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Fleet Tac Consoles

redsnake721redsnake721 Member Posts: 0 Arc User
edited September 2013 in Federation Discussion
So we have Fleet Eng and Sci consoles. If they add another Fleet location that has Fleet Tac consoles it only makes since that they would have Acc, CRTH, CRHD modifiers as these are the 3 Tac abilities. Just like the Eng has Power transfer, Hull points and Turn, If these come about what do you think it will do to game balance in PVE and PVP?
Post edited by redsnake721 on
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  • dahminusdahminus Member Posts: 0 Arc User
    edited September 2013
    Probably no modifiers...

    I can see cannon/torpedo variants, maybe energy type variants like polaron/disruptor, but not weapon modifiers...much to broken that way
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  • chilleechillee Member Posts: 176 Arc User
    edited September 2013
    It would disintegrate the sheer veneer of balance that remains in STO.
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  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    chillee wrote: »
    It would disintegrate the sheer veneer of balance that remains in STO.

    Not to mention flatlining the Exchange which would be great for me. I'd be ok if Fleet Tac consoles came into play as long as they where just Buffed versions of existing consoles.

    Maybe something nifty tossed in. Like say....+30 Beam damage w/ +2.5% torp damage. Something like that......
    Inertia just means you can do Powerslides in you carrier!
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  • gofasternowgofasternow Member Posts: 1,390 Arc User
    edited September 2013
    Okay, those bits actually make sense. Sorry I didn't leave any details - I was using my phone during my break at work. It would have helped a lot, but either way, they do help me out.
  • nagrom7nagrom7 Member Posts: 995 Arc User
    edited September 2013
    I doubt there will be any specific energy type consoles. There will probably be the ones that boost cannons, torps, beams ect. maybe with mods.
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  • asmodeus451asmodeus451 Member Posts: 257 Arc User
    edited September 2013
    nagrom7 wrote: »
    I doubt there will be any specific energy type consoles. There will probably be the ones that boost cannons, torps, beams ect. maybe with mods.

    this would be a bad move on Cryptic's end. it would only result in NOBODY using them,
    Tenebris lux mea est
  • redsnake721redsnake721 Member Posts: 0 Arc User
    edited September 2013
    Well the current fleet Eng consoles have made the old ones obsolete. I could perhaps see Tac consoles that are say +28 Phaser damage + 2.5% bonus damage to beams or something like that. Or they might be Tac consoles that add additional Procs. But seeing that they added Fleet versions of the other 2 types it seem only a matter of time before Fleet Tac consoles arrive.
  • eradicator84eradicator84 Member Posts: 1,116 Arc User
    edited September 2013
    It'll be interesting what they do if they do come.

    They ignored fleet field gens presumably because they'd be too op and everyone would use them exclusively.

    Then for mine consoles they only released the 3 that people care about in neuts, monos and RCSs. Completely ignoring the fact that they could have also made far superior versions of consoles that people ignore atm and made them actually useful again
    For example:
    +weapons power console that gives weapons drain buff
    +aux power booster that gives gives +x to all sci skills
    +shield power console that buffs innate shield resilience (bleed through)
    +engine power console that improves ships inerta and/or turn rate
    Emergency force field generators that give +x% innate hull repair rate and shield regen rate boost based on crew alive levels (Think Tal Shiar 2 piece bonus but better)
    EPS that gives bonus to insulators and flow caps
    SIF generators that boost hull HP and sub system repair skills


    If energy/damage specific ones come out that'd be neat. If only weapon specific ones come, they're acknowledging like with the field gens that the system is broken and would be too OP.

    Either way will be interesting seeing what the bonus buffs will be.
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  • dknight0001dknight0001 Member Posts: 1,542
    edited September 2013
    I'm thinking

    28% to Specific Energy 5% to all Torpedoes
    28% to Specific Torpedo 5% to all Energy

    And a 15% All Energy, All Torpedoes

    Numbers are a complete guess.
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  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    It'll be interesting what they do if they do come.

    They ignored fleet field gens presumably because they'd be too op and everyone would use them exclusively.

    Then for mine consoles they only released the 3 that people care about in neuts, monos and RCSs. Completely ignoring the fact that they could have also made far superior versions of consoles that people ignore atm and made them actually useful again
    For example:
    +weapons power console that gives weapons drain buff
    +aux power booster that gives gives +x to all sci skills
    +shield power console that buffs innate shield resilience (bleed through)
    +engine power console that improves ships inerta and/or turn rate
    Emergency force field generators that give +x% innate hull repair rate and shield regen rate boost based on crew alive levels (Think Tal Shiar 2 piece bonus but better)
    EPS that gives bonus to insulators and flow caps
    SIF generators that boost hull HP and sub system repair skills


    If energy/damage specific ones come out that'd be neat. If only weapon specific ones come, they're acknowledging like with the field gens that the system is broken and would be too OP.

    Either way will be interesting seeing what the bonus buffs will be.

    There is a reason they didnt make +power consoles, they arent useful enough. The only way i would use one if it had -_ weapon power drain, and thats the ONLY way i would use one.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited September 2013
    In a game where TAC & Escorts reign absolutely supreme, the last thing this game needs are Fleet Tactical Consoles.

    A hell to the f'in no!
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  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2013
    I still have a feeling, which I've mentioned in the previous versions when people have made this thread...namely a feeling that we will see Fleet Phaser consoles for Feds, and Fleet Disruptor ones for KDF.

    Any others would be unknown.
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  • bridgernbridgern Member Posts: 709 Arc User
    edited September 2013
    mimey2 wrote: »
    I still have a feeling, which I've mentioned in the previous versions when people have made this thread...namely a feeling that we will see Fleet Phaser consoles for Feds, and Fleet Disruptor ones for KDF.

    Any others would be unknown.

    They would be probably linked to the Reputations.

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  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    They won't they will most likely go with generalized consoles with some secondary boost or another...
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • rck01rck01 Member Posts: 808 Arc User
    edited September 2013
    If they release a fleet variant of the tac console - and follow the trend with the embassy sci consoles (+31.9 to FCs, for example) - I'll probably kill myself. After grinding nearly 100m EC in Ker'rat to pay for 4x Mark 12 VR pol phase mods, to have a relatively easy to attain (in terms of grind - fleet actions are AFK-fests) appear would be a slap in the face.

    Of course, I'd be the first in line to buy them, but that's beside the point... :)

    RCK
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited September 2013
    Fleet Elite Directed Energy Distribution Manifold Mk XII [PHA] [+Th]
    +20% damage with energy weapons
    +20 threat generation
    +2.5% Damage using phaser weapons



    That is most likely what we will get (and ones for photon torpedoes)
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  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    Fleet Elite Directed Energy Distribution Manifold Mk XII [PHA] [+Th]
    +20% damage with energy weapons
    +20 threat generation
    +2.5% Damage using phaser weapons



    That is most likely what we will get (and ones for photon torpedoes)

    Sounds closer to right, but i higly doubt they are going to redo threat consoles.

    most likely random add ons, +torp or +mine things like that
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • jellico1jellico1 Member Posts: 2,719
    edited September 2013
    My guess is

    30% Phaser Energy
    15% Quantum Torp

    30% disruptor
    15% photon

    30% Plasma Energy
    15% plasma Torp

    something to put torps back in the game
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  • ufpterrellufpterrell Member Posts: 736 Arc User
    edited September 2013
    I put forward the idea a month or so ago that fleet tactical consoles would be a good way to improve beams etc. You could have some consoles say phasers with reduction to power drain per beam weapon to increase their dps for cruisers. This way beams get a boost ant DHC's don't get even more powerful.
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  • stirling191stirling191 Member Posts: 0 Arc User
    edited September 2013
    jellico1 wrote: »
    My guess is

    30% Phaser Energy
    15% Quantum Torp

    30% disruptor
    15% photon

    30% Plasma Energy
    15% plasma Torp

    something to put torps back in the game

    Damage numbers aren't what are keeping torpedoes from being universally viable. Half-assed consoles that provide even more of a boost to energy weapons isn't going to change that.
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited September 2013
    I am in two minds about having Fleet Tactical consoles.
    On the bad side they will just magnify power creep X100, and on the good side it would crash the Exchange weapon consoles...
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  • oakland4lifeoakland4life Member Posts: 545 Arc User
    edited September 2013
    I can see Phasers, Disruptors, Polaron, Plasma, Quantom, Photon, etc Tac consoles with
    Mk X: around 28%
    Mk XI: 30%
    Mk XII: around 32%

    Universals like Mines, Torpedoes, Beams, Cannons tac consoles with
    Mk X: around 18%
    Mk XI: 20%
    Mk XII: around 22%

    Needed Bonuses
    + Threat (good for Cruisers Tanks)
    - Threat (good for Sci & Escorts)
    Projectile Damage bonus on Energy Tac Consoles: 9%, 10%, 11%
    Energy Weapon Damage bonus on Projectile Consoles: 9%, 10%, 11%

    Bonuses Should NOT be used on Tac consoles (Already have to much Power Creep TRIBBLE for Escorts)
    - Accuracy
    - Crit and Crit Severity
    - Shield Penertration
  • arctcwolfarctcwolf Member Posts: 242 Arc User
    edited September 2013
    The location of the holding will play a big part in determining what will be added to fleet consoles. Since we know the new season will be focused on a dyson sphere, the most logical path would be to increase energy efficiency, and augmenting current systems abilities to become more efficient.

    fleet tac energy weapon consoles that offer a reduction in energy weapon draw(-12 to -10, -10 to -8, -8 to -6) so more power can be redirected towards shields, engines, or auxiliary. another possibility is adding proc chance for weapon abilities, 1%-2% per console.

    fleet tac projectile/mine consoles that offer a bonus to proc effects...perhaps doubling their duration, severity, or chance to proc.

    Both seem logical to encourage a more balanced play style.

    for the "mixed" consoles focusing on all beams, all cannons, all torps, all mines...something along the lines of built in abilities, like BO1, CRF1, TS1, DP1.

    That would fit the trend of giving bonuses more for sci and cruiser ships and taking away from escorts.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited September 2013
    arctcwolf wrote: »
    fleet tac energy weapon consoles that offer a reduction in energy weapon draw(-12 to -10, -10 to -8, -8 to -6) so more power can be redirected towards shields, engines, or auxiliary. another possibility is adding proc chance for weapon abilities, 1%-2% per console.

    The proc one would be great, but I can see rainbow boats all over the place, or even more disruptor usage. My drain boat would like it though. Getting the polaron weapons to proc more often would add 5 seconds of extra effect from a drain build.

    As far as the drain reduction goes, it's just way way more power creep. I can keep my drain build running at max everything with about 8 seconds of down time for every 30.
  • bridgernbridgern Member Posts: 709 Arc User
    edited September 2013
    Ok this is probably a stupid idea, but the problem with torpedoes is in my opinion that they are still too slow, so why not a modifier that boost the traveling speed of torpedoes. That could make them viable again.
    Bridger.png
  • arctcwolfarctcwolf Member Posts: 242 Arc User
    edited September 2013
    lucho80 wrote: »
    The proc one would be great, but I can see rainbow boats all over the place, or even more disruptor usage. My drain boat would like it though. Getting the polaron weapons to proc more often would add 5 seconds of extra effect from a drain build.

    As far as the drain reduction goes, it's just way way more power creep. I can keep my drain build running at max everything with about 8 seconds of down time for every 30.

    escorts dont tend to focus on shields, engines, or aux other than if they can pull off aux2batt builds.

    reducing energy drain on a ship like a cruiser with full broadside would allow more energy to stay in shields, aux, or engines, improving overall survivability and performance. This would also have an effect on BO abilities as the energy drain is amplified against a lower base number, making it easier and quicker to build power back up to nominal levels afterwards.

    the point is, cryptic wont do something drastic to change the setup, especially if it weighs the game more heavily in favor of escorts. whatever they do will of course benefit all players, but help engineers and sci captains n ships just a little more.
  • plansta629plansta629 Member Posts: 0 Arc User
    edited September 2013
    In a game where TAC & Escorts reign absolutely supreme, the last thing this game needs are Fleet Tactical Consoles.

    A hell to the f'in no!
    Have you ever played a pvp its not the tac escorts that are everything its the sci thats worth the most
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  • dahminusdahminus Member Posts: 0 Arc User
    edited September 2013
    I just realized what the obvious design would be.

    30% to beams
    30% to torpedos

    More threat scaling buffs. Seems logical. Power to the rainbows
    Chive on and prosper, eh?

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