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Galaxy class

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    reynoldsxdreynoldsxd Member Posts: 977 Arc User
    edited February 2015
    I am amazed cryptic still refuses to basically resell the same model they already spent considerable time on revamping, as a t6 with decent stats.

    They reworked the model at least 2 times and made the venture skin.

    The venture looks t6. With its smooth lines and sleek curves.

    Make it so. My wallet is ready.
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    jer5488jer5488 Member Posts: 506 Arc User
    edited February 2015
    Except the Venture has been missing a third of it's windows from the bottom of it's saucer since launch. That STILL drives me crazy
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    nataku302nataku302 Member Posts: 138 Arc User
    edited February 2015
    If they gave us a Tier 6 galaxy class it should be


    Com Eng
    Lt Com Tac
    Lt Eng/commander bridge officer
    Lt Sci
    [
    The last one not sure maybe another LT science or Lt Tac.

    But I think people think the Galaxy lacks is firepower and we need at least a Lt Com tac bridge officer slot to fix that problem. Not to mention 4 tac, 5 engi, 3 science bridge officers.

    I think we need it with a TNG bundle like interior and TV version of the Galaxy class bridge from season 1-7 with the movie and the one from yesterday's enterprise.
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    reynoldsxdreynoldsxd Member Posts: 977 Arc User
    edited February 2015
    nataku302 wrote: »
    If they gave us a Tier 6 galaxy class it should be


    Com Eng
    Lt Com Tac
    Lt Eng/commander bridge officer
    Lt Sci
    [
    The last one not sure maybe another LT science or Lt Tac.

    But I think people think the Galaxy lacks is firepower and we need at least a Lt Com tac bridge officer slot to fix that problem. Not to mention 4 tac, 5 engi, 3 science bridge officers.

    I think we need it with a TNG bundle like interior and TV version of the Galaxy class bridge from season 1-7 with the movie and the one from yesterday's enterprise.



    Actually no.

    1st: Two commander slots? Wut?
    2nd: Too tac oriented to ever come to pass. ^^


    I would make it:

    Commander engineering/command - because we all agree that trading high level engineering powers for ANYTHING else is a boon.

    Lt.Com science - because its a remarkable technobabble boat.

    2x LT Tactical (to cover all the minimal tac bases)

    Lt Universal

    Ensign Sci.

    5 engineering, 4 science, 3 tac consoles to pay tribute to the fact that the Galaxy filled so many roles.


    Universal Console:

    Continued Barrage - sets all installed beam weapons to Beam overlaod animations and does slightly increased damage (think singularity overlaod here) for 10 seconds, all torpedoes are fired as spread with slightly increased damage for the next 10 seconds.


    cooldown is 3 minutes, reduced to 1 minute 30 when used with antimatter spread and saucer separartion.
    Set bonus gives boosts to intertia so the ship handles better.
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    angrytargangrytarg Member Posts: 11,001 Arc User
    edited February 2015
    Are we still doing this?

    The Pathfinder set a case of precedence of how T6 versions of the three big ones will look like.

    As such, a T6 Galaxy would have

    COM Eng
    LTC Eng
    LT Tac/Command
    LT Sci
    LT Uni

    Consoles:

    2 Tac
    3 Sci
    5 Eng

    With a future fleet version probably getting the third tac console. And it would be good.

    Just for fun:

    T6 Defiant

    Com Tac
    LTC Tac
    LT Sci/specialization
    Lt Eng
    Lt Uni

    Consoles

    5 Tac
    3 Eng
    2 Sci
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
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    jellico1jellico1 Member Posts: 2,719
    edited February 2015
    If you made a T6 Galaxy it should represent the ship in canon

    it should have no intel or command abilitys

    Commander Tac
    Commander Engineering
    Commander Science

    Consoles
    3 tac
    5 engineering
    3 science

    The ship should have 150 threat built into the ship
    The ship should have built in rotate shield frequencies
    The ship should have a built in deflector shot
    The ship should Buff phaser damage to equal not having a useful proc in PvE

    It should not have a hanger bay
    It should not have a 3rd warp nacelle

    its all a pipe dream tho

    The hero ships will never be brought up to a decent level because too many star trek Fans would buy them and then never look at another ship

    Which would cost cryptic money in the long run so expect nothing
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2015
    tier5U/tier 6 status added the 3rd tac console, the 5th eng is tied to the fleet version of ether
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    disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited February 2015
    Ah hell why not
    Commander eng
    Ltc eng
    Lt Sci
    Lt tac
    Lt universal

    Standard tier boost for base stats
    5/4/3 console layout
    Standard comm auras

    Standard cruiser trait pack
    T5trait increases your damage output and your incoming damage increases

    Stupid clicky console
    Call support- summon a Miranda for 60 seconds, 2 minute recharge
    Console bonus removes the despawn timer and gives you a 10% damage boost.
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
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    nataku302nataku302 Member Posts: 138 Arc User
    edited February 2015
    reynoldsxd wrote: »
    Actually no.

    1st: Two commander slots? Wut?
    2nd: Too tac oriented to ever come to pass. ^^


    I would make it:

    Commander engineering/command - because we all agree that trading high level engineering powers for ANYTHING else is a boon.

    Lt.Com science - because its a remarkable technobabble boat.

    2x LT Tactical (to cover all the minimal tac bases)

    Lt Universal

    Ensign Sci.

    5 engineering, 4 science, 3 tac consoles to pay tribute to the fact that the Galaxy filled so many roles.


    Universal Console:

    Continued Barrage - sets all installed beam weapons to Beam overlaod animations and does slightly increased damage (think singularity overlaod here) for 10 seconds, all torpedoes are fired as spread with slightly increased damage for the next 10 seconds.


    cooldown is 3 minutes, reduced to 1 minute 30 when used with antimatter spread and saucer separartion.
    Set bonus gives boosts to intertia so the ship handles better.

    The command is for the new command skills and no why would it be science its clearly more tactical as seen in the show during the wars. Fans have been asking for more tactical not science for the galaxy class since it lacks dps.
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    disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited February 2015
    What we should really be discussing is, when do we get a t6 nebula?
    As a time traveller, Am I supposed to pack underwear or underwhen?

    Not everything you see on the internet is true - Abraham Lincoln

    Occidere populo et effercio confractus
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    supergirl1611supergirl1611 Member Posts: 809 Arc User
    edited February 2015
    What we should really be discussing is, when do we get a t6 nebula?

    Lol love the Nebula far better ship than the Galaxy in this game which is wrong :(.

    Give her a 3rd tact console and i'm happy, happy, happy, Might let me push her beyond the 18-20k Dps range my science captain is currently sat at with her.

    Not too much work needs to be done with the Nebula tbh shes a very solid, superb all round ship. Don't know why more Fed sci's don't fly her. Turn rate can be a put off but, Momentum Trait, Tachyon Kenetic Coverter or a Enhanced RCS console solves that issue.
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    captaind3captaind3 Member Posts: 2,449 Arc User
    edited February 2015
    furlong359 wrote: »
    It really just sounds like, people want / would like a tact heavy version of the Galaxy . To be honest so would I . There's nothing like seeing the ole ' bird swoop in with torpedos and phasers firing . Man what a sight that would be
    Actually no, if I were to redo the Galaxy-R, I'd give it a LtCdr Science instead of Tactical.

    Although ideally the Galaxy would've gotten its own three pack with the LtCdr slot being Tactical, Engineering, or Science depending on preference.

    And the ensign slot if it must be there would be universal.........ly taken up by Tactical Team.
    nataku302 wrote: »
    I think we need it with a TNG bundle like interior and TV version of the Galaxy class bridge from season 1-7 with the movie and the one from yesterday's enterprise.

    Well there are three primary versions of the bridge, the season 1 with the super reclining chairs, then the season 3 and beyond sitting up versions, then the Generations edition.

    They you get into the Yesterday's Enterprise Version, the Parallels Riker in command tactical version, the Future Imperfect Romulan mind TRIBBLE version. To say nothing of the canon alternative bridges that we saw such as the Odyssey's bridge.

    But there is one that should be in such a pack. The one all the kids want to see. The Battle Bridge.
    jellico1 wrote: »
    If you made a T6 Galaxy it should represent the ship in canon

    it should have no intel or command abilitys

    Commander Tac
    Commander Engineering
    Commander Science

    Consoles
    3 tac
    5 engineering
    3 science

    The ship should have 150 threat built into the ship
    The ship should have built in rotate shield frequencies
    The ship should have a built in deflector shot
    The ship should Buff phaser damage to equal not having a useful proc in PvE

    It should not have a hanger bay
    It should not have a 3rd warp nacelle

    its all a pipe dream tho

    The hero ships will never be brought up to a decent level because too many star trek Fans would buy them and then never look at another ship

    Which would cost cryptic money in the long run so expect nothing

    Then why was the Tier 6 Intrepid released?

    I would agree if the setting was the mid 24th century. Maybe three LtCdr slots if we're going canon generous. It would however have command abilities being the flagship of the fleet. Considering the nature of command abilities, this is what they look like in canon, "Sir, there's another starship coming in....it's the Enterprise!" "This is Captain Picard of the Enterprise, I'm taking command of the fleet, target all your fire, on the following coordinates, fire on my command."

    Frankly as a function of the size of the ship, the Galaxy is the only 24th century ship aside from the Nebula and the Akira, the latter being a canon carrier, that should have a hangar. As for non-canon ships, the Vesta itself shouldn't have a hangar so much as a Runabout separation feature like the Oddy's Aquarius.

    Part of my problem with Star Trek Online in my opinion is the gameplay mechanic that reduces abilities that should be built into the ship as being functions of the bridge officers. That's always irked me.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
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    angrytargangrytarg Member Posts: 11,001 Arc User
    edited February 2015
    tier5U/tier 6 status added the 3rd tac console, the 5th eng is tied to the fleet version of ether

    Right, I keep getting mixing that up. I forgot that the Intrepid got special treatment for whatever reason :)
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2015
    angrytarg wrote: »
    Right, I keep getting mixing that up. I forgot that the Intrepid got special treatment for whatever reason :)

    tier 6 got a 5th sci console, like the tier 5U did. fleet gave it a 3rd tac, and will again eventually
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    paxdawnpaxdawn Member Posts: 767 Arc User
    edited February 2015
    DPS galaxy R tank Engineer

    http://sto-forum.perfectworld.com/showthread.php?t=1383801

    But since a couple of you trolled me rather than asking for my help, I wont give the non plasma doping version.
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    gpgtxgpgtx Member Posts: 1,579 Arc User
    edited February 2015
    and the starcruiser would do more and tank better


    all i see is a bunch of money thrown at a ship to band-aid it to DPS when with half the effort you could get the same numbers out of another ship all you did was just reinforce what we are saying you have not countered it at all.
    victoriasig_zps23c45368.jpg
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    papesh1papesh1 Member Posts: 80 Arc User
    edited February 2015
    captaind3 wrote: »
    Actually no, if I were to redo the Galaxy-R, I'd give it a LtCdr Science instead of Tactical.

    Although ideally the Galaxy would've gotten its own three pack with the LtCdr slot being Tactical, Engineering, or Science depending on preference.

    And the ensign slot if it must be there would be universally taken up by Tactical Team.



    Well there are three primary versions of the bridge, the season 1 with the super reclining chairs, then the season 3 and beyond sitting up versions, then the Generations edition.

    They you get into the Yesterday's Enterprise Version, the Parallels Riker in command tactical version, the Future Imperfect Romulan mind TRIBBLE version. To say nothing of the canon alternative bridges that we saw such as the Odyssey's bridge.

    But there is one that should be in such a pack. The one all the kids want to see. The Battle Bridge.

    Then why was the Tier 6 Intrepid released?

    I would agree if the setting was the mid 24th century. Maybe three LtCdr slots if we're going canon generous. It would however have command abilities being the flagship of the fleet. Considering the nature of command abilities, this is what they look like in canon, "Sir, there's another starship coming in....it's the Enterprise!" "This is Captain Picard of the Enterprise, I'm taking command of the fleet, target all your fire, on the following coordinates, fire on my command."

    Frankly as a function of the size of the ship, the Galaxy is the only 24th century ship aside from the Nebula and the Akira, the latter being a canon carrier, that should have a hangar. As for non-canon ships, the Vesta itself shouldn't have a hangar so much as a Runabout separation feature like the Oddy's Aquarius.

    Part of my problem with Star Trek Online in my opinion is the gameplay mechanic that reduces abilities that should be built into the ship as being functions of the bridge officers. That's always irked me.


    I agree those bridges would be pretty cool. I watched those episodes just so I could remember what they look like. I really liked the Parallels Bridge. Of course, the battle bridge is awesome.

    The game does not have the sense that the Enterprise is the premier vessel of the fleet. It has a namesake to uphold. As you said in your ST:First Contact quote, "Its the Enterprise!" This is what a real COMMAND vessel is...It inspires because the ship and her crew are the best! This is why I believe an Ody Refit is needed. The Ody class while capable doesn't live up to the Enterprise namesake especially with it being T5.

    Granted we don't fly the Enterprise, but her sister ships should be pretty close in capability. So my Ody would be very close.
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    supergirl1611supergirl1611 Member Posts: 809 Arc User
    edited February 2015
    paxdawn wrote: »
    DPS galaxy R tank Engineer

    http://sto-forum.perfectworld.com/showthread.php?t=1383801

    But since a couple of you trolled me rather than asking for my help, I wont give the non plasma doping version.

    Congrats on scoring that much in Infected a great achievement.

    Questions, What other ships were in that run ? as although i don't doubt you could break 20k with the Galaxy, hitting over 50k with a Engineer in that ship doesn't seem plausible without some serious De-Buff support from the other members of the team.

    You have no Ap Alpha/Beta/Fire on my mark/Tact fleet or GDF. No Sensor Analysis to name a few

    Were there Recluses in that match spamming/Stacking AP Beta, Other ships with the ability to spam Ap Beta like Escorts or Scimitars.

    I don't want to take anything away from you, but i just cannot see how this DPS is achieveable with the Galaxy's Lt Tact, Lt Sci and inablility to de-buff targets itself with the heavy engineering focus outside a specialized team set to de-buff and soften up targets.

    I would image to hit those figures you must have ran with a team from the DPS 50K channel or Higher, as running with the lower channels you wouldn't hit those numbers in that ship. Scimitar yes you would/could,
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    jer5488jer5488 Member Posts: 506 Arc User
    edited February 2015
    paxdawn wrote: »
    DPS galaxy R tank Engineer

    http://sto-forum.perfectworld.com/showthread.php?t=1383801

    But since a couple of you trolled me rather than asking for my help, I wont give the non plasma doping version.

    Straight from tribble:

    Embassy Console Plasma Procs:

    Resolved an issue that was allowing the damage of these procs to scale with consoles that improved Plasma and/or Energy Damage, including themselves.
    Resolved an issue with their damage scaling potential that was causing them to benefit disproportionately from Mk XIII, Mk XIV and Gold-quality upgrades.



    Congratulations on linking a build that is obsolete in 3 days to prove us wrong - even when all of us admitted plasma doping would let you get these numbers. Congratulations for admitting in your post that the Nicor - a superior vesel - blew your galaxy out of the water by 10,000 damage points. Exactly the kind of coment we were have all been making.

    The Galaxy can - in very strictly and very limited circumstances - be shoehorned into a dps roll. But any other cruiser in the game will match or beat it with very little problem. You have proved the exact thing we've been saying for... 4 years? No one has trolled you - no one has mocked you. All you've done is prove exaclty what we've said. Thank you.
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2015
    jer5488 wrote: »
    Straight from tribble:

    Embassy Console Plasma Procs:

    Resolved an issue that was allowing the damage of these procs to scale with consoles that improved Plasma and/or Energy Damage, including themselves.
    Resolved an issue with their damage scaling potential that was causing them to benefit disproportionately from Mk XIII, Mk XIV and Gold-quality upgrades.



    Congratulations on linking a build that is obsolete in 3 days to prove us wrong - even when all of us admitted plasma doping would let you get these numbers. Congratulations for admitting in your post that the Nicor - a superior vesel - blew your galaxy out of the water by 10,000 damage points. Exactly the kind of coment we were have all been making.

    The Galaxy can - in very strictly and very limited circumstances - be shoehorned into a dps roll. But any other cruiser in the game will match or beat it with very little problem. You have proved the exact thing we've been saying for... 4 years? No one has trolled you - no one has mocked you. All you've done is prove exaclty what we've said. Thank you.

    correcting flawed logic or reasoning, or just flat out being proven wrong about something, even in a calm and analytical manner, is the same thing as trolling to at least half the internet. it takes a real special breed though to just never stop going on and on about their fundamentally flawed position, as if fueled by having their argument cut off at shoe level by droves of people.
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    angrytargangrytarg Member Posts: 11,001 Arc User
    edited February 2015
    correcting flawed logic or reasoning, or just flat out being proven wrong about something, even in a calm and analytical manner, is the same thing as trolling to at least half the internet. it takes a real special breed though to just never stop going on and on about their fundamentally flawed position, as if fueled by having their argument cut off at shoe level by droves of people.

    I think the problem is rather that he doesn't understand what the problem is, at all.

    To most players it is okay if dps can be made. Then everything is fine. The flaws of the basic game design which the Galaxy reveals due to the high number of engineering abilities and showing how many of these abilities are "obsolete" due to a skewed metagame is something that doesn't even is included in their way of thinking - and you can't blame them, since this game does reward nothing besides dps.
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2015
    angrytarg wrote: »
    I think the problem is rather that he doesn't understand what the problem is, at all.

    To most players it is okay if dps can be made. Then everything is fine. The flaws of the basic game design which the Galaxy reveals due to the high number of engineering abilities and showing how many of these abilities are "obsolete" due to a skewed metagame is something that doesn't even is included in their way of thinking - and you can't blame them, since this game does reward nothing besides dps.

    just reminds me of how pathetically 2 dimensional sto is unless you pvp. how a sliver of what exists in game maters when you pve, because DPS is all that maters when you pve. npcs are too simple to be phased by disables, strips and control, no mater what its bad opportunity cost in place of another DPS. a recluse is the only acceptation, kinda, its putting a tactical armor debuff on things, nothing science related, not skill striping or disabling or movement control. you don't even have to build for an ounce of survivability in pve, you have to actually build complete ships that have the right balance of survivability, offense and mobility if you want a pvpable ship. assuming you have scaled the insurmountable pay and grind walls post DR. its were ship flaws, like those present in the galaxy R, stick out like a sore thumb.

    its why i don't play anymore. pvp is still unplayable, be it because of broken balance or walls of entry, and the pve with the whole muh deeps meta is painfully boring to me, and its nauseating to hear them ego trip over it, call themselves the gods of sto or whatever, when what they are doing takes a fraction of the skill premade pvp would require.
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    captaind3captaind3 Member Posts: 2,449 Arc User
    edited February 2015
    papesh1 wrote: »
    I agree those bridges would be pretty cool. I watched those episodes just so I could remember what they look like. I really liked the Parallels Bridge. Of course, the battle bridge is awesome.

    The game does not have the sense that the Enterprise is the premier vessel of the fleet. It has a namesake to uphold. As you said in your ST:First Contact quote, "Its the Enterprise!" This is what a real COMMAND vessel is...It inspires because the ship and her crew are the best! This is why I believe an Ody Refit is needed. The Ody class while capable doesn't live up to the Enterprise namesake especially with it being T5.

    Granted we don't fly the Enterprise, but her sister ships should be pretty close in capability. So my Ody would be very close.

    On the same note, they were supposed to be explicitly shown to have the same strengths.

    The reason that the production staff on DS9 destroyed the Odyssey and had Captain Keogh being in the same age range as Picard, was to show that this is a Galaxy class starship, with an experienced commander and a fine crew, just like the Enterprise. And in the same position the Enterprise would have also been destroyed.

    So I think the sister ships of the flagship class should be accorded the same clout.

    I think another part of command abilities is just that scene. Picard didn't just inspire everyone to fight better, he gave them a clear directed goal. A command version of Fire on My Mark should place a target on one ship and everyone who hits that target gets a massive increase in damage on it.
    just reminds me of how pathetically 2 dimensional sto is unless you pvp. how a sliver of what exists in game maters when you pve, because DPS is all that maters when you pve. npcs are too simple to be phased by disables, strips and control, no mater what its bad opportunity cost in place of another DPS. a recluse is the only acceptation, kinda, its putting a tactical armor debuff on things, nothing science related, not skill striping or disabling or movement control. you don't even have to build for an ounce of survivability in pve, you have to actually build complete ships that have the right balance of survivability, offense and mobility if you want a pvpable ship. assuming you have scaled the insurmountable pay and grind walls post DR. its were ship flaws, like those present in the galaxy R, stick out like a sore thumb.

    its why i don't play anymore. pvp is still unplayable, be it because of broken balance or walls of entry, and the pve with the whole muh deeps meta is painfully boring to me, and its nauseating to hear them ego trip over it, call themselves the gods of sto or whatever, when what they are doing takes a fraction of the skill premade pvp would require.

    It's weird, because I don't hear PvP players talking so much about that...or I should say I haven't. That thought has become louder overall lately.

    PvP players are often conflated with the whatever tens of thousands of DPS gun boats and the vapers. I don't play PvP because I'm not the competitive sort and it draws no great pleasure for me. I've listened and tried to learn a little and from what I understand good PvP generally requires tight teamwork instead of lone gun excellence.

    The campaign of the game focuses on lone gun excellence. Perhaps a few single player missions that focus on good teamwork would help, to tailor that. A combat mission that requires you to keep a ship that you're fighting alongside healed and also complete other objectives, a mission that gives you something like Attack Pattern Beta and shows the value of using it. Call it Starfleet Advanced Tactical Training. Something that shows how you're expected to behave.

    But before that, you'd need to alter the Endgame queues so that DPS is not the goal. For instance.

    Cure Found Space used to need strategy. Don't blow the cube before you're ready to blow at least the second one. Why? Because the Borg Raptors would overrun you and kill the Kang.

    Now, the DPS does so much, that people can wipe out the cube, the Raptors in a matter of minutes. Then they reduce the optional timer to four or five minutes? That's basically cosigning it. A queue that used to take a little under 15 minutes to run , around 10 on a good day now takes 4 minutes? I find something wrong with that.
    tumblr_mr1jc2hq2T1rzu2xzo9_r1_400.gif
    "Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many — they are few"
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2015
    captaind3 wrote: »
    It's weird, because I don't hear PvP players talking so much about that...or I should say I haven't. That thought has become louder overall lately.

    PvP players are often conflated with the whatever tens of thousands of DPS gun boats and the vapers. I don't play PvP because I'm not the competitive sort and it draws no great pleasure for me. I've listened and tried to learn a little and from what I understand good PvP generally requires tight teamwork instead of lone gun excellence.

    for the most part, if you go agianst pre teamed players. i don't think its really the competitiveness that drives most to pvp, or insert here any other preconceived notion those that don't like it but have never tried it, use. those that are overly competitive tend to be the egomaniacs, but thats not limited to any 1 type of play. its just that a pvp battle actually places value on just about everything there is in game, tactically, you never feel like something has no value, or more value then anything else really. if you're just a pve'er, im sure you wouldn't understand why more then half of the things in game even exist. and that is just proof that this IS a pvp based game, and continues to be with every new release, like this anniversary ship that would make a great pvp healer but be pointless in the DPS game.

    when its about more then DPS, layers of complexity get piled on, and the game engine is operating at its limit with every factor in play. playing that when there's nothing left on the table just makes it more fun on principle, makes it feel 3 dimensional. not to mention there is another mind working against you, not a predictable npc that will do the same thing all million times you have fought it.

    so many skills in the game are powerful against single targets, and in pve you fight hoards of enemies, single target or any control or debuff wont do the job even close to as fast as CSV or FAW would. in pvp, at most you are against 5 others, and focus tends to be on 1 at a time, suddenly every skill makes sense. and time isn't a variable like it is in pve, npcs have an expiration date, its just DPS+time. you can shoot a player ship all day and never come close to killing them, whats funny is that big fat bloated pve style DPS over time turns out to be the least effective way to get a kill in pvp. heal per second, thanks to modern resistance levels, outstripped best possible DPS in game 3 to 1 at least. and this isn't at all thanks to hitpoints, iis ability cycling, something npcs do none of. if you want to kill a player, you mess with his ability to use station powers, you spike him so he only has his hitpoints to rely on, hit him before he can counter your DPS with an even stronger HOT. pve will never be good or fulfilling because npc potential hitpoints are only just hitpoints, they make no attempt to prolong their life, and instead of having 12 or so abilities, might have 2 they can use with 5 times worse up time as you

    captaind3 wrote: »
    The campaign of the game focuses on lone gun excellence. Perhaps a few single player missions that focus on good teamwork would help, to tailor that. A combat mission that requires you to keep a ship that you're fighting alongside healed and also complete other objectives, a mission that gives you something like Attack Pattern Beta and shows the value of using it. Call it Starfleet Advanced Tactical Training. Something that shows how you're expected to behave.

    But before that, you'd need to alter the Endgame queues so that DPS is not the goal. For instance.

    Cure Found Space used to need strategy. Don't blow the cube before you're ready to blow at least the second one. Why? Because the Borg Raptors would overrun you and kill the Kang.

    Now, the DPS does so much, that people can wipe out the cube, the Raptors in a matter of minutes. Then they reduce the optional timer to four or five minutes? That's basically cosigning it. A queue that used to take a little under 15 minutes to run , around 10 on a good day now takes 4 minutes? I find something wrong with that.

    the only way to make something other then DPS mater, is to fundamentally change NPCs so they are much more like player ships. i wouldn't even call the NPCs in game currently placeholder tier.

    1 npcs need to use skills, and have intelligent and useful sets of skill, including heals. the use of these skills could be determined by super simple if/then statements, like intro to programing level stuff.

    2 npcs should have more weapons, intelligent subsystem power levels, and almost no reliance on global hp and damage multipliers

    3 this isn't a fantasy MMO, enemy frigates are not the same thing as some critter in a jungle outside of town, they are huge starships, fully crewed. you should not at the end of a mission, have destroyed 10+ ships, and gone into a fight 4 to 1 and come out of it easily the victor. this will make those single target skills more useful, when there are less npcs at once.

    the result will be a game were everything is important, there's no rewarding or perpetuation of failure (builds), a sci ships that can strip and debuff could potential kill something faster then a max deeps ship could, and everything cryptic could sell would be more desirable.


    only way that could fail, is if that 90% of the player base that cant use their ship to 10% of its potential, and doesn't care, and is a super causal cancer to gaming itself would find itself unable to kill a single npc, because the time+dps equation wouldn't work anymore. so ya, no chance of this game ever being good with this player base. no chance of pvp ever being remotely approachable again thanks to post DR epic pay/grind walls, so no chance really i will bother being a regular player again. the new story missions are sort of amusing though, i logged in once since the anniversary to play through that, once.
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    huntorhuntor Member Posts: 0 Arc User
    edited February 2015
    Are we talking about the Galaxy...or DPS? ;)
    [SIGPIC][/SIGPIC]
  • Options
    papesh1papesh1 Member Posts: 80 Arc User
    edited February 2015
    captaind3 wrote: »
    On the same note, they were supposed to be explicitly shown to have the same strengths.

    The reason that the production staff on DS9 destroyed the Odyssey and had Captain Keogh being in the same age range as Picard, was to show that this is a Galaxy class starship, with an experienced commander and a fine crew, just like the Enterprise. And in the same position the Enterprise would have also been destroyed.

    So I think the sister ships of the flagship class should be accorded the same clout.

    I think another part of command abilities is just that scene. Picard didn't just inspire everyone to fight better, he gave them a clear directed goal. A command version of Fire on My Mark should place a target on one ship and everyone who hits that target gets a massive increase in damage on it.



    It's weird, because I don't hear PvP players talking so much about that...or I should say I haven't. That thought has become louder overall lately.

    PvP players are often conflated with the whatever tens of thousands of DPS gun boats and the vapers. I don't play PvP because I'm not the competitive sort and it draws no great pleasure for me. I've listened and tried to learn a little and from what I understand good PvP generally requires tight teamwork instead of lone gun excellence.

    The campaign of the game focuses on lone gun excellence. Perhaps a few single player missions that focus on good teamwork would help, to tailor that. A combat mission that requires you to keep a ship that you're fighting alongside healed and also complete other objectives, a mission that gives you something like Attack Pattern Beta and shows the value of using it. Call it Starfleet Advanced Tactical Training. Something that shows how you're expected to behave.

    But before that, you'd need to alter the Endgame queues so that DPS is not the goal. For instance.

    Cure Found Space used to need strategy. Don't blow the cube before you're ready to blow at least the second one. Why? Because the Borg Raptors would overrun you and kill the Kang.

    Now, the DPS does so much, that people can wipe out the cube, the Raptors in a matter of minutes. Then they reduce the optional timer to four or five minutes? That's basically cosigning it. A queue that used to take a little under 15 minutes to run , around 10 on a good day now takes 4 minutes? I find something wrong with that.




    I agree the Odyssey (Galaxy Class) was very comparable to the Enterprise. It was crazy that the Ody was basically helpless after three bolts to her port nacelle. I thought it was stupid that the runabouts were able to take hits without it going through the shield. If the DS9 crew knew how to defend against the weapons, wouldn't they share that in the mission brief. During the battle, Dax did say to the Ody to modulate the shields, but it didn't work. Somehow the runabouts took hits with no trouble. Stupid! Ultimately, I think this was poor writing just like ST:Generations...maybe it was the same stupid writer. A Galaxy class would have held up better.
  • Options
    angrytargangrytarg Member Posts: 11,001 Arc User
    edited February 2015
    (...)
    so many skills in the game are powerful against single targets, and in pve you fight hoards of enemies, single target or any control or debuff wont do the job even close to as fast as CSV or FAW would. in pvp, at most you are against 5 others, and focus tends to be on 1 at a time, suddenly every skill makes sense. and time isn't a variable like it is in pve, npcs have an expiration date, its just DPS+time. you can shoot a player ship all day and never come close to killing them, whats funny is that big fat bloated pve style DPS over time turns out to be the least effective way to get a kill in pvp. heal per second, thanks to modern resistance levels, outstripped best possible DPS in game 3 to 1 at least. and this isn't at all thanks to hitpoints, iis ability cycling, something npcs do none of. if you want to kill a player, you mess with his ability to use station powers, you spike him so he only has his hitpoints to rely on, hit him before he can counter your DPS with an even stronger HOT. pve will never be good or fulfilling because npc potential hitpoints are only just hitpoints, they make no attempt to prolong their life, and instead of having 12 or so abilities, might have 2 they can use with 5 times worse up time as you(...)

    I agree in principle, but I still don't get the design decision behind abilities like TT+APO that basically grant immunity against everything another player could use against you. I would really like to see a game where basically every setup is viable in it's own right but if you face off against your classic escort/raptor every kind of hold, slow or boarding effect is not viable. It is basically immune against a large potion of a science players gimmick box and against one of the specialties of engineering captains. Add to that that a HE1 or ST1 can clean viertually everything you can place on that player in terms of debuffs or dots, aceton beam is out of the game as well just like confuse and placate skills.

    I feel in the end everything that counts in either PvE or PvP is just having a dogfight between damage dealers (1on1, that is. I realize that you could do a bit more in a 5 on 5 team if there weren't magic passives that just make people better if you happen to just start to play)
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
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    darthconnor1701darthconnor1701 Member Posts: 172 Arc User
    edited February 2015
    Seems that out dated or ships that have the inferior console/boff seating could be fixxed simply by making a system to allow us to build up our own ship designs. Been so many post on how to do it.

    Personally seems like just making it so you choose your class of ship (science, cruiser, escort, or carrier) then the hull you'd like to use would fix alot of the current problems and make them cash. Think of having the ship you most like designed the way you want it. 5,3 or 4/4 cruisers, 4,2 or 3,3 science, 5,2 4,3 escorts for weapons choice then you pick your boff seating, any that are avaible to that class of ship you have access to through having bought the ship it comes in of your same faction. Then add on your console slot choices with same restrictions as Boff seating. Choose your power bonuses and you have the ship you want. Could even add you buy something from the cstore to make it a intel or command cruiser (if your building a cruiser).

    Sell the option to build your own ship for 10-15 bucks and maybe intel and command option for 10. So long as you own the frame of the ship, boff seating, console slotting, and maybe add a intel or command cruiser if they let that happen. Not only would we get the frame and design of a ship with the consoles and seating we want (within reason) but they make cash selling the ships that have said options plus money it cost for us to go to ship yards and build it.

    Maybe hard to program but certainly someone there would know how to do so and could help not only them make money but keep devoted fans here playing this game in the ships we love.

    Wishful thinking anyways....
    [SIGPIC][/SIGPIC]
  • Options
    angrytargangrytarg Member Posts: 11,001 Arc User
    edited February 2015
    Seems that out dated or ships that have the inferior console/boff seating could be fixxed simply by making a system to allow us to build up our own ship designs. Been so many post on how to do it.

    Personally seems like just making it so you choose your class of ship (science, cruiser, escort, or carrier) then the hull you'd like to use would fix alot of the current problems and make them cash. Think of having the ship you most like designed the way you want it. 5,3 or 4/4 cruisers, 4,2 or 3,3 science, 5,2 4,3 escorts for weapons choice then you pick your boff seating, any that are avaible to that class of ship you have access to through having bought the ship it comes in of your same faction. Then add on your console slot choices with same restrictions as Boff seating. Choose your power bonuses and you have the ship you want. Could even add you buy something from the cstore to make it a intel or command cruiser (if your building a cruiser).

    Sell the option to build your own ship for 10-15 bucks and maybe intel and command option for 10. So long as you own the frame of the ship, boff seating, console slotting, and maybe add a intel or command cruiser if they let that happen. Not only would we get the frame and design of a ship with the consoles and seating we want (within reason) but they make cash selling the ships that have said options plus money it cost for us to go to ship yards and build it.

    Maybe hard to program but certainly someone there would know how to do so and could help not only them make money but keep devoted fans here playing this game in the ships we love.

    Wishful thinking anyways....

    Wouldn't that idea completely kill their ship sales? The whole game is build around selling ships, be it via lockbox or the store, everything else is just a stage, basically. By building your dream ship why would you buy another one? People that buy ships for their visuals are the minority, most players buy them because of their stats and couldn't care less what they looked like.
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
  • Options
    gpgtxgpgtx Member Posts: 1,579 Arc User
    edited February 2015
    paxdawn wrote: »
    DPS galaxy R tank Engineer

    http://sto-forum.perfectworld.com/showthread.php?t=1383801

    But since a couple of you trolled me rather than asking for my help, I wont give the non plasma doping version.
    papesh1 wrote: »
    I agree the Odyssey (Galaxy Class) was very comparable to the Enterprise. It was crazy that the Ody was basically helpless after three bolts to her port nacelle. I thought it was stupid that the runabouts were able to take hits without it going through the shield. If the DS9 crew knew how to defend against the weapons, wouldn't they share that in the mission brief. During the battle, Dax did say to the Ody to modulate the shields, but it didn't work. Somehow the runabouts took hits with no trouble. Stupid! Ultimately, I think this was poor writing just like ST:Generations...maybe it was the same stupid writer. A Galaxy class would have held up better.


    she was not hopeless after those hits. the weapons where literally just not doing any thing to the jemhadar shields from the start
    victoriasig_zps23c45368.jpg
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