many have stated for PVE, it won't matter, eventually we'll be up to par with current fed/kdf ships, though fed/kdf will be even higher than us thanks to warp cores.
And for obvious reason PVP gets screwed.
By this time next week your going to see dozens of topics from people who didn't play the beta or just never hit max level complaining about PVP and the power levels. And IMO, within 2 weeks, the power levels will go back to -20, which is perfectly fine by me. thats easily playable. And if they want to knock the cloak back up, do it to 30 seconds, not 40.
Enhanced Projectile Efficiency Set (T'varo)
+10% Projectiles Damage
25% Cooldown Reduction for Projectiles
Note that these are all potentially subject to change at any time, etc. etc.
...which comes from having the Refit/Retrofit consoles:
Console - Universal - Singularity Stabilizer: Resets your Singularity Lockout period, and provides extra Singularity Charge.
Console - Universal - Plasma Destabilizer: Launches a massive Plasma torpedo at your target, dealing a great deal of damage over a large area and lowering the resistances of affected targets.
So while the Sci B'rel will be better than than the Sci T'varo...other than that, yeah - even with the Base 40 vs. Base 50 power, the T'varo smokes the B'rel.
While we always appreciate feedback, I'd really recommend actually playing the D'deridex and getting a feel for it before worrying too much about the turn rate. The Singularity powers go a long way toward changing the feel of the ship. If you play the ship and don't enjoy it, feel free to post about why you feel that way.
Moreover, we have several Warbirds available that are faster if you're interested in a style of play more similar to an Escort. The D'deridex is a huge ship, canonically both larger and slower than the Galaxy. We're doing our best to make it appropriate to the IP, as well as fun to play.
but, will these variants be free or Z-store ships?
but, will these variants be free or Z-store ships?
He's talking about the other ships, the T'Varo, Mogai, Dhelan, and Ha'feh. The D'Dex is what it is. simple as that. if you don't like the turn rate, use the 2piece console set to get +2 turn rate and use an RCS, as well as maxing out the skills.
He's talking about the other ships, the T'Varo, Mogai, Dhelan, and Ha'feh. The D'Dex is what it is. simple as that. if you don't like the turn rate, use the 2piece console set to get +2 turn rate and use an RCS, as well as maxing out the skills.
Otherwise use another ship.
Don't forget that in the process of getting that +2 from the 2pc, you're going to have the console that also helps with turn:
Console - Universal - Molecular Phase Inverter: Increases Defense, Damage Resistance, Speed and Turn Rate while also disabling ship collision. Can activate Cloak while Phased.
I'm really surprised there haven't been more complaints about the "P2W" nature of the 2pc bonuses for these ships. Buy the Refit/Retrofit...and...no, not necessarily "win" - but definitely improve your odds of winning.
Don't forget that in the process of getting that +2 from the 2pc, you're going to have the console that also helps with turn:
Console - Universal - Molecular Phase Inverter: Increases Defense, Damage Resistance, Speed and Turn Rate while also disabling ship collision. Can activate Cloak while Phased.
I'm really surprised there haven't been more complaints about the "P2W" nature of the 2pc bonuses for these ships. Buy the Refit/Retrofit...and...no, not necessarily "win" - but definitely improve your odds of winning.
But pve wise, 1 click 3 minute cooldown consoles are a sacrifice of a passive console.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
Don't forget that in the process of getting that +2 from the 2pc, you're going to have the console that also helps with turn:
Console - Universal - Molecular Phase Inverter: Increases Defense, Damage Resistance, Speed and Turn Rate while also disabling ship collision. Can activate Cloak while Phased.
I'm really surprised there haven't been more complaints about the "P2W" nature of the 2pc bonuses for these ships. Buy the Refit/Retrofit...and...no, not necessarily "win" - but definitely improve your odds of winning.
Honestly i don't see them as P2W at all. First off, the bonuses, though they are good, require two console slots, which means your going to lose out on other possibly more valuable consoles for the bonus and 2 abilities that can only be used once every 3 minutes.
Now granted, they're all good abilities, no denying that, but with the -40 power drain already the 2-piece bonus is by no means an instant win solution.
I bought the legacy pack so i'm really looking forward to testing them all out, and i hope i can manage to use them all. At this point i'm sure i can use the t'varo, dhelan and mogai sets. though it probably means sacrificing the nukara console and it's two piece bonus to 7.6% tetryon damage.
anyway, the only exception and the one that might be a P2W/i win button is the T'varo since if you use it's set, with the 2 piece honor guard your torps are going to be ungodly powerful.
Well, i think the most important question in this whole discussion is:
Why did the devs felt the need to have the singularity powers in the first place?
a little story about that (just a guess but I bet 1M EC that I'm pretty close to what happend with that ...)
Someone at cryptic/pwe asked "how can we give STO another boost?"
Answer: "put in a third faction - romulans -, people are asking for that since beta."
question: "how can we make some profit out of that?"
Answer: "make a bundle with some new ships and toys for the romulans"
question: "how can we advertise these new ships?"
Answer: "somewhere is stated that romulan ships have singularity cores instead of warp cores, lets use this as an argument to give the ships some shiny abilities"
question: "won't this bring up the whole P2W discussion again?"
Answer: "we put some penalty on the ships to balance for this, and the abilites are not really powerfull anyway.
to cut it short: the reason why romulan ships will get singularty cores and their "abilities" is nothing but marketing (really bad marketing, considering how the game will be screwed up by this).
Well i can say flat out, i would of still been interested in romulans and the legacy pack even if the ships were the exact same system as fed/kdf.
I agree ... actually with the singularty cores and their abilities in place I do consider not having a romulan toon at all, at least I won't buy any z-store-ship for a romulan toon.
Well there are some ways to fix this whole mess with the singularity cores and their abilities without removing them fromt he game (which would not be possible since cryptic allready sold the legacy pack with that on the feature list ...):
Add 2 modes to singularity cores:
1. Charging: Charges up singulartiy core abilities with the -40 penalty on energy levels
2. Standard: all singularity core abilities are deactivated, no penalty on energy levels
-> This would allow players to choose wether they want to use the abilities and pay the price for that or not.
heck even if they made the power drain scale as the core charges fully starting with no penalty and ending it the full penalty to keep it charged that would make since
But pve wise, 1 click 3 minute cooldown consoles are a sacrifice of a passive console.
So you balance that against what you gain. Isometric Charge works so freaking well in my Murderball combo, it's well worth the loss of a passive. While it might not be available EVERY time I create an opportunity for it to be useful, it's absolutely devastating when it is.
heck even if they made the power drain scale as the core charges fully starting with no penalty and ending it the full penalty to keep it charged that would make since
This is actually a really good idea and forces you to use the abilities (which i assume is what the devs want) rather than keep a full charge for bonus system power.
As has been said, the singularity cores with their power disadvantage may as well balance the Battlecloak, not simply the singularity abilities.
So, if they'd make it a possibility to somehow "switch" to a FED/KDF power system without singularity abilities and power disadvantages, they should disable the cloak (that btw needs all the energy of the core - that's the reason Romulans can't fire energy weapons when cloaked), or at the very least, make it a regular cloak with bad stats.
But I don't think that's happening, anyway.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
I think it would have been better to have the power reduction on a scale. You get -10 with no singularity charge and +/- 0 with a fully charged core.
You would still be at a serious disadavantage when any combat starts and it would take some time to charge up, and when you use your core, it will take a lot of time until your power loss goes away.
Comments
My ranking is a little different than that so far:
For the Sci Ha'nom...
1) Singularity Jump...has awesome synergy with the rest of the build, providing various options on how the pain is dropped out on the target(s), and just looks cool pulsing away as targets die.
2) Plasma Shockwave...adds some additional damage over time, has nifty synergy with the builds other abilities, and can clear targetables if other stuff is on CD.
3) Energy Weapons: Singularity Overcharge...can add some single target damage and serves that point.
4) Quantum Absorption...outside of when I started a mission while still in a shuttle, there just hasn't been a need.
5) Warp Shadows...there just hasn't been a need.
For the Tac Ha'feh...
1) Energy Weapons: Singularity Overcharge...nifty to use when BO/CRF are on CD.
2) Plasma Shockwave...frag those targetables at the last moment.
3) Singularity Jump...don't have anything on this toon that really works well with this. Can clear targetables for 20s instead of the single blast that Plasma Shockwave does...but only weaker targetables.
4) Quantum Absorption...outside of when I started a mission while still in a shuttle, there just hasn't been a need.
5) Warp Shadows...there just hasn't been a need.
EW:SO, PS, SJ...they're going to vary in use depending on what I'm flying, what I'm flying it with, what kind of gearing/build/etc I'm sporting.
QA/WS...they're just...they're just meh and bah meh.
Here are the BOFF layouts for the two ships...
Sci Ha'nom
FAW1, DPA1
TT1
EPtS1, AtS1
TB1, HE2, PSW1, VM3
PH1, TSS2, GW1
Tac Ha'feh
TT1, BO2, APO1, APO3
THY1, DPA1, CRF2
EPtS1, AtS1
EPtW1
HE1, TSS2
Course, there's the Singularity Core that they're using:
Dual Injection Singularity Core Mk XI [SingA][SingC][SST]
+5 to 15 Engine Power, based on your Singularity Charge level
Maximum Warp Factor 10
Increases your Singularity Charge rate by 20%
Reduces the cooldown time on Singularity Power use by 10%
+20% Turnrate while in Slipstream
Andrew - doesn't use any Singularity Abilities. He 5pips so he's only eating -30 power instead of -40. What is the -30 balancing?
Blake - has a single Singularity Ability that he finds useful. When he 5pips and uses that ability, he's actually eating -50 power. Is that single Ability worth -50 power?
Chuck - he finds all the Singularity Abilities useful in different scenarios. When he 5pips and uses whatever ability he finds most prudent to use, again he's going to be eating -50 power. Is the choice of Abilities (given the duration, the cooldown, and the time to build back up Singularity Charge) worth -50 power?
Dave, Eddie, and Frank - actually find certain Singularity Abilities useful; but they think some are just a waste. When they 5pip and use an ability, once more they're eating -50 power to do so. Is there personal/limited choice of Abilities (given the duration, the cooldown, and the time to build back up Singularity Charge) worth -50 power?
Gary - is flying a torp boat. He has no energy weapons. He cannot use Energy Weapons: Singularity Overcharge. Right there in the name, it only boosts Energy Weapons. So even if he has a use for the other four Singularity Abilities, when he 5pips and uses one of them...he's at -50 power.
Can go through all sorts of examples for Henry, Ian, Jake, Kevin, Luke, Marty, Nick, Owen, Paul, Quentin, Robbie, Steve, Timmy, Uriah, Vance, Walter, Xander, Yannick, and Zeke...
What is the "mid point" - what is the balancing point - what exactly is balancing that -30/-50 subsystem power for these guys? Obviously some will get more out of it than others, etc, etc, etc...so what's the actual balancing point for the loss?
The damage isn't what makes this valuable; the accuracy/(perception?)/damage debuff is. Drop this on a group of enemies (or on a big, nasty, immobile enemy like the eSTFs are full of) and they will be blind and powerless for the duration.
Also, it lets you combo with yourself with Gravity Well; drop GW, charge and drop SJ, and anybody caught in both is pretty well stuck til one expires, taking damage from both and helpless to return fire. Eject Warp Plasma also combos nicely with SJ; slather the target in the plasma and jump away, the plasma keeps them from moving away from the SJ, the SJ keeps them from escaping the plasma, and they're stuck, blind, and taking damage for the duration.
SJ has a lot more potential than you might think.
The Designers should google Romulan ships and see if they can find one example of Romulan ships with red details.
I'm still trying to find red lights...
Just felt the need to respond, personnal opinion of course.
10 shield power? Sure.
10 engine power? Depends on the ship and situation, but usually yes. (Honestly, I don't make builds that would depend on 10 engine power to turn.)
10 auxiliary power? Yes, bar some rare occasions.
But that is just me, I'm used to cycling 2 different EPtX abilities on all ships, that's about an additional 50-60 power I can play with. Then there's also Aux2Batt...
In the end, while it's a noticeable disadvantage, I'm pretty much fine with it. The ships themselves are solid.
And to respond to some, Devs added singularity abilities to make warbirds "special". hey said so several times (they felt the need to make the fact Romulans use singularity warp cores apparent, as well as their science penchant).
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
you might not be using the new skins and still have the generic one.
Go Hafeh, Hafeh, Hafeh and then you'll get all the red details. Looks more appropriate to cardassians or feds.
It was the material. Switching back to material 1 I see them.
Not to mention a shared one minute cooldown before you can even start rebuilding singularity power.
If it wasn't for the stupid shared cooldown, some of the abilities might actually be more useful than as an "Oh, S**T!" button in emergencies. Seriously, what were the Devs thinking when they came up with such a huge penalty for somewhat lackluster abilities you can use so infrequently?
The way I would implement it would be to get rid of the 1 minute cooldown and let the players start recharging singularity charges immediately after using one of the powers. Then the power penalty would be worth it just for the hull heal, teleport, rapid fire, and of course, the battle cloak.
Ha'feh Assault Warbird
Weapons: 4/3
Hull: 31000
Shield Mod: 0.9
Crew: 500
Turn: 16
Devices: 2
Consoles: 4 - 3 - 2
Abilities: Romulan Battle Cloak, Singularity Core, Singularity Abilities
X, X, X, X
X, X, X
X, X
X
X, X
Patrol Escort
Weapons: 4/3
Hull: 31000
Shield Mod: 0.9
Crew: 200
Turn: 16
Devices: 2
Consoles: 4 - 3 - 2
Abilities: Warp Core
X, X, X, X
X, X, X
X, X
X
X, X
So if you give the Ha'feh a Warp Core...er...what's balancing the Battle Cloak?
Ha'nom Guardian Warbird
Weapons: 3/3
Hull: 30000
Shield Mod: 1.3
Crew: 1500
Turn: 10
Devices: 3
Consoles: 3 - 2 - 4
Abilities: Romulan Battle Cloak, Singularity Core, Singularity Abilities
X, X
X
X, X
X, X, X, X
X, X, X
Recon Science Vessel
Weapons: 3/3
Hull: 27000
Shield Mod: 1.3
Crew: 1500
Turn: 13
Devices: 3
Consoles: 3 - 2 - 4
Abilities: Warp Core
X, X
X
X, X
X, X, X, X
X, X, X
So while there is a loss of Hull for the increase in Turn, were you to give the Ha'nom a Warp Core instead of a Singularity Core...what's balancing the Battle Cloak?
It's just something to consider for folks that may not be considering it...
...obviously the lower subsystem power levels is not just about the Singularity Core and Singularity abilities.
Your absolutely right. And at one point they changed the power levels to -20 and gave the cloak a 40 second cooldown, pretty much making the battle part of it kinda useless since you couldn't cloak and recloak quickly.
But lets look at the b'rel which gets the battle cloak and full 200 power levels. it loses hull, and boff slots.
But on the romulan side, the devs didn't even consider doing that. it's just lets knock -40 power off.
Personally i'd take a 30% hull reduction on any romulan ship over the -40 power. Hell lets go half way. 15% hull reduction on all ships and only -20 power. Still not balanced but at least people can manage it without being vastly overpowered by fed/kdf.
And in the end as many have stated for PVE, it won't matter, eventually we'll be up to par with current fed/kdf ships, though fed/kdf will be even higher than us thanks to warp cores.
And for obvious reason PVP gets screwed.
By this time next week your going to see dozens of topics from people who didn't play the beta or just never hit max level complaining about PVP and the power levels. And IMO, within 2 weeks, the power levels will go back to -20, which is perfectly fine by me. thats easily playable. And if they want to knock the cloak back up, do it to 30 seconds, not 40.
It has four Universal BOFF stations.
It has an Enhanced Battle Cloak instead of a normal Battle Cloak.
If you're going to look at the B'rel, you've got to look at the B'rel.
And if you're going to look at the B'rel, well - then you've probably got to look at the T'varo.
Fleet B'rel Retrofit
Weapons: 4/2
Hull: 24750
Shield Mod: 0.88
Crew: 30
Turn: 23
Devices: 2
Consoles: 3 - 4 - 3
Power: +15 Weapon
Abilities: Enhanced Battle Cloak, Warp Core
X, X, X, X
X, X, X
X, X
X, X
Fleet T'varo Retrofit
Weapons: 4/3
Hull: 29700
Shield Mod: 0.99
Crew: 150
Turn: 18
Devices: 2
Consoles: 4 - 3 - 3
Power: +10 Weapon, +5 Engine
Abilities: Romulan Enhanced Battle Cloak, Singularity Core, Singularity Abilities
X, X, X, X
X
X, X
X, X
X, X, X
There's also this...
...which comes from having the Refit/Retrofit consoles:
Console - Universal - Singularity Stabilizer: Resets your Singularity Lockout period, and provides extra Singularity Charge.
Console - Universal - Plasma Destabilizer: Launches a massive Plasma torpedo at your target, dealing a great deal of damage over a large area and lowering the resistances of affected targets.
So while the Sci B'rel will be better than than the Sci T'varo...other than that, yeah - even with the Base 40 vs. Base 50 power, the T'varo smokes the B'rel.
...there was no testing of geared level 50 Romulans with Omega/New Rom/Nukara gear.
He's talking about the other ships, the T'Varo, Mogai, Dhelan, and Ha'feh. The D'Dex is what it is. simple as that. if you don't like the turn rate, use the 2piece console set to get +2 turn rate and use an RCS, as well as maxing out the skills.
Otherwise use another ship.
Don't forget that in the process of getting that +2 from the 2pc, you're going to have the console that also helps with turn:
Console - Universal - Molecular Phase Inverter: Increases Defense, Damage Resistance, Speed and Turn Rate while also disabling ship collision. Can activate Cloak while Phased.
I'm really surprised there haven't been more complaints about the "P2W" nature of the 2pc bonuses for these ships. Buy the Refit/Retrofit...and...no, not necessarily "win" - but definitely improve your odds of winning.
But pve wise, 1 click 3 minute cooldown consoles are a sacrifice of a passive console.
Honestly i don't see them as P2W at all. First off, the bonuses, though they are good, require two console slots, which means your going to lose out on other possibly more valuable consoles for the bonus and 2 abilities that can only be used once every 3 minutes.
Now granted, they're all good abilities, no denying that, but with the -40 power drain already the 2-piece bonus is by no means an instant win solution.
I bought the legacy pack so i'm really looking forward to testing them all out, and i hope i can manage to use them all. At this point i'm sure i can use the t'varo, dhelan and mogai sets. though it probably means sacrificing the nukara console and it's two piece bonus to 7.6% tetryon damage.
anyway, the only exception and the one that might be a P2W/i win button is the T'varo since if you use it's set, with the 2 piece honor guard your torps are going to be ungodly powerful.
a little story about that (just a guess but I bet 1M EC that I'm pretty close to what happend with that ...)
Someone at cryptic/pwe asked "how can we give STO another boost?"
Answer: "put in a third faction - romulans -, people are asking for that since beta."
question: "how can we make some profit out of that?"
Answer: "make a bundle with some new ships and toys for the romulans"
question: "how can we advertise these new ships?"
Answer: "somewhere is stated that romulan ships have singularity cores instead of warp cores, lets use this as an argument to give the ships some shiny abilities"
question: "won't this bring up the whole P2W discussion again?"
Answer: "we put some penalty on the ships to balance for this, and the abilites are not really powerfull anyway.
to cut it short: the reason why romulan ships will get singularty cores and their "abilities" is nothing but marketing (really bad marketing, considering how the game will be screwed up by this).
I agree ... actually with the singularty cores and their abilities in place I do consider not having a romulan toon at all, at least I won't buy any z-store-ship for a romulan toon.
Well there are some ways to fix this whole mess with the singularity cores and their abilities without removing them fromt he game (which would not be possible since cryptic allready sold the legacy pack with that on the feature list ...):
Add 2 modes to singularity cores:
1. Charging: Charges up singulartiy core abilities with the -40 penalty on energy levels
2. Standard: all singularity core abilities are deactivated, no penalty on energy levels
-> This would allow players to choose wether they want to use the abilities and pay the price for that or not.
So you balance that against what you gain. Isometric Charge works so freaking well in my Murderball combo, it's well worth the loss of a passive. While it might not be available EVERY time I create an opportunity for it to be useful, it's absolutely devastating when it is.
This is actually a really good idea and forces you to use the abilities (which i assume is what the devs want) rather than keep a full charge for bonus system power.
They're giving folks options.
Use one of five abilities or use the power.
They're asking folks to think about what they're doing rather than just spamming their spacebars with their pinkytoe.
Should I use X or Y, I could use A or B right now, but I could also use C - Z would be best right now, but I'm going to do ABC and then I can use X...
Kind of like the complaints about some of the Elachi things...the Warbirds aren't as casual as their Fed/KDF counterparts.
So, if they'd make it a possibility to somehow "switch" to a FED/KDF power system without singularity abilities and power disadvantages, they should disable the cloak (that btw needs all the energy of the core - that's the reason Romulans can't fire energy weapons when cloaked), or at the very least, make it a regular cloak with bad stats.
But I don't think that's happening, anyway.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
You would still be at a serious disadavantage when any combat starts and it would take some time to charge up, and when you use your core, it will take a lot of time until your power loss goes away.