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Don't care much for expanding Pilot

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  • edited March 2015
    This content has been removed.
  • sf911sf911 Member Posts: 284 Arc User
    edited March 2015
    Looks interesting....but warp core breach immunity will make grabbing GDF (go down fighting) on purpose no longer feasible.
  • imruinedimruined Member Posts: 1,457 Arc User
    edited March 2015
    patrickngo wrote: »
    Here's what I think happened...correct me if I'm wrong here...

    People were running Intel primary and Pilot secondary, resulting in better escapes and attacks than either would provide on it's own, and somewhere in the big disconnect between what Cryptic thinks is going on, and what's really going on, they think there's PvP happening and it must be fed more powercreep until it finally dies.

    There's nowhere in game where +200 defense is useful outside of PvP. PvE is target practice, and that's all it is or ever will be.

    At Cryptic, they think adding yet "Moar Powah" is the solution to declining PvP and PvE numbers...

    but it's the adding "Moar Powah!!!" that's killed PvP in the first place-that and the endless PvE grind necessary to achieve it.

    They continue to release things that don't work for PvE, to a game that only gets support for PvE, development for PvE, attention to PvE.

    It's that lack of attention that leads to the misconception that just offering another trinket of OPness is going to magically fill empty queues.

    Because the Devs aren't connected in any way, shape or form to the gaming public.

    The intentional destruction of game balance is driving the core market for this from the game in droves.

    It's got to be a complete disconnect in the PWE/Cryptic offices that's causing this.

    Ummmm... What? Where are you getting any of this nonsense from?

    How does expanding the Pilot Secondary Specialisation into a Primary Spec result in anything being OP, given it will mean you need to replace either Intel, or Command as your Primary Spec, and relegate either of their first 2 tiers to Secondary...

    I'm not seeing this massive power creep you're speaking of, especially since no one knows what abilities are coming in the expanded Pilot Spec...

    Think you're jumping the gun a little here...
    The entitlement is strong in these forums...

    not_funny_Q_shadows_small.jpg
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited March 2015
    There is no talk about Pilot as a BOFF specialization yet, only as a Captain specialization. Maybe there will be a BO Pilot specialization, too, but Cryptic hasn't stated that yet.




    And Pilot Specialization for BOs or not - you never know what the future holds, it could always contain a ship that you find cooler than the last offering. That's one of the risks of buying now instead of waiting indefinitely. But of course, waiting indefinitely means never having anything nice.

    The powers are already on tribble.

    Good ol Virus posted this in the pvp forums:
    edit: Okay, perhaps it would help to list what the abilities currently show at the Bridge Officer Trainer/Store (note it's on Ground, since you can't actually create the Pilot Specialization nor buy a Pilot BOFF - so keep that in mind for the obvious numbers that are out of place, damage/heal-type stuff)...

    Attack Pattern Lambda I
    Ensign
    On Weapon Hit: -Acc, -Perception, Chance to Confuse
    Self for 15 sec:
    +15% Accuracy
    +299 Perception
    Foe on Weapon Hit:
    -25% Accuracy for 5 sec
    -299 Perception for 5 sec
    20% chance: Confuse for 5 sec

    Attack Pattern Lambda II
    Lieutenant
    On Weapon Hit: -Acc, -Perception, Chance to Confuse
    Self for 15 sec:
    +20% Accuracy
    +373.8 Perception
    Foe on Weapon Hit:
    -32.4% Accuracy for 5 sec
    -373.8 Perception for 5 sec
    20% chance: Confuse for 5 sec

    Deploy Countermeasures I
    Ensign
    PBAoE Destroy Targetable Torpedoes, Kinetic Immunity
    To foes within 3.0 km:
    Destroys Targetable Torpedoes and Mines
    25% chance: Confuse for 4 sec (double chance vs. Fighters and Frigates)
    to self: Immunity to Kinetic Damage for 4 sec

    Deploy Countermeasures II
    Lieutenant
    PBAoE Destroy Targetable Torpedoes, Kinetic Immunity
    To foes within 3.0 km:
    Destroys Targetable Torpedoes and Mines
    35% chance: Confuse for 6 sec (double chance vs. Fighters and Frigates)
    to self: Immunity to Kinetic Damage for 6 sec

    Lock Trajectory I
    Ensign
    Continue on Current Course, but Turn Freely
    Inertia Rating set to Zero
    +100% Flight Turn Rate
    (Requires >50% Throttle to activate)

    Lock Trajectory II
    Lieutenant
    Continue on Current Course, but Turn Freely
    Inertia Rating set to Zero
    +150% Flight Turn Rate
    (Requires >50% Throttle to activate)

    Pilot Team I
    Ensign
    Accuracy/Defense Buff, Immune to Movement Debuffs
    +12% Accuracy for 10 sec
    +12% Defense for 10 sec
    +100 Resistance Rating to Movement Debuffs

    Pilot Team II
    Lieutenant
    Accuracy/Defense Buff, Immune to Movement Debuffs
    +16% Accuracy for 10 sec
    +16% Defense for 10 sec
    +300 Resistance Rating to Movement Debuffs

    Clean Getaway I
    Lieutenant
    Rear-Facing Placate/Debuff, Speed Boost
    All Foes in 90-degree Rear-Facing Cone, 5.0km Range:
    Reset Aggro vs. Affected NPCs
    Placate for 4 sec (Fragile)
    -33.3% Flight Speed for 4 sec
    To Self: +136.2% Flight Speed for 4 sec

    Clean Getaway II
    Lieutenant Commander
    Rear-Facing Placate/Debuff, Speed Boost
    All Foes in 90-degree Rear-Facing Cone, 5.0km Range:
    Reset Aggro vs. Affected NPCs
    Placate for 6 sec (Fragile)
    -50% Flight Speed for 6 sec
    To Self: +177.1% Flight Speed for 6 sec

    Fly Her Apart I
    Lieutenant
    Speed Boost but Damage Self; Ambush on Expire
    +25 - 100% Flight Speed (increases each sec)
    -20.4 Hull Capacity per sec (3% of max)
    On Expire: +2% All Damage Bonus per second Active

    Fly Her Apart II
    Lieutenant Commander
    Speed Boost but Damage Self; Ambush on Expire
    +50 - 200% Flight Speed (increases each sec)
    -17 Hull Capacity per sec (2.5% of max)
    On Expire: +2.5% All Damage Bonus per second Active

    Hold Together I
    Lieutenant
    Self Hull Regen and Dmg Res Based on Throttle
    +6.1 Hull Restored per sec (Based on Throttle)
    +37 All Damage Resistance Rating (Based on Throttle)
    At 100% Throttle: Remove one hazard debuff per sec

    Hold Together II
    Lieutenant Commander
    Self Hull Regen and Dmg Res Based on Throttle
    +7.9 Hull Restored per sec (Based on Throttle)
    +48.1 All Damage Resistance Rating (Based on Throttle)
    At 75% Throttle: Remove one hazard debuff per sec

    Reinforcements Squadron I
    Lieutenant
    Summon Fighter Pets
    Call in a squadron of four level 1 Reinforcement Fighters

    Reinforcements Squadron II
    Lieutenant Commander
    Summon Fighter Pets
    Call in a squadron of four level 1 Advanced Reinforcement Fighters

    Coolant Ignition I
    Lieutenant Commander
    AOE Plasma Hazard Trail
    Ejects Coolant Cloud that ignites after 10 sec
    Before Ignition foes in Cloud suffer:
    -99% Flight Turn Rate
    -75% Flight Speed
    After Ignition foes in Cloud suffer:
    7.5 Plasma Damage (Ignores Shields) every sec

    Coolant Ignition II
    Commander
    AOE Plasma Hazard Trail
    Ejects Coolant Cloud that ignites after 10 sec
    Before Ignition foes in Cloud suffer:
    -99% Flight Turn Rate
    -85.7% Flight Speed
    After Ignition foes in Cloud suffer:
    9.8 Plasma Damage (Ignores Shields) every sec

    Form Up I
    Lieutenant Commander
    Teleport to Ally, Buff Both if Remain Close
    Teleport to Target Ally
    For up to 20sec, while within 5km of Target Ally:
    Bonus +5 - 20% All Damage (based on pulse) to Self and Target Ally
    Effect ends immediately if >5km from Target Ally

    Form Up II
    Commander
    Teleport to Ally, Buff Both if Remain Close
    Teleport to Target Ally
    For up to 20sec, while within 5km of Target Ally:
    Bonus +10 - 30% All Damage (based on pulse) to Self and Target Ally
    Effect ends immediately if >5km from Target Ally

    Reroute Reserves to Weapons I
    Lieutenant Commander
    Weapons Haste, but Drain from Engines
    Set Weapon Power Drain to zero
    20% Firing Cycle Haste for Energy Weapons
    -10 Engine Power from Energy Weapon activation

    Reroute Reserves to Weapons II
    Commander
    Weapons Haste, but Drain from Engines
    Set Weapon Power Drain to zero
    40% Firing Cycle Haste for Energy Weapons
    -8 Engine Power from Energy Weapon activation

    Subspace Boom I
    Lieutenant Commander
    PBAoE Damage + Movement Debuff
    28.4 Kinetic Damage in 3km radius
    Creates a Subspace Distortion for 15 sec which inflicts the following on foes in the area:
    -33.3% Flight Speed and Turn Rate
    -15% Defense

    Subspace Boom II
    Commander
    PBAoE Damage + Movement Debuff
    34.3 Kinetic Damage in 3km radius
    Creates a Subspace Distortion for 15 sec which inflicts the following on foes in the area:
    -50% Flight Speed and Turn Rate
    -25% Defense

    So yeah, there's going to be pilot ships with pilot boff powers.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited March 2015
    rmy1081 wrote: »
    The powers are already on tribble.

    Good ol Virus posted this in the pvp forums:



    So yeah, there's going to be pilot ships with pilot boff powers.

    Well, it seems I stand corrected.

    Interesting.


    Will this lead to a Tier 6 BOP and Defiant?
    Or a new shuttle? ;)


    Also; i vote for virusdancer to be added to the dev tracker. :p He "tracks the dev's math" at least. :)
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2015
    Also; i vote for virusdancer to be added to the dev tracker. :p He "tracks the dev's math" at least. :)

    Lol, that would go so wrong...it wouldn't take long for me to get banned. Not all of my posts are...friendly. :D

    That being said, my apologies to the folks I may have been a douche to in overreacting or having a bad day. To the others, it's still pretty much a TRIBBLE you. ;)

    And on the matter of a T6 Pilot ship...it blows my mind that the JHSS wasn't matched up with that stuff.
  • darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited March 2015
    I expected more concern about the fact that they just obsoleted 30 levels of XP (with split ground/space Intel & Command that will be replaced by pure optimized specialties). But I guess people are good with that with barely even a wish for a respect in light of this change.

    Eh, Intel/Pilot is still a better Space spec than Pilot/Intel. Nothing in the T3 or T4 Pilot (that we've seen so far) appears more powerful than T3 Intel (flanking!) or T4 Intel (Intel Fleet) in Space.

    If we get Commando spec BOffs (which sounds awesome), I'm hoping they'll convert these specific Spec seats on existing ships to just a Hybrid seat. Although the balance is likely to get wonky...
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited March 2015
    Lol, that would go so wrong...it wouldn't take long for me to get banned. Not all of my posts are...friendly. :D

    That being said, my apologies to the folks I may have been a douche to in overreacting or having a bad day. To the others, it's still pretty much a TRIBBLE you. ;)

    And on the matter of a T6 Pilot ship...it blows my mind that the JHSS wasn't matched up with that stuff.

    While the JHSS has awesome turn rate and all - it wasn't exactly known for fancy maneuevers, was it? Despite the theoretical maneuverability, the Jem'Hadar really showed any fancy flying. Neither did the DS9 crew when they comandeered one.

    A Galaxy Class with a Pilot seat would be awesome - there have been at least two episodes where fancy flying rescued the ship - flying through the Jenolan Dyson Sphere gate and flying through an Asteroid Field full of Aceton Generators. :)
    It may turn like a brick, but some pilots did awesome things with it.

    But probably all TNG era hero ships have done stuff like that. The Defiant certainly did. (TOS era stuff lacked sufficient SFX capabilities to realy show off fancy maneuvering.)
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • drakethewhitedrakethewhite Member Posts: 1,240 Arc User
    edited March 2015
    darkjeff wrote: »
    Eh, Intel/Pilot is still a better Space spec than Pilot/Intel. Nothing in the T3 or T4 Pilot (that we've seen so far) appears more powerful than T3 Intel (flanking!) or T4 Intel (Intel Fleet) in Space.

    We don't know the full extent of the new Pilot abilities, so it's a bit early to worry about that.

    However that was never my concern, what I'm concerned about is the *next* pure Space specialization. That will be the one (in combination with Pilot, taking up both active primary and secondary) that will make Intel and Command obsoleted if it's worth having at all.

    I expect it before the end of the year at the rate they are making changes.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2015
    While the JHSS has awesome turn rate and all - it wasn't exactly known for fancy maneuevers, was it? Despite the theoretical maneuverability, the Jem'Hadar really showed any fancy flying. Neither did the DS9 crew when they comandeered one.

    A Galaxy Class with a Pilot seat would be awesome - there have been at least two episodes where fancy flying rescued the ship - flying through the Jenolan Dyson Sphere gate and flying through an Asteroid Field full of Aceton Generators. :)
    It may turn like a brick, but some pilots did awesome things with it.

    But probably all TNG era hero ships have done stuff like that. The Defiant certainly did. (TOS era stuff lacked sufficient SFX capabilities to realy show off fancy maneuvering.)

    Yeah, I was thinking back to when I used to do EWP powerslides in the Ody when it first came out (I slammed into all sorts of things and kept getting stuck on asteroids in CnH). Imagine a Galaxy with that Lock Trajectory ability...oh man, with Subspace Jump.

    > X
    >
    <
    X

    > X
    >

    If the slide wasn't reset by the jump, going at the target broadsiding, passing the target broadsiding, jumping behind the target to do it again...wheeeee.

    Course, if somebody attacked from the wrong angle and did that...lol.
  • jellico1jellico1 Member Posts: 2,719
    edited March 2015
    patrickngo wrote: »
    Here's what I think happened...correct me if I'm wrong here...

    People were running Intel primary and Pilot secondary, resulting in better escapes and attacks than either would provide on it's own, and somewhere in the big disconnect between what Cryptic thinks is going on, and what's really going on, they think there's PvP happening and it must be fed more powercreep until it finally dies.

    There's nowhere in game where +200 defense is useful outside of PvP. PvE is target practice, and that's all it is or ever will be.

    At Cryptic, they think adding yet "Moar Powah" is the solution to declining PvP and PvE numbers...

    but it's the adding "Moar Powah!!!" that's killed PvP in the first place-that and the endless PvE grind necessary to achieve it.

    They continue to release things that don't work for PvE, to a game that only gets support for PvE, development for PvE, attention to PvE.

    It's that lack of attention that leads to the misconception that just offering another trinket of OPness is going to magically fill empty queues.

    Because the Devs aren't connected in any way, shape or form to the gaming public.

    The intentional destruction of game balance is driving the core market for this from the game in droves.

    It's got to be a complete disconnect in the PWE/Cryptic offices that's causing this.


    I agree on most points except R&R not being useful in PvE your dead wrong on that one , not only is it useful its a lot of fun too

    But all there rest of your points are pretty much dead on

    Once PvP gets its own server and its own set of rules , Only then can PvP become the game it is soposed to be

    The two playing styles are so alien and different to balance them both together is impossible

    Pve is mostly kill the swarming mobs of stuff charging you

    PvP is destroy the single high value unpredictable target...Then the HUGE experience gap in players ..Then the huge pay to win gap...Wait the HUGE grind gap also and many more things that would need tuning

    But as long as the two systems share the game rulebook there will be no progress

    And last but not least PvP in no way resembles starship combat that we have watched in the films and shows

    Starfleet command ..That was starship combat cryptic should grab a few copys and learn how its soposed to be
    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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