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careers? like get rid of them!

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  • duaths1duaths1 Member Posts: 1,232 Arc User
    edited July 2014
    To be clear, i am not talking about ground here.. there, i have no issues, albeit i would love to be able to use the ground cloak on my sci too :)

    im not even talking about PVE, where a sci MIGHT have its purpose, even if i find unfair that a badly skilled TAC can do more dmg by GW2 then a sci with GW3 and have the same effect on the NPC's..

    before LOR i have mained a KDF sci and had almost all of the ships. i have a fed sci.
    with LOR i have a ROM/FED sci and i have tried everything.
    in PVE, i lead the dmg ladder with my T'Varo torp boat and my skills work ..well..

    i also have the scimi 3-pack, both Tal Shiar ships, the Dyson destroyer, Obelisk Carrier, some lockbox ships on other toons and all other LOR ships, tried them all out with dps meter, beams, double beams, DHC's, DHC's and torpedos, pure Torp+Mines builds etc..

    I reskilled my captain many times to make a viable build. i have been waiting hours to get my BOFFs trained and i left tons of Dil/ec to get the right BOFF's and DOFF's

    my problems are mainly PVP focused. Because there you see how the Sci debuffs are easily avoidable, how sci's aren't able to focuse dmg, to have the same, or nearly same dmg spikes as a tac, how illogical the whole buffing/stacking system is.

    so my proposal: make the sci captain skills cooperate with/buff the other sci skills and each other.
    Make the sci skills deal dmg (gw already is), make them not so easily avoidable (sci team, i look at you)..
    other careers skills should not buff exotic dmg!

    how is it possible that a GW on Tac toon with only 3 points in PG does more DMG then a SCI toon with 6/9 points in PG? why do tac's captain skills boost the exotic dmg?
    ..
    Why do the sci's get the most unusable captain skill (in PVP) - Science Fleet?


    - i would rather like to see a skill which doubles the output dmg of the used weapons with an exotic dot for ..lets say.. 10 seconds.. to get at least ONE spike in 2 minutes..

    ...
    yes, perhaps it is normal that a Tac should with help of his captain skills deal more direct dmg then a Sci, provided they have the SAME equipment..

    but for gods sake, a green/blue equipped tac with only two reputations complete, and without an equipped DOFF == and == a Fleet equipped SCI with all reputations, DOFFs, BOFFs, consoles, traits and lockbox traits, with full power to weapons (when using energy weapons) should NOT BE COMPARABLE!


    and no, i am not ragequitting and you can't have my stuff
    ...

    one more question: why are there NO viable SCI ships on the Romulan side?
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    duaths1 wrote: »
    why do tac's captain skills boost the exotic dmg?

    That's generally a discussion that never goes well...

    It's also a discussion that pops up from time to time with ability stacking in general - and - how it sets Tacs apart from Eng and Sci.

    GDF
    APA
    FoMM
    TacFleet

    Four of the five abilities boost damage - and - they all stack. Heck, APA also provides not just the damage boost but the critical damage boost.

    There's nothing Eng/Sci can do to compete with that directly. Nothing they have boosts things related to them in the extreme manner that Tacs have with damage.

    But yeah, none of those discussions generally go very well...
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited July 2014
    duaths1 wrote: »

    but for gods sake, a green/blue equipped tac with only two reputations complete, and without an equipped DOFF == and == a Fleet equipped SCI with all reputations, DOFFs, BOFFs, consoles, traits and lockbox traits, with full power to weapons (when using energy weapons) should NOT BE COMPARABLE!



    They arent. Only way they are on the same ship is with a very good tac and a very bad sci.
  • chezmazterchezmazter Member Posts: 0 Arc User
    edited July 2014
    From a purely canonical point of view there are several examples in the various Trek shows and films where an officer started in one "career" and moved to another ... and sometimes more than once.

    Spock was a Gold shirt in the second pilot episode "Where No Man Has Gone Before" and a Blue shirt in the rest of TOS.

    Scotty was also a Gold shirt in "Where No Man Has Gone Before" and a Red shirt in the rest of TOS.

    Worf was a Red shirt then a Gold shirt in TNG, then a Red shirt again in DS9.

    Geordi La Forge was a Red shirt then a Gold shirt in TNG.

    Chekhov was a Gold shirt and then a Red shirt in Star Trek: Into Darkeness.

    Honestly, there should be special Tac, Sci, and Eng "abilities" that you can train up and use, but we wouldn't be locked into one "career path"

    Although having nine toons helps me farm more resources in the game, I shouldn't have to create multiple toons just to use the unique abilities of the various careers/disciplines in the game.

    I don't see why the devs can't change the existing system similar to how they did the reputation traits ... you used to be locked into only one special trait for each reputation tier and now you can switch them around at any time as you see fit.

    The same logic should apply to the careers/disciplines in the game.

    Because in the shows, it went more like:

    Red (gold in TOS) = Command/Tactical
    Blue = Science/Medical
    Yellow (red in TOS) = Engineering/in some cases security

    In STO we cut Command from the list.
  • orangeitisorangeitis Member Posts: 5,222 Arc User
    edited July 2014
    chezmazter wrote: »
    In STO we cut Command from the list.
    Speak for yourself. =p My captains and #1s will all wear red when they get their Odyssey uniforms.

    Well, except my 'Spocks' and 'T'Pols'.
  • edited July 2014
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited July 2014
    f2pdrakron wrote: »
    Wrong.

    Tactical and Security was along with Engineering, Operations Division.

    There was Command, Operations and Science.

    Why is this so hard to understand? Really ... WHY? We had the original Red Shirts that were Security and who else wore Red, why Scotty that was the Chief Engineer and Uhura that was the Communications Officer, TNG exactly the same ... Data was Ops, Worf was Tactical and Tasha was Security ... all wore gold.

    Tactical NEVER was a division, certainly NOT Tactical/Command.
    Canon is inconsistent, 'nuff said. :P
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • kimmymkimmym Member Posts: 1,317 Arc User
    edited July 2014
    I used to have tac envy... then I rolled one.

    I don't give a damn about tac abilities affecting exotic damage any more.

    It must have been the 3000th time I out damaged tacs on my sci.

    Now that I'm back in my right mind, I actually hope the tacs can out damage me.
    I once again match my character. Behold the power of PINK!
    kimmym_5664.jpg
    Fleet Admiral Space Orphidian Possiblities Wizard
  • orangeitisorangeitis Member Posts: 5,222 Arc User
    edited July 2014
    STO's system isn't a rigorous system. Careers are just itemization - they're not shackles like one finds with classes in other games.

    Some folks see a "trinity" there as if it was another game, but it's just not there.

    Then some folks definitely feel more comfortable with a "trinity" and they try to push it here - adding all sorts of restrictions, trying to impose a "trinity" on the system in place.
    True that. But that happens in any game. They don't have their own trope for nothing. =p
    Some folks just kick back and roll with it, doing their own thing with the options available to them.

    Still, would be nifty as Hell - imho - if Cryptic were to add more content that favored some of the other stuff; maybe gave a little more thought to the balance of things in that regard - cause even though not much is required to do anything - where almost everything is simply DPS based, it's going to favor the abilities of one career over others.
    Agreed. And who knows? They might introduce crazy things that could balance the game. They have been pretty liberal with their content updates this year with the crafting and skill revamps, after all.
    Doesn't mean they need to introduce a single line of content that makes everybody feel special - cause that's introducing the MMO Trinity and we'll end up with the looking for Tank/Heals nonsense...but they could introduce a variety of content, giving folks some room to play.
    I disagree that it'll introduce the 'MMO trinity'. It'll definitely bolster the strengths of different roles, but not necessarily the top 3 stereotypical MMO roles. But class balance is very important in MMORPGs.
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