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[PODCAST] The SHOW - Trek Wednesday: Holodeck vs Tribble (Round 2) 2016-03-30

darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
@Odenknight | U.S.S. Challenger | "Remember The Seven"
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.

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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    Embassy Plasma consoles:
    I like the idea of a lockout. Heck, I think it was way better when it was just a DoT since it at least had a counter (HE). Play/Counterplay is an important game element and this is where it's lacking in STO. Also, could SOB show some reasoning rather than just saying no? That was pretty lame...

    For the Ultimates:
    I haven't been able to find a build using the engineering ultimate that does not sacrifice way too much to do something every 90 seconds.

    From my personal testing, the science ultimate is pretty awesome in a science torpedo brel (with some turrets and CSV to build up the DR debuff). Probability Manipulation + Chronometric Energy Converter from the Krenim set (time and tide fe) = awesome science alpha. I'll probably get even better results on my Scryer because OSS3 buffs Chronometric Energy Converter like crazy. I think it's going to be a pvp thing but with really short ISAs I'm sure it will bring some nice DPS numbers. It didn't feel like much of a sacrifice in skill placement over the other two ultimates.

    A few fleet mates of mine tested a team cycling team frenzy. They improved their HSE time and set personal DPS records, so there might be something to it. In solo play it doesn't seem to do much but in coordinated team play it seems pretty sweet.

    For FAW vs CSV:
    CSV only hits 3 targets at a time, is limited to a cone, suffers from the CrtD bug, is great for multiple targets but is meh on single targets, and is higher on the rank list than beam powers. FAW is great for single targets and multiple targets (although useful damage may be diluted). Unlike CSV, FAW does not need a constant target lock to keep firing. There's also the cannonbolt travel time vs the beam insta hit.

    Queue system:
    I would hate for them to remove and rotate queues.

    I would rather see a "Tour of Duty" system. It could be a weekly wrapper where one need to do a sequence of STFs to complete. The borg STFs, for example, would would require someone to complete all space and ground STFs in order of story ( yes, the borg STFs actually have a story line). The rewards would be based on some point system. The ToD system would give 1 point for finishing a normal queue 2 points for advanced and 3 for elite and the final reward would be based on the total points earned. Maybe even add special items upon completion?

    I really think this would bring people back to the queues rather than forcing people not to play them.
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