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What do you think of these Changes?

uhmariuhmari Member Posts: 0 Arc User
edited July 2013 in PvP Gameplay
Single beams > 180 Arc, 200 Dps, 205 impact, 4 cec Ccd
Dual Beams > 90 Arc, 230 dps, 235 impact, 4 sec cd
AP Beam > 45 Arc, 142.1 Dps, 435 Impact, 12 sec cd
AP DBeam > 45 Arc, 183.8 dps, 375 impact, 8 sec cd

SC> 90 arc, 312.5 dps, 210 impact, 5 sec cd
DC> 45 arc, 327.4 dps, 220 impact, 5 sec cd
QC> 45 arc, 342.2 dps, 230 impact,5 sec cd


Pulse Rates (Hose the gun shoots Over 5 secs)

SC
1X
2
3
4
5X

DC
1X
2
3X
4
5X

QC
1X
2X
3
4X
5X
Post edited by uhmari on

Comments

  • uhmariuhmari Member Posts: 0 Arc User
    edited June 2013
    Mechanics
    Officers can no longer have the same ability
    Officers now can have up to 4 abilities (If the player rank can support Commander)
    Officers cool downs, now lock out other skills for that officer for up to its CD timer.
    Officers can now only use 1 Skill at a time
    No ability can now pass 15% of the players max Health in damage.(this is for science abilities mostly, Like Tachyon, Matrix etc.

    Tactical
    Formations now become Aura-buffs that extend 3,500 meters.
    Alpha: 5% Critical strike Chance, 10% Damage to allies
    Beta: - 35 All Resistance, - 10% speed to enemies with in 3500 meters
    Delta: + 25 all resistance to shielding +10 % Hp to shielding to allies
    Omega: 10% Bonus to speed, 7 Agility to allies
    Target Subsystems has been removed from beam skills
    Rapid Fire removed
    Scatter Shot Removed
    New skill: Cannon Overload, Now functions similar to Beam Overload.
    Fire at will now works for both cannon, and Beam. This Ability now gives the weapons 360 Arc for 15 seconds.

    Engineering
    Increased Extended shield healing.


    Science
    Transfer shield strength Healing increased.
    Bio-Hazard shield strength Healing greatly increased.
    Shield Recharge shield strength Healing increased.
    Mass Signature greatly increased effect, Improving stealth greatly
    (Play needs to get in 2500 meters to detect the ship with standard Sensors)
    Charged Partical Burst range increased by 1500 meters.

    Target Subsystems now lasts 5 seconds longer.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2013
    strange and arbitrary.

    beam arrays and single cannons need an upgrade though. just changing them to 2 shot per cycle weapons, like DHCs, would do them a world of good. theres already heavy single cannons fired by borg gates and cubes, the art is done, and the combat log calls them heavy plasma canons. go 1 step further for beam arrays, a heavy beam array just for forward arc slot and fed cruisers, that fired 1 shot per cycle at normal beam array DPS.
  • uhmariuhmari Member Posts: 0 Arc User
    edited June 2013
    beam arrays and single cannons need an upgrade though. just changing them to 2 shot per cycle weapons,

    cannons actually shoot 4 per cycle now.
    So what we would do is take t hat sum up and divide it by, 2, or 3 for the 3 different types. then changer their interval rates to look better
    step further for beam arrays, a heavy beam array just for forward arc slot and fed cruisers, that fired 1 shot per cycle at normal beam array DPS.

    I love this idea, I wanna see very high CD Weapons in the game, with good impacts.
    because i want to destroy the SKILL BASED alpha strike, and make WEAPON based alpha strike, so
    the damage is more managable and reasonable.

    DHB Would be great for this, 8-12 seconds, like i did with the AP Beam!
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited June 2013
    So I had a smoke and my previous post may have been a little harsh, so here's a little more thought out reply...
    uhmari wrote: »
    Mechanics
    Officers can no longer have the same ability
    Officers now can have up to 4 abilities (If the player rank can support Commander)
    Officers cool downs, now lock out other skills for that officer for up to its CD timer.
    Officers can now only use 1 Skill at a time

    Really doesn't make sense. Can get that you're trying to slow things down, but removing multitasking isn't a very logical nor realistic approach to it. The issue with pacing actually arises from the speed of the tasks that the bridge officers are undertaking. There should be triggering delays, extended cooldowns, and in many cases though - the actual duration of the ability should simply last longer rather than it being something chained. There's little doubt that there's an issue with the speed of play, but your suggestion creates an arbitrary set of boundaries that are no more logical than what's in play currently.
    uhmari wrote: »
    No ability can now pass 15% of the players max Health in damage.(this is for science abilities mostly, Like Tachyon, Matrix etc.

    Limiting damage to a percentage of the target's max health is not the best way to limit damage. If you want to cap potential damage, then cap potential damage. Keep it simple. Having a shot do 5k to one target and 9k to another target...yeah, it just doesn't make sense.
    uhmari wrote: »
    Tactical
    Formations now become Aura-buffs that extend 3,500 meters.
    Alpha: 5% Critical strike Chance, 10% Damage to allies
    Beta: - 35 All Resistance, - 10% speed to enemies with in 3500 meters
    Delta: + 25 all resistance to shielding +10 % Hp to shielding to allies
    Omega: 10% Bonus to speed, 7 Agility to allies

    Honestly, I just don't even know where to begin here. There's so little exposition, narrative, and explanation about what you're trying to do. Are these going to stack? Why such a short range? 3.5km is nothing? It just doesn't seem well thought out - partly because, well - there's nothing about any of the reasoning behind any of it.
    uhmari wrote: »
    Target Subsystems has been removed from beam skills
    Rapid Fire removed
    Scatter Shot Removed

    Again, why?
    uhmari wrote: »
    New skill: Cannon Overload, Now functions similar to Beam Overload.

    But cannons don't function like beams...er...
    uhmari wrote: »
    Fire at will now works for both cannon, and Beam. This Ability now gives the weapons 360 Arc for 15 seconds.

    Weapons have hardpoints that limit their arcs because of their facings...does the ship spin around to get around this? Do the hardpoints magically change? How are you getting around the physical limitations? Why are you trying to get around them in this way? Have you considered how this would affect any weapon that isn't a DHC?
    uhmari wrote: »
    Engineering
    Increased Extended shield healing.

    Science
    Transfer shield strength Healing increased.
    Bio-Hazard shield strength Healing greatly increased.
    Shield Recharge shield strength Healing increased.

    Show me the episode/movie in Star Trek where they had as much magic wand healing as we have now before suggesting that it be increased, eh?
    uhmari wrote: »
    Mass Signature greatly increased effect, Improving stealth greatly
    (Play needs to get in 2500 meters to detect the ship with standard Sensors)

    /cough Mask Energy Signature.

    There are different ranks of MES as well as various means to increase Stealth. Why should MES be increased?
    uhmari wrote: »
    Charged Partical Burst range increased by 1500 meters.

    Because?
    uhmari wrote: »
    Target Subsystems now lasts 5 seconds longer.

    Earlier you removed it from beams. So are you talking about the Tac Ability here or the Ship Ability? Are you talking about both? If it has been removed from beams, er - what weapon is used for it?

    You know, I was probably better off with the first post...but I felt that you had tried to put at least some effort into this and you deserved more than just being told to flush it and spray some Lysol...
  • uhmariuhmari Member Posts: 0 Arc User
    edited June 2013
    Honestly, I just don't even know where to begin here. There's so little exposition, narrative, and explanation about what you're trying to do. Are these going to stack? Why such a short range? 3.5km is nothing? It just doesn't seem well thought out - partly because, well - there's nothing about any of the reasoning behind any of it.

    3.5k Is not short, I dont think it should extend a cross the map.
    Can they stack? No. can you receive over one of them at a time yes.
    You can have 1 of each, but you wont get 10 % crit , 20% Damage
    Really doesn't make sense. Can get that you're trying to slow things down, but removing multitasking isn't a very logical nor realistic approach to it


    Its not removing it. Its making button spam lower, You still have to multi-task
    where you are, their weak shielding sides, who's on you etc.
    In fact, because you have less shield spam, it gets even more challenging because
    you actually have to try now.
    Again, why?
    Removing these skills seemed like a good idea, Rapid, and Scatter where just to much spam, causing to much siliness, and making the cannons not fit into the game's overall design, or hwat star-trek had them looking and feeling like.

    Targeting subsystems from beam weapon skills was removed from all ships but science ships, so we can make science ships a little more better.
    But cannons don't function like beams...er...

    The approach was to make burst more doable, but more controlled.
    I did this two ways, By creating a new Alpha strike based weapon.
    By removing the broken alpha strike rates, and giving a more dependable
    user friendly way of doing alpha (Through weapons) so we can lower the bar
    and increase the frequency and potentency of alpha would out breaking
    the game, causing 1 shots etc.
    Weapons have hardpoints that limit their arcs because of their facings...does the ship spin around to get around this? Do the hardpoints magically change? How are you getting around the physical limitations? Why are you trying to get around them in this way? Have you considered how this would affect any weapon that isn't a DHC?


    Its a game, Lets not forget that, IF we want to work purely on realism, we need to
    get dilithium to duel out ships. We need to feed out people and they need to sleep.
    we cant get uber close to a start. we can go on and on with realism.

    In Star trek beams could ready all around the ship, lets make Fir eat will increase the arc rates to 360, or maybe even 250. So that it just upgrades viability, rather then spam.
    There are different ranks of MES as well as various means to increase Stealth. Why should MES be increased?

    I was looking at the general roles of ships, and ways to help, If we could make it so that the sci ships can simulate cloaking through signature reduction (mes) then we can allow them to have a way to stay in back healing, so to speak.
    Because?

    Charge partical burst was missing a lot, wanted to give it some help with that.
    Because?
    I want to buff the Subsystem targeting by 5 seconds, and work through shields
    so that the science ship is there playing that support role like it was ment to.
    healing, and debuffing the targets systems and cc for example.

    I felt this would increase the desirability to play a science ship


    We can work on values a little if you want to talk about that.
    if for example something is to strong, or weak we can see how everyone feels
    about modifying that value.
  • daggermoondaggermoon Member Posts: 0 Arc User
    edited June 2013
    wait you want dhc's to fire in 360? are you nuts.
  • uhmariuhmari Member Posts: 0 Arc User
    edited June 2013
    Its for a temp amount of time.
    and it does not need to be 360, it can be lower, 180, or 250.
    Just something to give them 9 to 3 o'clock
  • voporakvoporak Member Posts: 5,621 Arc User
    edited June 2013
    What do I think of these changes?

    Terrible.
    I ask nothing but that you remember me.
  • masterkeychnk5masterkeychnk5 Member Posts: 0 Arc User
    edited June 2013
    I dunno about all this, PvP has a lot more to worry about then these things.
    [SIGPIC][/SIGPIC] I am not Snakie, MT is!
  • drowrulesupremedrowrulesupreme Member Posts: 692 Arc User
    edited June 2013
    Just leaving this here...

    http://sto-forum.perfectworld.com/showthread.php?t=757261&page=61

    I suggest people read as much of the above linked thread as they can stomach before feeding this one any more...
    "...we are far more united and have far more in common with each other than the things that divide us.”
    Jo Cox 22.6.1974 - 16.6.2016

  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited June 2013
    uhmari wrote: »
    Its for a temp amount of time.
    and it does not need to be 360, it can be lower, 180, or 250.
    Just something to give them 9 to 3 o'clock

    NO>>>>>>>>>>>>>NO>>>>>>>>>>>>>>>>>>>>NO FFS listen you tac people need to learn you are horribly outta whack as it is half the stuff in the game is being put in BECAUSE you (insert curse word here) are OP and need a nerf the up coming armor the second deflector the huge advantage given to cruisers when using turn consoles but almost not given when used by a escort stuff that gives insane hull heals or shield procs super uber resistances all of this why??? because escorts and tac is op and broken and if you say they are not stop lying to your self all of this TRIBBLE is being done so people can be brought more in line and or shrug off tac ans escorts the real problem is instead of all of this TRIBBLE the devs should just nerf tacs and escorts problem solved but no they choose to do it this way hell with the out cry of the OP ness of the bug ship i knew that they would never nerf it but simply realease some thing that was easier to get not AS good but could really really give A NOOB a chance to pop bugships all day long ...and behold there appears the corvette any way NO you are dissmissed!!!!
    3ondby_zpsikszslyx.jpg
  • uhmariuhmari Member Posts: 0 Arc User
    edited July 2013
    NO>>>>>>>>>>>>>NO>>>>>>>>>>>>>>>>>>>>NO FFS listen you tac people need to learn you are horribly outta whack as it is half the stuff in the game is being put in BECAUSE you (insert curse word here) are OP and need a nerf the up coming armor the second deflector the huge advantage given to cruisers when using turn consoles but almost not given when used by a escort stuff that gives insane hull heals or shield procs super uber resistances all of this why??? because escorts and tac is op and broken and if you say they are not stop lying to your self all of this TRIBBLE is being done so people can be brought more in line and or shrug off tac ans escorts the real problem is instead of all of this TRIBBLE the devs should just nerf tacs and escorts problem solved but no they choose to do it this way hell with the out cry of the OP ness of the bug ship i knew that they would never nerf it but simply realease some thing that was easier to get not AS good but could really really give A NOOB a chance to pop bugships all day long ...and behold there appears the corvette any way NO you are dissmissed!!!!


    First, I play all classes, Most of all Science ship.

    second, I agree, Tacs are Top OP, But Engies are also over tanking. and if you
    want to balance this, you need to bring both of them down to competitive levels
    with a sci ship.

    Optionally you can move the sci ship up, but the Enie, and tac are broken, Many people agree on this. So droping them down is more logical.


    With my skill changes, the burst damage of tacs is cut in half, if not more.
    Thought, I want to create weapons that allow for alpha, just not 1 shots (maybe 3-4 vollies)


    Engineers, Need a blind spot and some more damage and less tank.
    Not much damage, but some. Their tank however, is vastly op, and it is near
    impossible to kill them with an entire team focusing them, This needs to change.
    The build for this needs to drop a good 15-20%.

    If they are lasting infinity now (realistically, 3 minutes) they need to come down to
    something like 2 1/2 minutes.

    But the skill changes that corrected this problem for tac, will correct it for engie, so all
    we really need to do is balance the weapons and some of the skills, if we add this system.

    I encourage you to think about it.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited July 2013
    uhmari wrote: »
    I encourage you to think about it.

    I encourage you to listen to yourself, oh and to READ these forums before spouting TRIBBLE about how the game is horribly broken, who knows, you might even learn to play in the process... who am I kidding?
    ZiOfChe.png?1
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    uhmari wrote: »
    First, I play all classes, Most of all Science ship.

    second, I agree, Tacs are Top OP, But Engies are also over tanking

    The age-old discussion in STO, eh?

    Personally, I lean toward what Geko has said about the ships being classes. Now, keep in mind - that's individual ships...not ship types. That gets into Class Types, Roles, and all the rest of that fun. Simply put, a Fleet Advanced Research and a Fleet Research are both Science Vessels...but they're not the same "class" so to speak.

    Some people prefer to think of the Careers as the Classes. Well, if they want to consider 5 Space Captain Abilities and 2 potential Captain Traits as a "class", while ignoring how much is actually decided/restricted by the actual ship...well, if they haven't been convinced their wrong yet, maybe in time they'll see the light, eh? ;)

    That being said, well...in reading what you said there:
    uhmari wrote: »
    First, I play all classes, Most of all Science ship.

    You start off with a Ship...
    uhmari wrote: »
    second, I agree, Tacs are Top OP, But Engies are also over tanking

    ...and then move on to Careers.

    Well, it almost reads like you're operating under the assumption that Tac flies Escort, Eng flies Cruiser, and Sci flies Science Vessel. Which is an incorrect assumption...hrmmm.

    It also makes things difficult to discuss - is he talking about X or A in this case in relation to YZ or BC? That sort thing, eh?

    There are folks that will say Tac Captains are OP, Escorts are OP, and Tac Escorts are...Top OP. Yet, that's not what you said there. Some clarification could be helpful.

    Because face it, the only thing differentiating the 3 Careers in Space are those 5 Abilities and 2 potential Traits. Everything else - ship, BOFFs, gear, DOFFs, Rep, etc, etc, etc...doesn't care (and that's one of the reasons that I agree that Career choice is just part of the itemization of the Ship...the actual Class).

    Case in point, right after what I quoted up above...you said this:
    uhmari wrote: »
    and if you want to balance this, you need to bring both of them down to competitive levels with a sci ship.

    Tac is not a Ship. Eng is not a Ship. Was it a case that you meant to say Escort and Cruiser? Or are you talking Tac/Eng vs. Sci...as Careers, and you didn't mean to say Sci Ship?

    It becomes confusing to follow...just what are you looking to accomplish...when the base of your talking points is so nebulous...hrmm?

    That's before getting into how much of what you have suggested, well, contradicts your stated intent.

    Sometimes, at least I've found, it can help that as you're typing out such a post - that you type it out, preview it, walk away for a bit, think about it, come back, touch it up, step back again, think about it, come back, polish it off and then post it. That way you don't get caught up trying to explain what you meant here and there...

    ...hey, it still happens. I've had to take some aspirin after a long post where some folks did not get what I thought was obvious. Have to keep things clear and concise. There used to be a time when TLDR was oodles and oodles of text. These days, heh...TLDR is a sentence with more than 5 words in it.
  • seansamurai1seansamurai1 Member Posts: 634 Arc User
    edited July 2013
    I will say though, its the first time I've heard someone say engineer is OP.
    If the OP knew anything about PvP, they might find that sci can be the deadliest class in space and on the ground, in a good team, sci and Tac compliment each other really well.
    Engineer just kinda moves about and tanks, that's what they do but sadly they don't offer much into the team dynamic due to the career traits and captain skills.
  • uhmariuhmari Member Posts: 0 Arc User
    edited July 2013
    Virus,

    Apologies if my Statements are confusing, Ill clarify For you.

    Cruisers are Over tanking
    Escorts are Over Dps
    Science ships.. Well what ever the hell, its not working (to add some lolz to it)

    All are broken because there no control on the skills.
    At the end of each match, generally everyone has 250k + Healing.

    We should really look at switching these solo-healing rates to Science ship,
    for starters.

    A few of them, Like Engineering Team And Science team should get another + 15 seconds on their CD (45 sec Cd).

    A few other skills need a nerf, Like tachyon, and the formations Damage rates should be Either Aura based, or capped at 10-15% Damage Max. These are huge area's where the massive damage rates are coming from.

    A good idea, may even be to move some of these abilities to a class character
    (tac, engi, sci).

    Like formations can only be used by tactical players, and Sci and engi only by
    its respective type of player.

    If you read over that skill idea i had, It will help you understand the simplistic way
    of addressing these problems and preventing abuse, while at the same time
    allowing for more diversity

    how you might ask?

    well because you have 4 of all skills, but are forced to use only 1 at a time, you promote intelligent diversity, That is intelligent use of many skills.

    because you can only use one, you still have the various types of classes excelling
    at their role (damage, tank, healing) because they have 2-3 Officers of their type.
    We may even want to look at setting it up so that Each type of ship (Escort, Sci, Engie)
    has 3 officers to its type at a time, So that they excel as a healer, dps or tank.

    Lastly, we may want to swap around a few skills, and buff nerf according to need, but
    for the most part, the skills are good, and the only things that i think need to be touched are

    Science damage skills
    Regeneration skills (Hots)
    Few higher Cd's to Instant heals
    Formation buffs.
  • seansamurai1seansamurai1 Member Posts: 634 Arc User
    edited July 2013
    Engineering and science team share a global with tactical team, nerf 1 or 2, you have to nerf all 3, then you are back to square 1. Nerf one, there would be hell on.

    Tac is not as powerful as some make out, what makes it powerful is timing and team work.
    Actual pilot skill not just pew pew.
    What would happen if you used an alpha/BO/CRF on a buffed up ship?
    Not much actually, it bounces.
    Time it however and you can punch through very quickly.

    However, you introduce a team who have a good team mechanism, Tac stands for nothing as an alpha is just a big fat 'SNB ME NOW' beacon. So sci has just scrubbed everything a tac can do in one simple key push.

    As for engineers, they need to be brought up to be more offensively capable. They tank, thats it. Teamwork can stop that very easily.
  • redsnake721redsnake721 Member Posts: 0 Arc User
    edited July 2013
    Why does the OP start a thread about weapon changes, everyone trashes his ideas as insane, then he starts a completly different thread proposing changes that contradict what he posted in the 1st thread? Then when he gets one or two negitive comments he then starts another thread. He currently has 3 open threads about weapon changes that are just silly in what they are asking. Seem's like a master troll at work here.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    Figured that was what you were trying to say, but not everybody spends as much time on the forums as I have in the past...learning to read what's being said that's not being said.

    However, this is a curious statement on your part...
    uhmari wrote: »
    Science ships.. Well what ever the hell, its not working (to add some lolz to it)

    ...given that the "template" build for a 5-man is:

    2x Tac Bugs
    3x Sci Wells

    The Bugs and Wells might change, some folks might 3x Tac/2x Sci...but it's still generally working around that "template".

    No doubt there are Sci BOFF abilities that need to be looked at, but those aren't specifically linked to Sci Vessels outside of the Cmdr ranked abilities for the most part.

    Sci Captains and Sci Vessels do not suffer the issues in PvP that they do in PvE. The interesting challenge for Cryptic is addressing both without throwing things even further off down the road.
    uhmari wrote: »
    At the end of each match, generally everyone has 250k + Healing.

    We should really look at switching these solo-healing rates to Science ship,
    for starters.

    That's a curious suggestion. I should be upfront here and mention that I have a history of removing heals from Sci BOFFs. Hrmm, I could hunt down some of the threads where I've gone into details about it, but I'll type out a cursory summary of it:

    Move HE and TSS to Eng BOFFs. Er, move PH as well. Move AB from Eng to Sci. Remove shield distro from TT, remove the hull heal from ET, and the shield heal from ST.

    The whole...
    Tac = Offense
    Eng = Defensive Support
    Sci = Offensive Support
    ...argument that some folks do not agree with, but hey - if everybody agreed with everything - things would be kind of boring and stagnant, eh?

    There are certain things that you offer, like the following:
    uhmari wrote: »
    A few other skills need a nerf, Like tachyon

    Well, they're going to leave some folks wondering what you're talking about. You're actually suggesting that Tachyon Beam needs a nerf? Seriously? It's one of the key abilities that folks harp on needing to be buffed because resists/healing have made it near useless.
    uhmari wrote: »
    well because you have 4 of all skills, but are forced to use only 1 at a time, you promote intelligent diversity, That is intelligent use of many skills.

    But again, you're going back to synchronous gameplay when it's more asynchronous. I was going to ask when you were talking about this before...have you ever made breakfast? You know, made breakfast where you've got scrambled eggs, bacon, sausage, toast or bagels, orange juice and/or coffee, etc, etc, etc?

    It's a back and forth as you're multitasking, trying to get it all done so that it is all ready to go near the same point so nothing is cold that's supposed to be hot and nothing warm that's supposed to be cool.

    No doubt, there is an issue with many abilities...but not in the way that you're looking to address them, imho. Your system would mean the eggs would always be cold.

    Perhaps rather, let's stick with that break analogy, eh? It takes longer to do certain parts of the preparation there. Some of the things are going to be going on while you start up others, etc, etc, etc.

    So that's where you get into abilities taking longer to ramp up, to complete what they're doing, having longer CDs, etc, etc, etc...but you're still able to do multitasking.

    uhmari wrote: »
    but for the most part, the skills are good, and the only things that i think need to be touched are

    Science damage skills
    Regeneration skills (Hots)
    Few higher Cd's to Instant heals
    Formation buffs.

    Different folks are definitely going to have different opinions on that...
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2013
    Seem's like a master troll at work here.

    Do you know the story of Three Billy Goats Gruff?
  • uhmariuhmari Member Posts: 0 Arc User
    edited July 2013
    ci Captains and Sci Vessels do not suffer the issues in PvP that they do in PvE. The interesting challenge for Cryptic is addressing both without throwing things even further off down the road.


    Easy way to do this is add a mechanic

    cannot exceed X amount of the players Health, and make it not apply to npcs.
    so sci can hit hard on npcs, but not Players, i thought about it and i think 7.5k is
    idea for a spammish ability, and a cap of 20k for non spammish.

    Well, they're going to leave some folks wondering what you're talking about. You're actually suggesting that Tachyon Beam needs a nerf? Seriously? It's one of the key abilities that folks harp on needing to be buffed because resists/healing have made it near useless.

    It needs a base buff, and As calling nerf, I hear people complaining about how op it can get.
    So that's where you get into abilities taking longer to ramp up, to complete what they're doing, having longer CDs, etc, etc, etc...but you're still able to do multitasking.

    Exactly. But in this case, we are not cooking, so we don't need to worry about the eggs getting cold. plus, unlike cooking you can tweak the timers ! ;)

    but yet that is the general idea, And it would be an excellent balance, to help discouragement using all officers to spam for 1 Field of focus (Healing, Damage, Tank, CC, Tribble patrol)
    Different folks are definitely going to have different opinions on that...

    I think this is where team play comes in. Honestly, I like the idea of the engi
    being the CC tank class. Most classes are CC-ish, Example, warrior can stun, Silence spam, Why not a Cruiser? But i guess this is where you get crazy, because i love, and see merit to all types of cruisers, from damage to what ever. Some tells me the best move this game can do is allow players to customize the officers with specific conditions (Like no more then 3 of a officer type). I think something like that would make the game much more unpredictable, and well... crazy!

    However, If we look at it as it is now, team play is kinda bleh, And we can buff that by buffing those regen skills, and helping the ship types support each other more. Through that said skill control mechanic, and some skill buffs/nerfs.


    For example, we can set it up so that Tac disables engines, which sci drops Black-holy thingy mabob. If we set up lots of stuff like this, i think we will see much more "player skill" and competition, and i am for that very much.
  • eardianmeardianm Member Posts: 0 Arc User
    edited July 2013
    uhmari wrote: »

    For example, we can set it up so that Tac disables engines, which sci drops Black-holy thingy mabob. If we set up lots of stuff like this, i think we will see much more "player skill" and competition, and i am for that very much.

    You took this already possible combo away in the first post when you removed target X skills from beams (which are the only way to apply those skills in the first place, so I'm not sure how that limits them to only sci ships).
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