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Gamer's Advice on the Spire Fleet Tactical Consoles

trwarbucktrwarbuck Member Posts: 274 Arc User
I've managed to get to the Fleet Spire Holding location. Here is a few words of advice I have.

1. Raise the damage modifier from the +22.3% that it is right now to something like +25.5% to +28.1%. It would be even better to come out with a Mk X, MkXI and MkXII versions of the Console that effects Mine, Torpedoes, Beam weapons and cannons.
MkX current +22.3%
MkXI: +25.5%
MkXII: +28.1%

2.Keep the +1.6% to Critical Change, +8% to Critical Severity and add Accuracy.

3. Get rid of the individual damage types (Anti-proton, Phaser, Disruptor, Plasma Torpedoes, Quantum Torpedoes, etc.) and just go with the one console for each weapon type (Mine, Torpedo, Beam Weapons, and Cannons).

If you want to players to purchase these items, these adjustments needs to be made. Right now they won't want to replace their MkXI (very rare), MkXII (rare) or MkII (very rare) for these consoles. Why give up a +28.1 or +30% for a measly +22.3%.
Doing the above adjustments should make the Fleet Tactical Consoles more desirable and this will also put them with the same as teh Science and Engineering consoles (MkX, MkXI and MkXII consoles).

As I see other issues I will address them.
Post edited by trwarbuck on

Comments

  • azurianstarazurianstar Member Posts: 6,985 Arc User
    edited October 2013
    No!

    That's going to not only cause massive power creep that's already inflicting this game, but it's also going to trivialize people's existing tactical consoles. And there are some people people who won't have access to Tier 3 Spire.
  • iceeaglexiceeaglex Member Posts: 375 Arc User
    edited October 2013
    t it's also going to trivialize people's existing tactical consoles.

    And there are some people people who won't have access to Tier 3 Spire.

    There are some people that don't have access to those same 'trivialized' existing tactical consoles. So should we delete those? Nerf those?
  • trwarbucktrwarbuck Member Posts: 274 Arc User
    edited October 2013
    You aren't a designer. Who are you to say No!.
    Don't really care if those who don't want to join a fleet cannot get these consoles. That is their problem not mine. I'm giving feed back on the new material.
    So far from what I have seen it is excellent. But as I said before. The Consoles needs to be tweaked a little to match what has been done with the Science and Engineering consoles (MkX, MkXI and MkXII versions). The damage boost also needs to be redone so they are competitive to the Mk XII consoles. What I listed in the OP is a good and well balanced list. It doesn't over shadow the MkXII (very rare) consoles except for the extra ability.

    If you want to have access to the Fleet equipment join a fleet and contribute to its growth so you can earn Fleet Credits. If you don't join or contribute; don't whine that you can't get these items. Everyone has the chance to join and earn Fleet Credits.
  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited October 2013
    iceeaglex wrote: »
    There are some people that don't have access to those same 'trivialized' existing tactical consoles. So should we delete those? Nerf those?

    The only thing out of reach of most of the game is the 12-purple consoles. On the other hand, making a pure power-creep console is a bad idea. There should be strengths and drawbacks. The extra crit bonuses are the strength, the (barely) reduced damage is the drawback.
  • iceeaglexiceeaglex Member Posts: 375 Arc User
    edited October 2013
    The only thing out of reach of most of the game is the 12-purple consoles. .

    Thats my point. Those consoles are beyond 90% of players. You have to be pretty hard core to go for them.
    Whereas fleet consoles are open to new players pretty quickly by contributing simple fleet marks.

    Power creep and all that aside, i'm just saying he was being VERY hypocritical.
  • ladymyajhaladymyajha Member Posts: 1,478 Arc User
    edited October 2013
    trwarbuck wrote: »
    You aren't a designer. Who are you to say No!.
    Don't really care if those who don't want to join a fleet cannot get these consoles. That is their problem not mine. I'm giving feed back on the new material.
    So far from what I have seen it is excellent. But as I said before. The Consoles needs to be tweaked a little to match what has been done with the Science and Engineering consoles (MkX, MkXI and MkXII versions). The damage boost also needs to be redone so they are competitive to the Mk XII consoles. What I listed in the OP is a good and well balanced list. It doesn't over shadow the MkXII (very rare) consoles except for the extra ability.

    If you want to have access to the Fleet equipment join a fleet and contribute to its growth so you can earn Fleet Credits. If you don't join or contribute; don't whine that you can't get these items. Everyone has the chance to join and earn Fleet Credits.

    First off, he has every right to say "no" just as I'm about to, because you're not a designer either, and just as you have your right to give your opinion, so do we.

    Secondly, I agree with him about the power creep. Increasing it to what you say is making all other consoles worthless. The numbers as they are now are at least in line with what other consoles will give. yes the numbers are slightly lower then a non-fleet tactical, but the critical numbers are more then enough to boost it to fleet status.

    Also as it stands now, the Sci and Engie consoles were raised in order to keep this from being DPSto online. Raising the tactical consoles up, will simply make even worse the existing problem of DPS > everything else.
  • lostusthornlostusthorn Member Posts: 844
    edited October 2013
    There is no need for that. The tac consoles as they are on tribble currently are better, slightly, then the existing consoles. There is no need to change them.
  • phoeniciusphoenicius Member Posts: 762 Arc User
    edited October 2013
    is there even a point in spending dilithium on something that is essentially a MK XI blue console for those that do nothing but PvE, and is underpowered in PvP compared to the purp MK XII ones?
  • ladymyajhaladymyajha Member Posts: 1,478 Arc User
    edited October 2013
    phoenicius wrote: »
    is there even a point in spending dilithium on something that is essentially a MK XI blue console for those that do nothing but PvE, and is underpowered in PvP compared to the purp MK XII ones?

    PvE... no... but then there is NOTHING in the Rep system you need for ANY PvE in this game. I've done fraggin' Elite STFs with new characters (characters not players) all with vanilla blue level gear and had no problems completing them and the optionals. So lets be honest, you don't need anything for PvE.

    PvP... they're not underpowered, they're different. If you're into sustained DPS then I say no, stick with the ones you got. If you're more into spike crit builds, then these consoles are better then, or at least cheaper then, most purple MK XII ones. Now that said, if you already have purple MK XII ones, no don't switch. If you don't, then at least with these you don't have to sell small planets to afford the consoles, like you do now on the exchange.
  • dahminusdahminus Member Posts: 0 Arc User
    edited October 2013
    @OP You are thinking like a single player gamer, not a casual mmoer.

    Progression style games are all about the next best thing

    Super casual mmos do best when the status quo is not rocked. The embassy and mine gear where wrongly implemented.

    If the Devs want to make this game about progression, they need to start releasing stfs that provide a challenge
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • phoeniciusphoenicius Member Posts: 762 Arc User
    edited October 2013
    ladymyajha wrote: »
    PvE... no... but then there is NOTHING in the Rep system you need for ANY PvE in this game. I've done fraggin' Elite STFs with new characters (characters not players) all with vanilla blue level gear and had no problems completing them and the optionals. So lets be honest, you don't need anything for PvE.

    PvP... they're not underpowered, they're different. If you're into sustained DPS then I say no, stick with the ones you got. If you're more into spike crit builds, then these consoles are better then, or at least cheaper then, most purple MK XII ones. Now that said, if you already have purple MK XII ones, no don't switch. If you don't, then at least with these you don't have to sell small planets to afford the consoles, like you do now on the exchange.

    so basically, the new ones will serve mostly for builds like the "gankfiant", thats kinda meh.
  • cookiecrookcookiecrook Member Posts: 4,580 Arc User
    edited October 2013
    I don't like the new consoles because they are weapon specific. That takes away from builds that mix beams and cannons. The only people who really benefit are the FAW cruisers and the cannon escorts.
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  • lianthelialianthelia Member Posts: 7,921 Arc User
    edited October 2013
    I don't like the new consoles because they are weapon specific. That takes away from builds that mix beams and cannons. The only people who really benefit are the FAW cruisers and the cannon escorts.

    Take a look at the newest patch notes, they added damage type consoles.
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited October 2013
    phoenicius wrote: »
    so basically, the new ones will serve mostly for builds like the "gankfiant", thats kinda meh.

    Gankfiant, Galaxy-X "The ship is terr--HOW MUCH DID THAT LANCE AMBUSH DO!?", Scimitar Fire-Crits-At-Will beamboat...
  • khayuungkhayuung Member Posts: 1,877 Arc User
    edited October 2013
    More crits for the lance, and allow me to use rainbow beams from all those reps? I'll take 3.


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  • jetwtfjetwtf Member Posts: 1,207
    edited October 2013
    I dont think they need to remove the energy specific consoles at all, having just the weapon type consoles limits builds. Take a Sci ship for example having 2 DBB and a torp on fore 2 turrets and tractor mines on aft. the weapon specific would hurt that ship by trivializing either the turrets or the DBB's and sci ships have the least amount of weapons and tac consoles already hurting the DPS's they can do.

    I think the weapon specific needs to have the same buff's as the energy specific. Energy specific you lock into 1 proc but have different weapon types, and weapon specific you can have a variety of procs but only 1 weapon type. Both would have equal and valid use but it needs to be equal at 25.5%.

    I also think there needs to be a third console type, energy specific at +28.1% with a +14% torpedo or mine damage. That would encourage more torpedo and mines being used in combination with energy weapons. More players would include both a mine and a torp and more will have 2 torps on fore.

    This leaves plenty of choices for consoles for various builds.
    1. tac escorts heavily invested in alpha strike crit's get more of that but weaker non crit damage.
    1a. Torpedo boats.
    2. The +30% for those who use multiple weapon types but no torps or mines do not rely on crits.
    3. Rainbow ships to maximize proc types and minimilize resistance with greater crit.
    4. Mixed kinetic and energy weapon ships that do not rely on crits.
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  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited October 2013
    phoenicius wrote: »
    is there even a point in spending dilithium on something that is essentially a MK XI blue console for those that do nothing but PvE, and is underpowered in PvP compared to the purp MK XII ones?

    There is nothing underpowered about them for pvp. (especially the 25.5 damage specific ones)

    5 tac slots giving you an extra 8 percent crit or 40 percent severity? you would be INSANE not to use them. the pathetic loss of 5% BASE damage is trivial. completely trivial.
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  • trwarbucktrwarbuck Member Posts: 274 Arc User
    edited October 2013
    Oh yes they did add energy type specific consoles. But those things are way under powered when compared to a MkXII (very rare) damage type specific console (plasma, disruptor, phaser, quantum, etc.) +25.5% plus a +1.6% or +8% bonus to either Critical Chance or Critical Severity. These consoles should have been a +28.1% to damage and +2.5% Critical Chance or +10% Critical Severity.
    Basically for use who use Fleet Consoles, these new ones are very poor in thought. They don't go with the other console from the Embassy or Mine (MkX, MkXI and MkXII). To top it off the damage bonus is far to low to make players want to get them. Possibly spend RL World cash to get the dilithium to cover the cost. In other words; Poorly thought out.
    I for one use the consoles from the Embassy and the Mine, and I was looking forward to the Tactical Consoles being one that I might use, but the damage bonus cannot replace the MkXII (very rare) consoles that my ships are running with. Which actually got me down. I spend a lot of my time grinding for Fleet Marks and Dilithium to sell the items on the exchange so I can fill the material requirements for my fleet projects. And for this I expect the items that is in my stores to meet up with expectations and replace the Standard Consoles and other equipment that is out there. Fleet Items should be the best items that can be obtained by a gamer. The cost that you pay for them, the ability of not being able to sell them for profit should make them the best.
    I was upset that there was no Embassy Science console that improved the amount of shields that your ship has. I felt let down in that area also. But, I can get over this feeling of being let down.
    WIthout having better Tactical consoles to earn, there is no point in advancing the Spire. That is except for the Fleet versions of the 1000 day Veteran starships and the Carriers at Tier 3.
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited October 2013
    trwarbuck wrote: »
    Oh yes they did add energy type specific consoles. But those things are way under powered when compared to a MkXII (very rare) damage type specific console (plasma, disruptor, phaser, quantum, etc.) +25.5% plus a +1.6% or +8% bonus to either Critical Chance or Critical Severity. These consoles should have been a +28.1% to damage and +2.5% Critical Chance or +10% Critical Severity.
    Basically for use who use Fleet Consoles, these new ones are very poor in thought. They don't go with the other console from the Embassy or Mine (MkX, MkXI and MkXII). To top it off the damage bonus is far to low to make players want to get them. Possibly spend RL World cash to get the dilithium to cover the cost. In other words; Poorly thought out.
    I for one use the consoles from the Embassy and the Mine, and I was looking forward to the Tactical Consoles being one that I might use, but the damage bonus cannot replace the MkXII (very rare) consoles that my ships are running with. Which actually got me down. I spend a lot of my time grinding for Fleet Marks and Dilithium to sell the items on the exchange so I can fill the material requirements for my fleet projects. And for this I expect the items that is in my stores to meet up with expectations and replace the Standard Consoles and other equipment that is out there. Fleet Items should be the best items that can be obtained by a gamer. The cost that you pay for them, the ability of not being able to sell them for profit should make them the best.
    I was upset that there was no Embassy Science console that improved the amount of shields that your ship has. I felt let down in that area also. But, I can get over this feeling of being let down.
    WIthout having better Tactical consoles to earn, there is no point in advancing the Spire. That is except for the Fleet versions of the 1000 day Veteran starships and the Carriers at Tier 3.

    mate, i promise you that 1.6% crit is way more damage output than the 4.5% base damage boost the 30.0s have, especially if your crit severity is over 100

    The damage consoles only boost your base weapon damage, and its a linear stack. it doesnt buff your skill bonuses or buff bonuses. just the base damage by a tiny amount

    this has been tested so many times in these forums. what surprises me is how people arent practically salivating at the idea of 5x1.6 = 8% crit. Based on the prices of the Superior Romulan Operatives on the exchange, its pretty obvious those in the know realize the benefit of pure raw critical chance (and severity)

    remember all the threads about roms being OP because of it?

    well these will have the same effect on total damage output (on a slightly smaller scale)

    i use 26.2s on all of my ships, yeah im cheap like that, i refuse to pay 30 million for a single dps point (which is actually about what it mathematically adds up to per weapon)

    I dont struggle to do massive amounts of damage. 25.5% plus crit? yes please. I cant wait to get the spire done.
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  • coffeemikecoffeemike Member Posts: 942 Arc User
    edited October 2013
    For the Proton weapons, do the Antiproton Mag Regulators buff them or another console?
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited October 2013
    OP has the worst idea ever, mkay. Energy specific consoles are needed. If they are too weak at 25%, why not make them 30% to match the current mark XIIs?
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • orondisorondis Member Posts: 1,447 Arc User
    edited October 2013
    coffeemike wrote: »
    For the Proton weapons, do the Antiproton Mag Regulators buff them or another console?

    Neither the protonic polaron weapons or the experimental proton weapon are buffed by antiproton mag regs. This of course leaves the experimental proton weapon at a signficant disadvantage.
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  • verline1verline1 Member Posts: 0 Arc User
    edited October 2013
    orondis wrote: »
    Neither the protonic polaron weapons or the experimental proton weapon are buffed by antiproton mag regs. This of course leaves the experimental proton weapon at a signficant disadvantage.

    this was probably the original design intent behind the weapon type not damage type approach of the consoles.
  • paspinallpaspinall Member Posts: 296 Arc User
    edited October 2013
    verline1 wrote: »
    this was probably the original design intent behind the weapon type not damage type approach of the consoles.

    Except they arent buffed by weapon type consoles at all as they are neither cannon or beam.
  • ceekayzeroceekayzero Member Posts: 411 Arc User
    edited October 2013
    trwarbuck wrote: »
    WIthout having better Tactical consoles to earn, there is no point in advancing the Spire. That is except for the Fleet versions of the 1000 day Veteran starships and the Carriers at Tier 3.

    Well, beyond the amazing kits and the +1 active doff slots, I assume. And also the warp cores (which seem to be Mini-Marions). My fleet is chomping at the bit to hit the Spire, and I can't blame them.
  • eatsmarteatsmart Member Posts: 134 Arc User
    edited October 2013
    trwarbuck wrote: »
    Oh yes they did add energy type specific consoles. But those things are way under powered when compared to a MkXII (very rare) damage type specific console (plasma, disruptor, phaser, quantum, etc.) +25.5% plus a +1.6% or +8% bonus to either Critical Chance or Critical Severity. These consoles should have been a +28.1% to damage and +2.5% Critical Chance or +10% Critical Severity.

    *taps sarcasm meter* Not sure if trolling or genuinely dont understand the damage formula...

    +Damage on consoles is a modifier to the base damage. This is linearly addative with skills and other skill like modifiers.

    Lets assume a 5 console ship running all energy weapons, max tier 1 and 2 weapon skills:

    The Difference over 5 consoles between purple xii and these fleet consoles is (30-25.5)x5 = +22.5% base damage. Assuming you dont have tier 4 nukara rep, dont run tactical team, dont use duty officer assignment crit buffs, dont run fleet military skills buffs or anything else i've forgotten, (all of which would diminish the effectiveness of this bonus even further) this is contributing just over 5.5% damage. Lets round this up to 5.6% to make the maths easier.

    5 Consoles with 1.6% crit chance = +8% crit chance. So how much critical severity do I need to get 5.6% more final damage from +8% CritH?

    0.056/0.08 = 0.7

    So if I have 70% critial severity or more, running fleet rep consoles will out dps purple xii consoles.

    All characters start with 50% critical severity, so even a character with no ranks in energy weapon specialisation running all [dmg] weapons can get to that threshold with t2 dyson rep and an assimilated console.

    For players that prefer Crit D consoles, the threshold under the same conditions is at roughly 14% crit chance.

    For most players, their severity is around 120-150%, significantly in excess of this threshold. That means these consoles are a significant dps enhancement in their current form. They are in no way shape or form "underpowered".
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited October 2013
    I'm not sure we need multiple threads on fleet tac consoles. Perhaps, the threads should be merged into the oldest thread here:

    http://sto-forum.perfectworld.com/showthread.php?t=879541
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