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Auxiliary to Battery Builds

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  • bpharmabpharma Member Posts: 2,022
    edited December 2013
    Antonio, if you want to compare A2B cruisers to non A2B cruiser ask in the dps 20/30k channels, they should be able to oblige with several of both and get them to PvP each other.

    If this problem is half as bad as everyone screams about it won't be hard to find an A2B set of cruisers.

    Or alternatively get a team to go against a non A2B build cruiser, then get them to switch to A2B and play again.

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  • cryptiecopcryptiecop Member Posts: 239 Arc User
    edited December 2013
    Someone had to bring this up, Auxiliary to Battery builds are out of control right now. There is a reason every Scimitar, Cruiser, and Battlecruiser in the game is using them. They allow the player to essentially maintain a high amount of survivability while also dealing damage capable of far surpassing escorts. This isn't for one single reason at the moment.
    • Technician Duty officers reduce all bridge officer cooldowns by 30% for the full duration of auxiliary to battery, making them them the most powerful cooldown reduction duty officers in the game. This duty officer needs some form of drawback.
    • The Borg two piece bonus provides +0.35 Regeneration as a passive as well as the massive hull heal proc. That's 35% total hull regeneration over the course of a minute. This regeneration bonus is too high, as it stacks with human bridge officers and the Tier II Omega Force Hull regeneration passive. This makes it easy for the cruiser pilot to obtain well over 100% in combat hull regeneration.
    • Emergency Power to X chains allow the cruiser to obtain +46 (23 x2) power via two ensign bridge officer slots. With the double tap fix, Emergency Power to X is now the only bridge officer category type that allows players to directly stack the abilities. Attack Patterns cannot be stacked, Beam Overloads may not be stacked, Subsystem targeting may not be stacked. The fact that auxiliary to battery cruisers/battle crusiers/scimitars may stack two Emergency Power abilities further increases their ability to reach 125+ in all subsystems.

    The devs had previously attempted to resolve the discrepancy with EPtX chaining, yet the PvP boards exploded with how overpowered it would make escorts. The opposite happened; cruisers, battle crusiers, and scimitars are now the most powerful ships in almost every respect. Cruiser commands exist now, that extra +10% shield resistance from the shield passive is more than enough to take the place of EPtS chaining.

    It is getting old going into the public queues to fight teams of five man Auxiliary to Battery Fire at Will cruisers, battle cruisers, and scimitars. It takes absolutely no skill to kill someone with such a setup. They are inherently tanky due to the EPtX chaining and the Borg two piece. The presence of auxiliary to battery allows the ship to function as if it had double the bridge officer seating, almost doubling the uptime of all offensive and defensive abilities.

    The downside for the setup? It loses Auxiliary power for a few seconds...which may be removed simply by having Emergency Power to Auxiliary on standby. Now I realize a lot of players use auxiliary to battery builds, this thread may not be met warmly, but it's an issue that needed to be brought up. Hopefully nobody will take it the wrong way.

    You get 10% per purple tech now....8% per blue tech, 6% per green...used to be 30% purple, 28% blue and 26% green...so yeah, it did get nerfed huge already...might as well just request tech doffs to be removed from the game at this rate...
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2013
    cryptiecop wrote: »
    You get 10% per purple tech now....8% per blue tech, 6% per green...used to be 30% purple, 28% blue and 26% green...so yeah, it did get nerfed huge already...might as well just request tech doffs to be removed from the game at this rate...

    When was that ?

    I have used Tech Doffs since day one and I really don't ever remember getting 30% out of one purple.... as it is 30% in total is GLOBAL.
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  • cryptiecopcryptiecop Member Posts: 239 Arc User
    edited December 2013
    Not too long ago really...I was looking at A2B and discovered why the purple doffs were so high on the exchange...cause they were 30% per on global cool down...then one day all my blues were reduced from 28% to 8%...
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  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited December 2013
    cryptiecop wrote: »
    Not too long ago really...I was looking at A2B and discovered why the purple doffs were so high on the exchange...cause they were 30% per on global cool down...then one day all my blues were reduced from 28% to 8%...

    Are you sure you're not thinking of Damage Control Engineer doffs? The numbers you're giving are the same for DCEs and I don't recall tech doffs being higher than 10% each.
  • cryptiecopcryptiecop Member Posts: 239 Arc User
    edited December 2013
    Def was on tech doffs w/global cooldowns...I spent a pretty good amount of EC for each of those blue 28% doffs...

    Will check some patch notes as I'm pretty certain it was mentioned on one of them...
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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2013
    cryptiecop wrote: »
    You get 10% per purple tech now....8% per blue tech, 6% per green...used to be 30% purple, 28% blue and 26% green...so yeah, it did get nerfed huge already...might as well just request tech doffs to be removed from the game at this rate...

    You are mistaken, Technician duty officers have always been 10/8/6/4% per duty officer, which translates into 30/24/18/12% when three technicians are slotted.
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  • cryptiecopcryptiecop Member Posts: 239 Arc User
    edited December 2013
    You are mistaken, Technician duty officers have always been 10/8/6/4% per duty officer, which translates into 30/24/18/12% when three technicians are slotted.

    Zomg, I think it's time for me to down some coffee...ty for the correction, I could have sworn they were 30/28/26 each...
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2013
    cryptiecop wrote: »
    Zomg, I think it's time for me to down some coffee...ty for the correction, I could have sworn they were 30/28/26 each...

    Don't worry even at 10% each... 30% means one copy of a2b will push almost every skill on your bar to the global cool down... the ones that don't get there will be 2-3s away.... the ones that are long duration (1:30 on dem for instance) with one copy of aux 2 bat you can fire it twice (cause the doffs effect a2b itself) and bring it to global still.

    That is why they have been stupid expensive... ever since Bort made the completely rediculus obscenely misinformed enormously Half-witted decision to removed the Aux to bat System global from the EPTx system. :)
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited December 2013
    (cause the doffs effect a2b itself)

    This right here gives me an idea, what if tech doffs didn't affect the copy of A2B that triggers it? Or maybe extend the A2B global cooldown such that it forces a similar pause in the cooldown reductions? (I'm not sure how the first option would work out, prolly wouldn't change anything)

    This would allow the build to run high cooldowns on global but not the shorter ones so you wouldn't get FAW spamboats using A2B and they might well end up limited to CMDR and LTCMDR engineering ships as it would cost too many doffs to keep EPtX and A2B going so people would have to run 2 copies of each EPtX skill to maintain uptime. This would also remove the build from the mainstream while keeping it viable (at a real cost) for those ships like the Galaxy.

    That said though I think it more likely people will just go EPtX and pack more offensive eng skills.
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  • breygornbreygorn Member Posts: 189 Arc User
    edited December 2013
    One start to "fixing" it would make the tech doffs a chance instead of always.
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  • des101des101 Member Posts: 101 Arc User
    edited December 2013
    Stuff

    Don't complain people use A2B builds when there's so much cheese & other stupidly broken mechanics which are rife in PvP.

    Fix all that rubbish first, then you have an argument for doing something with A2B. Until then, people will use whatever fit keeps them alive from the Multiple beam FAW, pet spam, NPC spawning, spike dps which kills a ship in seconds, weapons that totally bypass shields, P2W ships & consoles, ect, ect which are currently doing the rounds in PvP.


    Until such time as that happens and threads appear with genuine ideas on how to fix PvP without the whining, chest beating, idiotic comments, b*tching and epeen stroking that seems to happen, I fail to see anything wrong with A2B builds..

    and that is a FACT :D
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2013
    Well you sort have proved the point for the removal / reduction of the usefulness of A2B in your own statment.

    Claiming Spike / Faw spam / Weapons that bypass shields needs to be address... ummm sort of A2B that allows a good bit of that my friend....

    A2B is the biggest issue in PvP at the moment... imo. I don't think I'm alone in thinking that either. Other issues... sure there are... larger ones... name ONE (ok I could name others however... major game breaking ones that are bigger issues then a2b not likely), That is not directly related to A2B Tech doffs.
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  • des101des101 Member Posts: 101 Arc User
    edited December 2013
    Well you sort have proved the point for the removal / reduction of the usefulness of FAW in your own statment.

    Claiming Spike / Faw spam / Weapons that bypass shields needs to be address... ummm sort of A2B that allows a good bit of that my friend....

    Utter rubbish.. I have a fair few ships that don't use A2B but can still decimate another ship in seconds.. However, if fixes are what you want:
    • 1. Only 1 active Doff allowed from each department
    • 2. Beams only allowed on certain ships that they were meant for
    • 3a. Tactical Boats allowed only 1 Eng & 1 science Ensign Boff slot (DPS > survivability)
    • 3b. Engineer Boats allowed only 1 Science & 1 Tact Ensign Boff Slot (survivability >
      DPS)
    • 3c. Science boats allowed only 1 Eng & 1 Tact Ensign Boff Slot (Team support > survivability > DPS)
    • 4. All NPC help (i.e. photon ships, distress call, fleet support, ect) put on a Team cooldown - I.E. call in nimbus, everyone on your team has to wait 10 mins before calling in another. 10 min cooldown is for all NPC support.
    • 5. NO Hot swapping modules once the Map has loaded and carnage begins
    • 6. Reduce the consumable stacks from 20 to 5 and once depleted, cant be used again until the Map is finished (PvP Only)
    • 7. Universal mods disabled in PvP maps
    • 8. Finite supply of Torps (PvP Only)
    • 9. Finite supply of launchable drones (PvP Only)


    Many more ways in which things could be fixed, but again, it's down to the player base.

    Do YOU want people to PvP and have fun or keep it how it is & let it die a slow, painful death??

    And on that note, I do believe it's time for a coffee & smoke and to see if the neighbours tree has blown down yet :cool:
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  • clintsatclintsat Member Posts: 0 Arc User
    edited December 2013
    I think everything works out fine if you make Technicians either cap at 1 per roster or reduce the % chance or cooldown reduction to 50% for purples.

    This still keeps the skill viable for horrible bridge officer setup cruisers that want to PVE, but less consistently superpowered in PVP settings.

    Any thoughts...
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2013
    clintsat wrote: »
    I think everything works out fine if you make Technicians either cap at 1 per roster or reduce the % chance or cooldown reduction to 50% for purples.

    This still keeps the skill viable for horrible bridge officer setup cruisers that want to PVE, but less consistently superpowered in PVP settings.

    Any thoughts...

    In its current state it is even more broken in PvE then it is in PvP... so I would tend to think it needs to be corrected with both in mind.

    It isn't Escorts that can complete end game content solo ... its cruisers running a2b.
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2013
    des101 wrote: »
    Utter rubbish.. I have a fair few ships that don't use A2B but can still decimate another ship in seconds.. However, if fixes are what you want:

    [*]1. Only 1 active Doff allowed from each department
    Yes this would be acceptable completely... more over I would rather just see doffs shut off on PvP maps... not that I believe things like 3 tech doffs are ok in PvE either... I just could care less about that game mode. If people want to RP and go pew pew and watch things fall over that's cool.
    des101 wrote: »
    [*]2. Beams only allowed on certain ships that they were meant for

    Its funny that argument used to come up when Cruiser pilots would complain that escorts had it easy mode cause they could use DHC... now that a combo of broken skills / weapon mechanics / doffs make the opposite true they should be denied to what ? Super cruisers like the shim ? lol
    des101 wrote: »
    [*]3a. Tactical Boats allowed only 1 Eng & 1 science Ensign Boff slot (DPS > survivability)

    [*]3b. Engineer Boats allowed only 1 Science & 1 Tact Ensign Boff Slot (survivability >
    DPS)

    [*]3c. Science boats allowed only 1 Eng & 1 Tact Ensign Boff Slot (Team support > survivability > DPS)

    This isn't a logical fix for anything... and of course if something like that existed it would still favor the engi... who would be able to use A2B to double the number of there Tac and Sci slots. :)
    des101 wrote: »
    [*] 5. NO Hot swapping modules once the Map has loaded and carnage begins

    I guess we have just moved on to various other things you see as game issues... however you can not currently change anything while in red alert... and I have no issues with people swapping to different shields or gear during a match... its something that must be done out of combat... now if you are talking about beating globals for P2W consoles... hey I would be in complete favor of a p2w console global cool down of 2 min... which would mean no one could chain any P2W consoles ever again... and swapping them out would be pointless as the cool down would still be there. :)
    des101 wrote: »
    [*] 6. Reduce the consumable stacks from 20 to 5 and once depleted, cant be used again until the Map is finished (PvP Only)

    What is the point of this... is the use of battaries upsetting to you ? I don't get the logic here.
    des101 wrote: »
    [*] 7. Universal mods disabled in PvP maps

    For sure I have been in favor of a complete removal of PvE from PvP for some time now... Shut off all P2W consoles... Shut off Doffs... force everyone to use -p "PvP white level gear" while loaded into a PvP map... the game would be 10x better no doubt.
    des101 wrote: »
    [*]8. Finite supply of Torps (PvP Only)

    Torpedos already suck in PvP for the most part... I'm not sure why they would need to be nerfed. lol By turning off doffs... you basicly kill every torp boat build currently in existence anyway.
    des101 wrote: »
    [*]9. Finite supply of launchable drones (PvP Only)

    No one disagrees the piling on of ships with hangers is stupid... and Cryptic should be drawn and quartered for doing it.
    des101 wrote: »
    Many more ways in which things could be fixed, but again, it's down to the player base.

    Do YOU want people to PvP and have fun or keep it how it is & let it die a slow, painful death??

    And on that note, I do believe it's time for a coffee & smoke and to see if the neighbours tree has blown down yet :cool:

    Yes I would love Cryptic to save PvP... however allowing mind numbing things like A2B to exist and create a situation where A2B is the ONLY acceptable build for an entire class of ship is game breaking... and HAS been destroying PvP for a good while now. :)

    Yes they should do what I listed... removed doffs from PvP... Force the use of Same Spec PvP gear (including Shields / Engines / Defelectors) No more PvE Borg Hull heals from sets... no more Fleet Shields... Heck turn off the Rep Consoles as well... and Uni conosles (or at least add a system global that limits ships to one every 2 min or so). If you have ever played Guild Wars 2 then you should understand what it is I am saying.

    However Short of that ... the single largest game breaking mechanic in the game is the technician duty officer... no doubt in my mind.
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  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited December 2013
    des101 wrote: »
    Utter rubbish.. I have a fair few ships that don't use A2B but can still decimate another ship in seconds.. However, if fixes are what you want:
    • 1. Only 1 active Doff allowed from each department
    • 2. Beams only allowed on certain ships that they were meant for
    • 3a. Tactical Boats allowed only 1 Eng & 1 science Ensign Boff slot (DPS > survivability)
    • 3b. Engineer Boats allowed only 1 Science & 1 Tact Ensign Boff Slot (survivability >
      DPS)
    • 3c. Science boats allowed only 1 Eng & 1 Tact Ensign Boff Slot (Team support > survivability > DPS)
    • 4. All NPC help (i.e. photon ships, distress call, fleet support, ect) put on a Team cooldown - I.E. call in nimbus, everyone on your team has to wait 10 mins before calling in another. 10 min cooldown is for all NPC support.
    • 5. NO Hot swapping modules once the Map has loaded and carnage begins
    • 6. Reduce the consumable stacks from 20 to 5 and once depleted, cant be used again until the Map is finished (PvP Only)
    • 7. Universal mods disabled in PvP maps
    • 8. Finite supply of Torps (PvP Only)
    • 9. Finite supply of launchable drones (PvP Only)


    Many more ways in which things could be fixed, but again, it's down to the player base.

    Do YOU want people to PvP and have fun or keep it how it is & let it die a slow, painful death??

    And on that note, I do believe it's time for a coffee & smoke and to see if the neighbours tree has blown down yet :cool:

    Personally, I'd be fine w/all white gear, no rommy ships, and "free" T4/5 ships only for PvP. But, that's not really the point. The question isn't if someone can make a kill build w/o Aux2batt. It's that Aux2batt boosts nearly EVERYTHING that's benefited by Boff powers by reducing the cooldown of Boff powers and actually allowing for a greater variety and better quality of Boff powers.
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  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited December 2013
    Antonio you do have a valid point about a2b for some player builds, but the most lethal of the dps guys that come out with bfaw scimitars dont even use it.

    As ive learned from them thus far, I have slowly been removing a2b off of all my ships, only one remains and that is likely to come off soon too with the results I have been seeing on the others.

    You can make a truly lethal bfaw dem build and never think about using a2b or the technicians. O_o
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2013
    Antonio you do have a valid point about a2b for some player builds, but the most lethal of the dps guys that come out with bfaw scimitars dont even use it.

    As ive learned from them thus far, I have slowly been removing a2b off of all my ships, only one remains and that is likely to come off soon too with the results I have been seeing on the others.

    You can make a truly lethal bfaw dem build and never think about using a2b or the technicians. O_o

    Well yes because that ship has so much damage boost from Romulan boffs / Consoles / weapons slots... that you can remove folks faster then uptime on dem or heals tend to be an issue. :)

    Single Target Spike wise... an escort is still going to beat the shim for the most part as well.

    The main issue I have with a2b is the dumbing down of the population of players for the most part. It makes bad builds deadlier and tankier then they honestly deserve to be.

    Good players... and those willing to become better ones will learn how to manage there cool downs and use them at the most opportune times no doubt. A2B is pretty much a bad crutch imo. It removes so much skill from the game that I find it gets boring. It makes weak players feel like they are better then they are. (I know that sounds very elitist... sorry about that lol)

    Honestly the current situation ... which I admit doesn't ONLY include a2b... I think has things at a point where most vets... say what is the point of things like Boot Camp... why help out the new kids... and show them how to play... all they have to do is strap on a bunch of beams and faw... and if they are underperforming its because they need to do more PVE to earn X piece of gear or Y Rep passive. I know I don't feel the need to write about "piloting" escorts any more... or trying to teach the in and outs of cool down manegment. Whats the point some one is just going to show them how to Bat Faw it up. :)

    I could be wrong and its just me... I don't know perhaps I'm the Grinch. :)
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  • sdmachinesdmachine Member Posts: 84 Arc User
    edited December 2013

    However Short of that ... the single largest game breaking mechanic in the game is the technician duty officer... no doubt in my mind.

    Dude you have got to be joking.

    You mean to tell me with all the overpowered fleet engineering and tactical consoles, romulan battle cloaks, Operative BOFF, EPTE and endless APO you feel threatened by the technician doff????

    If anything the doff just enhances the other foolishness which should never have existed.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited December 2013
    sdmachine wrote: »
    Dude you have got to be joking.

    You mean to tell me with all the overpowered fleet engineering and tactical consoles, romulan battle cloaks, Operative BOFF, EPTE and endless APO you feel threatened by the technician doff????

    What's more overpowered, a few consoles in line with power creep that carry an extra useful mod, or a doff that completely removes a balancing mechanic?

    This is one of the few subjects I find myself agreeing with Antonio on, though I disagree with the complete removal of doffs from pvp (mainly because it would remove my A2D build :D), rather than removing doffs from pvp I'd prefer to see A2B given a cloak style Aux Offline mode when combined with tech doffs and maybe extend it's global cooldown, either or both of these would see A2B still viable but at a major cost.
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  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited December 2013
    adamkafei wrote: »
    (mainly because it would remove my A2D build :D),

    I agree one of the more fun doffs. lol It would also kill all my torp boats. :( But I would not be able to ask others to drop there attack pattern doffs ect and not do the same. :)
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2013
    edit: Never mind...
  • v1ctor1stv1ctor1st Member Posts: 183 Arc User
    edited December 2013
    I started using Aux 2 Bat to bring the cooldowns on my cruisers... well, down.

    So now your telling me that you all want those same cooldowns negated somehow? For what? So you escort jocks can make a joke of cruiser again?

    As for someone a few posts back saying it "makes bad builds deadlier and tankier then they honestly deserve to be" i say, good.

    ...and people wonder why the PVE crowd think that the pvp'ers are a bunch of elitist whiney children who want to one shot everything? Yeah, all they need to do is look at this thread to see the majority of them.
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  • mewimewi Member Posts: 0 Arc User
    edited December 2013
    I hate cruisers, cruisers shouldn't be anywhere near as powerful as escorts, end of story. I'm perfectly happy with cruisers just being heal spinboats,

    WHO'S WITH ME?

    I just hate cruisers, they are ugly.

    PS: If you don't think a2b builds need some serious nerfing, you are probably using said builds.
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  • tpalelenatpalelena Member Posts: 1 Arc User
    edited December 2013
    Would not aux to batteries drain all healing abilities?
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited December 2013
    tpalelena wrote: »
    Would not aux to batteries drain all healing abilities?

    not really that much to offset the benefit of having them on dublicate cooldown.
    it only matters how much aux you have when you start your HOT in STO, once it runs your aux level is irrelevant.
    you can even use a2b on certain sci vessels if you time your a2b use right.

    and ofcourse there is allways the aux battery...
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  • thishorizonthishorizon Member Posts: 1,158
    edited December 2013
    v1ctor1st wrote: »
    I started using Aux 2 Bat to bring the cooldowns on my cruisers... well, down.

    So now your telling me that you all want those same cooldowns negated somehow? For what? So you escort jocks can make a joke of cruiser again?

    As for someone a few posts back saying it "makes bad builds deadlier and tankier then they honestly deserve to be" i say, good.

    ...and people wonder why the PVE crowd think that the pvp'ers are a bunch of elitist whiney children who want to one shot everything? Yeah, all they need to do is look at this thread to see the majority of them.

    a little rage there huh?

    but i can see your point....and there are many bad apples out there that throw way too much vitriol into the talks to be productive, try not to add to the fire man.

    some people like cruisers, some like escorts, some like sci... we should be glad its this way. we need the diversity.

    but i fear you aren't looking at the other side of the coin. guys who like cruisers get to load up this power and doff and reduce the cooldown of everything they run.

    what about escort guys? and science guys? well sci gets to use photonic officer.... but, way not popular due to the cooldown gaps it creates during downtime. even with 2 copies.

    using a2b should make cruisers more powerful, i agree, to the extent of current gameplay...not so much. but thats just my opinion. yet they are, and should be, the most impactful ships on the field....im kind of an old school trekkie that way.

    yet, to balance the field, we should get other players with differing tastes the same opportunity. a doff that reduces CD on all powers on use of attack pattern, with a loss to say... accuracy? or shield power? a doff that reduces CD on all powers on use of deflector ability....with a loss to say....sensors or....engine power?

    yet i think really, its how the rest of the game is working, mostly beams coupled with energy drain resistance and weapons power overcapping, that is giving too much for very little in return.

    try and see both sides of the coin man...

    have fun kill bad guys
  • shailatshailat Member Posts: 478 Arc User
    edited December 2013
    mewi wrote: »
    I hate cruisers, cruisers shouldn't be anywhere near as powerful as escorts, end of story. I'm perfectly happy with cruisers just being heal spinboats,

    WHO'S WITH ME?

    I just hate cruisers, they are ugly.

    PS: If you don't think a2b builds need some serious nerfing, you are probably using said builds.

    I use a2b on some of my ships, and i like it cuz as a ground pvper i get to destroy veteran space pvpers and i don't need have no skill points in space to do it, so how is that bad? I mean, your getting a ground pvper into space....and doing good, so again? how is that bad?
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