Almost everything about the new Sensor Analysis is a gameplay improvement. Kudos to the devs for revamping it. This isn't a "buff me" thread - just a thought on how to refine SA while it's still novel and malleable.
For multitasking sci ships (hopefully a significant portion), the 5 second cooldown between deactivating/reactivating SA hinders some of its offensive utility. SA is useful in PvE instances when targeting an important objective and in coordinated team matches where everyone focuses the same target for an extended period (long enough to build up 5+ stacks). The healing component is of course useful for hybrid support builds.
It takes some time to adapt to using SA effectively but, learning curve aside, I think lowering the downtime (ideally removing it altogether) would make sci ship gameplay more fluid for offensive/control builds. Solo PvE included.
I know this isn't exactly top priority but it could be an easy adjustment that would improve every sci ship's gameplay without upsetting balance. Does a SA tweak matter to anyone else or is it a waste of resources?
I, for one, bought a wells class for the new SA. I really like the new graphics in addition to the revised stats. I will probably pick up the Vesta too.
The new SA has totally changed how I fly my Sci Ships.
I have moved away form a offensive role and more into a supportive role. Letting my team pick out the target and holding my SA for the moment of much needed support.
On my drain boat just getting that SA on the target before stripping them is great, and if a team mate is close to going out a SA followed up by a Full aux heal is just so much of a impact in a fight.
I don't personally mind the 5 sec CD to me it feels balanced to wait the time between targets, forces you to think more about where you're going to put it and how you'll use it in a fight.
oh, and that SA is on cruisers like the bortas, and a ship with a COM tac, the adapted destroyer
It being on a cruiser, i actually don't mind. They are usually not very fast and can be easily out-maneuvered and thus SA be broken. It makes some cruisers even more viable and leads to a real battle of attrition if you can get 6 stacks on your target. The downside to this is, that other cruiser variants are now even less viable in comparison.
And the adapted destroyer: That ship is just to slow to be flown effectively in PvP. Especially with that kind of inertia. I already tried it out pre season 9 and found it lacking. The only way i could get an acceptable turn rate for it was using Aux2Damp, which did leave less room for something else to be choosen (like a nice RSP).
Yuo i m with K'eg on this. For fast switching the 5 s lockout blows, i really don;t see a good reason why its there, but my imagination might be too limited.
Comments
I have moved away form a offensive role and more into a supportive role. Letting my team pick out the target and holding my SA for the moment of much needed support.
On my drain boat just getting that SA on the target before stripping them is great, and if a team mate is close to going out a SA followed up by a Full aux heal is just so much of a impact in a fight.
I don't personally mind the 5 sec CD to me it feels balanced to wait the time between targets, forces you to think more about where you're going to put it and how you'll use it in a fight.
http://www.romulanstarempire.com/
oh, and that SA is on cruisers like the bortas, and a ship with a COM tac, the adapted destroyer
On a side note, almost feel stupid lol, I thought it was there all the time and never noticed it, glad its a late add-on for sci ships, very usefull.
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
it was there all the time, except it was a passive ability and took a good 60 seconds to get the full stack.
It being on a cruiser, i actually don't mind. They are usually not very fast and can be easily out-maneuvered and thus SA be broken. It makes some cruisers even more viable and leads to a real battle of attrition if you can get 6 stacks on your target. The downside to this is, that other cruiser variants are now even less viable in comparison.
And the adapted destroyer: That ship is just to slow to be flown effectively in PvP. Especially with that kind of inertia. I already tried it out pre season 9 and found it lacking. The only way i could get an acceptable turn rate for it was using Aux2Damp, which did leave less room for something else to be choosen (like a nice RSP).
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013