With that logic, do Veteran ship captains get their mode switch timer removed? You had a bit of a grind and had to pay a little for the lobi.. we paid ?300 for our ships (amongst other things of course)
I apologize guys I was in full rant mode this morning, I dont know what happened, just stuff that comes with age. And lack of coffee :eek:
I think that people are misreading into the ship, the ship does not go full tactical, the ship has a weapon that will fire only in tactical mode,I think that is the only thing the tactical mode gives to the ship, the ability to fire a weapon, but I may be wrong.
Start in tactical mode, pop attack pattern alpha and all tactical buffs, unload a massive damage spike with CSV3
Switch to science mode, pop an aux battery, unload a ton of science spam boosted by those tactical abilities, including perhaps a gravity well three.
At this point, does it seem at all fair to be able to jump right back to full tactical mode? Would seem to me as a built in counter to chaining commander abilities
I think you meant the other way around, pop off mad science skills to hold and possibly disable them, than whammo vape time into tactical mode.
Rinse and repeat of this without some degree of timer would be just a tad OP IMO. :rolleyes:
Unless it is some kind of glitch you should be able to stay in tactical mode for as long as you want. There is only a 60 second cool down when you switch from tactical to science mode.
The problem i have with it when you die, you always start in science-mode.
I switch to tac-mode, timer start, i die, respawn in science mode with the timer still counting down.
They must fix this.... if you die, respawn in mode you were or no timer.
I have to side with the disagreers here, if that were the case you would effectively have two commander BOFF stations....
It should be understood that this vessel is primarily a science vessel which can convert temporarily for part(s) of a mission to somewhat of an escort by surrendering science aspects. The CD there is so you cannot use it as both simultaneously. That is by design and intended.
The problem i have with it when you die, you always start in science-mode.
I switch to tac-mode, timer start, i die, respawn in science mode with the timer still counting down.
60 sec is too long. A group can take out 3 entire waves in a group fight in 60 sec. In a tough fight, 60 sec might also be too short... as another said, a long lasting GW3 then flip modes...
my solution to this would be an out-of-combat reset. If the player is totally out of combat for 10 seconds, ALL SUCH cooldowns should reset. (This includes the haakona split, gurumba etc mode changes, etc). An out of combat fix also solves the issue of dying and being unable to get to your desired mode again, so an on-death reset may also be useful but the 10 sec OOC is probably sufficient there too.
60 sec is too long. A group can take out 3 entire waves in a group fight in 60 sec. In a tough fight, 60 sec might also be too short... as another said, a long lasting GW3 then flip modes...
my solution to this would be an out-of-combat reset. If the player is totally out of combat for 10 seconds, ALL SUCH cooldowns should reset. (This includes the haakona split, gurumba etc mode changes, etc). An out of combat fix also solves the issue of dying and being unable to get to your desired mode again, so an on-death reset may also be useful but the 10 sec OOC is probably sufficient there too.
Again it is a S C I E N C E ship, not an escort or tactical warbird like damn near every other one. It is meant to be in science mode standard, with the option to flip to tactical when you need some extra oomph that is all.
And it's not as if staying in science mode for a few minutes is going to get you killed - there are precisely ZERO defensive options for a commander tactical slot you would loose.
APO3 or APD3. That's TWO defensive options you would lose.
(This includes the haakona split, gurumba etc mode changes, etc). An out of combat fix also solves the issue of dying and being unable to get to your desired mode again.
They actually DID solve that issue in the various separation ships. When you die and respawn, you STAY in that mode.
Again it is a S C I E N C E ship, not an escort or tactical warbird like damn near every other one. It is meant to be in science mode standard, with the option to flip to tactical when you need some extra oomph that is all.
I agree. I plan to use it as an alternative sci ship on my rom.
What does that have to do with my suggestion that the timer expire out of combat so if you need some extra oomph, get killed, get back up, and CANNOT USE THE MODE AGAIN for 3-4 times longer than the current map/fight will even exist? Or, the best use of the mode, blasting solo content .... say you did the KDF bash mission for dil. Go in, waste 6 ships, leave, enter the next one... and you are BACK IN SCI MODE WITH A DELAY BECAUSE THE MAP CHANGED. THE USEFUL SOLO MODE IS DISABLED NOW. Does that help you understand my suggestion for an out of combat reset?
I am not asking to be able to swap modes at will constantly. I am asking to be able to USE the mode without sitting around with my thumb up my backside waiting for it.
I apologize guys I was in full rant mode this morning, I dont know what happened, just stuff that comes with age. And lack of coffee :eek:
I think that people are misreading into the ship, the ship does not go full tactical, the ship has a weapon that will fire only in tactical mode,I think that is the only thing the tactical mode gives to the ship, the ability to fire a weapon, but I may be wrong.
Boff abilities change too.
SCI mode you lack cannons and have a SCI Commander and TAC Lieutenant Commander
TAC mode you get cannons and have a TAC commander and a SCI lieutenant commander.
I agree. I plan to use it as an alternative sci ship on my rom.
What does that have to do with my suggestion that the timer expire out of combat so if you need some extra oomph, get killed, get back up, and CANNOT USE THE MODE AGAIN for 3-4 times longer than the current map/fight will even exist? Or, the best use of the mode, blasting solo content .... say you did the KDF bash mission for dil. Go in, waste 6 ships, leave, enter the next one... and you are BACK IN SCI MODE WITH A DELAY BECAUSE THE MAP CHANGED. THE USEFUL SOLO MODE IS DISABLED NOW. Does that help you understand my suggestion for an out of combat reset?
I am not asking to be able to swap modes at will constantly. I am asking to be able to USE the mode without sitting around with my thumb up my backside waiting for it.
Because it is a science ship, not a tactical ship. The 1min cd is just, you are meant to use it as a science vessel foremost, with the option to provide a little extra firepower for certain moments. If you are doing some particular mission that allows you to wait the 1min before moving on, than I suggest use the time in between.
SCI mode you lack cannons and have a SCI Commander and TAC Lieutenant Commander
TAC mode you get cannons and have a TAC commander and a SCI lieutenant commander.
You can always have cannons, the only exception is the built in proton DHC when switching between modes, well that and the Commander boff skill along with diverting 15 subsystem power from aux2wp and visa versa.
You can always have cannons, the only exception is the built in proton DHC when switching between modes, well that and the Commander boff skill along with diverting 15 subsystem power from aux2wp and visa versa.
The built in is what I was referring to. the built ins turn on and off between mode and the LCDR and CDR Tac and SCI Boffs swap.
Because it is a science ship, not a tactical ship. The 1min cd is just, you are meant to use it as a science vessel foremost, with the option to provide a little extra firepower for certain moments. If you are doing some particular mission that allows you to wait the 1min before moving on, than I suggest use the time in between.
Which means we are all saying the same thing... the tac mode is all but useless due to implementation. I am ok with that, but it is still underwhelming. It is an excellent sci ship, esp for rom. Kdf, a BOP is better, *always* has 4 weapons, *always* can swap officers out of combat without delay. Feds, who knows, they already have a dozen good sci ships, this one is like a free "almost wells" I guess.
The problem i have with it when you die, you always start in science-mode.
I switch to tac-mode, timer start, i die, respawn in science mode with the timer still counting down.
They must fix this.... if you die, respawn in mode you were or no timer.
No offense, but if you're grabbing this ship to fly it primarily / "exclusively" in destroyer mode, I find reason to question your - desires - for this ship.
It's a science ship first. Cooldown "trapping" you in science mode has been advertised since blog 1 fully describing this ship.
However, and I haven't stared at it during the "freebie runs" in the mission, doesn't the cooldown start as soon as you die? So 15 of the 60 while the respawn clock runs, then another 5-10 runs down as you full impulse to reengage. 1/3 to 1/2 of the "penalty" gone right there, and it's not like it can't mount 3x DHCs to help keep a little DPS going while you're "stuck"...
Reason I mention the whole "desire" thing, keep in mind that manually activating science mode to use that CMDR sci power's gonna trap you in science mode for the full minute without having the clock run down while you're "out to lunch"... :P
Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
Which means we are all saying the same thing... the tac mode is all but useless due to implementation. I am ok with that, but it is still underwhelming. It is an excellent sci ship, esp for rom. Kdf, a BOP is better, *always* has 4 weapons, *always* can swap officers out of combat without delay. Feds, who knows, they already have a dozen good sci ships, this one is like a free "almost wells" I guess.
Well to be quite honest it should have been expected, after all unless they are going to implement the ability to fully load out with all proton weapons including equivalent tac consoles, than the built in cannon is sub-par to begin with.
I mean let's face it, the test run in the mission showed it to be meh, it was nice it had plasma beam arrays and torpedoes, but when switching to tac mode the cannon was meh and the use of CSV with a single cannon was pretty cheesy as it should have been CRF3 instead. Overall the ship is great for what it is meant to do as a science vessel, but the ability to revert to tac mode will have the benefit of boff skill change at the cost of some dps due to the limitations of a built in cannon that cannot get a huge damage % increase by tac consoles alone.
The cooldown timer only applies if your swap between the two or your ship is blown up (while in tactical mode) So stop complaining before cryptic puts a timer on it.
Well to be quite honest it should have been expected, after all unless they are going to implement the ability to fully load out with all proton weapons including equivalent tac consoles, than the built in cannon is sub-par to begin with.
I mean let's face it, the test run in the mission showed it to be meh, it was nice it had plasma beam arrays and torpedoes, but when switching to tac mode the cannon was meh and the use of CSV with a single cannon was pretty cheesy as it should have been CRF3 instead. Overall the ship is great for what it is meant to do as a science vessel, but the ability to revert to tac mode will have the benefit of boff skill change at the cost of some dps due to the limitations of a built in cannon that cannot get a huge damage % increase by tac consoles alone.
Pretty much, you can get some power out of it using Dyson rep tac consoles to boost weapons power and it gives the built in cannons a good boost too.... it's enough for CE, starbase blockade, fed starbase, azure and such......but nothing you want to carry into an eSTF. Now if they ever come with more proton weapons and some dedicated proton boosting tac consoles..... story may change some.
For Heaven's Sake. This is a science ship, with an added little fun mode for some extra oomph. It isn't a Tac ship. There's 40 bazillion* other Tac ships available for all 3 factions. If you want a tac ship all the time, here's an idea, FLY A TAC SHIP.
Honestly.
*A bit of hyperbole. It's really only 2.5 bazillion.
"You Iconians just hung a vacancy sign on your asses and my foot's looking for a room!"
--Red Annorax
Start in tactical mode, pop attack pattern alpha and all tactical buffs, unload a massive damage spike with CSV3
Switch to science mode, pop an aux battery, unload a ton of science spam boosted by those tactical abilities, including perhaps a gravity well three.
At this point, does it seem at all fair to be able to jump right back to full tactical mode? Would seem to me as a built in counter to chaining commander abilities
i would like to point out that you CAN (kinda)do this. There is no CD going from sci to tac.
So you just start in sci, you can still use APA, and Fire on my mark. you just cant use CRF3 or CSV3...or APO3....
But if you start in Sci mode
Decloak, GW3, TB2, move to tac mode, CRF3, TS2, fire on my mark3, APA......
Comments
Yes it was a glitch. sorted out now. subject closed.
glad to hear it, and good luck with the new ship
Timer is fair. No timer to immediately switch back to sci mode, timer to not immediately switch back to tac mode. It's a science ship.
If you want it to be a tac ship, you hit tac mode. It stays that way until you explode or press the button to switch.
I fail to see the (reasonable) source of the QQ here.
*edit* - just saw post about bug. That's reasonable QQ :P
No. Your fun makes everyone else's fun wrong by default.
I think that people are misreading into the ship, the ship does not go full tactical, the ship has a weapon that will fire only in tactical mode,I think that is the only thing the tactical mode gives to the ship, the ability to fire a weapon, but I may be wrong.
I think you meant the other way around, pop off mad science skills to hold and possibly disable them, than whammo vape time into tactical mode.
Rinse and repeat of this without some degree of timer would be just a tad OP IMO. :rolleyes:
Praetor of the -RTS- Romulan Tal Shiar fleet!
The problem i have with it when you die, you always start in science-mode.
I switch to tac-mode, timer start, i die, respawn in science mode with the timer still counting down.
They must fix this.... if you die, respawn in mode you were or no timer.
It should be understood that this vessel is primarily a science vessel which can convert temporarily for part(s) of a mission to somewhat of an escort by surrendering science aspects. The CD there is so you cannot use it as both simultaneously. That is by design and intended.
Don't die?
It is a science ship after all. :rolleyes:
Praetor of the -RTS- Romulan Tal Shiar fleet!
my solution to this would be an out-of-combat reset. If the player is totally out of combat for 10 seconds, ALL SUCH cooldowns should reset. (This includes the haakona split, gurumba etc mode changes, etc). An out of combat fix also solves the issue of dying and being unable to get to your desired mode again, so an on-death reset may also be useful but the 10 sec OOC is probably sufficient there too.
Again it is a S C I E N C E ship, not an escort or tactical warbird like damn near every other one. It is meant to be in science mode standard, with the option to flip to tactical when you need some extra oomph that is all.
Praetor of the -RTS- Romulan Tal Shiar fleet!
They actually DID solve that issue in the various separation ships. When you die and respawn, you STAY in that mode.
I agree. I plan to use it as an alternative sci ship on my rom.
What does that have to do with my suggestion that the timer expire out of combat so if you need some extra oomph, get killed, get back up, and CANNOT USE THE MODE AGAIN for 3-4 times longer than the current map/fight will even exist? Or, the best use of the mode, blasting solo content .... say you did the KDF bash mission for dil. Go in, waste 6 ships, leave, enter the next one... and you are BACK IN SCI MODE WITH A DELAY BECAUSE THE MAP CHANGED. THE USEFUL SOLO MODE IS DISABLED NOW. Does that help you understand my suggestion for an out of combat reset?
I am not asking to be able to swap modes at will constantly. I am asking to be able to USE the mode without sitting around with my thumb up my backside waiting for it.
Oh? I may have to put the console back on then. The cooldown made me take it off. Does this work between maps as well?
Boff abilities change too.
SCI mode you lack cannons and have a SCI Commander and TAC Lieutenant Commander
TAC mode you get cannons and have a TAC commander and a SCI lieutenant commander.
Because it is a science ship, not a tactical ship. The 1min cd is just, you are meant to use it as a science vessel foremost, with the option to provide a little extra firepower for certain moments. If you are doing some particular mission that allows you to wait the 1min before moving on, than I suggest use the time in between.
Praetor of the -RTS- Romulan Tal Shiar fleet!
You can always have cannons, the only exception is the built in proton DHC when switching between modes, well that and the Commander boff skill along with diverting 15 subsystem power from aux2wp and visa versa.
Praetor of the -RTS- Romulan Tal Shiar fleet!
The built in is what I was referring to. the built ins turn on and off between mode and the LCDR and CDR Tac and SCI Boffs swap.
Sorry you had it worded like if you aren't in Tac mode, that you couldn't have any cannons at all.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Which means we are all saying the same thing... the tac mode is all but useless due to implementation. I am ok with that, but it is still underwhelming. It is an excellent sci ship, esp for rom. Kdf, a BOP is better, *always* has 4 weapons, *always* can swap officers out of combat without delay. Feds, who knows, they already have a dozen good sci ships, this one is like a free "almost wells" I guess.
No offense, but if you're grabbing this ship to fly it primarily / "exclusively" in destroyer mode, I find reason to question your - desires - for this ship.
It's a science ship first. Cooldown "trapping" you in science mode has been advertised since blog 1 fully describing this ship.
However, and I haven't stared at it during the "freebie runs" in the mission, doesn't the cooldown start as soon as you die? So 15 of the 60 while the respawn clock runs, then another 5-10 runs down as you full impulse to reengage. 1/3 to 1/2 of the "penalty" gone right there, and it's not like it can't mount 3x DHCs to help keep a little DPS going while you're "stuck"...
Reason I mention the whole "desire" thing, keep in mind that manually activating science mode to use that CMDR sci power's gonna trap you in science mode for the full minute without having the clock run down while you're "out to lunch"... :P
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
Well to be quite honest it should have been expected, after all unless they are going to implement the ability to fully load out with all proton weapons including equivalent tac consoles, than the built in cannon is sub-par to begin with.
I mean let's face it, the test run in the mission showed it to be meh, it was nice it had plasma beam arrays and torpedoes, but when switching to tac mode the cannon was meh and the use of CSV with a single cannon was pretty cheesy as it should have been CRF3 instead. Overall the ship is great for what it is meant to do as a science vessel, but the ability to revert to tac mode will have the benefit of boff skill change at the cost of some dps due to the limitations of a built in cannon that cannot get a huge damage % increase by tac consoles alone.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Pretty much, you can get some power out of it using Dyson rep tac consoles to boost weapons power and it gives the built in cannons a good boost too.... it's enough for CE, starbase blockade, fed starbase, azure and such......but nothing you want to carry into an eSTF. Now if they ever come with more proton weapons and some dedicated proton boosting tac consoles..... story may change some.
Honestly.
*A bit of hyperbole. It's really only 2.5 bazillion.
--Red Annorax
i would like to point out that you CAN (kinda)do this. There is no CD going from sci to tac.
So you just start in sci, you can still use APA, and Fire on my mark. you just cant use CRF3 or CSV3...or APO3....
But if you start in Sci mode
Decloak, GW3, TB2, move to tac mode, CRF3, TS2, fire on my mark3, APA......