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R.I.P. Sensor Analysis

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  • asuran14asuran14 Member Posts: 2,335 Arc User
    I could see not removing, or changing base-line Sensor-analysis, but merely giving more options for how to use it thru the doff system. Have some sensor doffs that change how Sensor-analysis works to suit different scenarios. Here are some examples of what kind of sensor doff ideas below.
    • The first would be that while your sensor analysis is active your abilities recharge x% faster based on the stacks of sensor analysis you have active.
    • The second might be that your sensor analysis would stack up at a faster rate, but either that the bonus gained per stack, or that the maximum stack size is reduced.
    • Third could be something like that if you use seneor scan on a target with the sensor analysis ability active on it, than it would spread the 25-75% (current sensor analyst stacks to all affected by your sensor scan ability.
    • Fourth I could see maybe a doff that might make it that your exotic abilities have a chance to apply sensor analyst stacks to their targets.
    • Fifth could be a version of the first option in which it might be that the stacking effect of sensor analyst is removed, but that when applied it applies a third or fourth the normal buff gained from a full stack of sensor analyst, but that it now has a much longer cooldown before being usable again somewhat like how sensor scan works.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    a
    hanover2 wrote: »
    I could accept Sci ships having better sensors, or Sci captains making better use of them, but I insist that all ships should have some ability in areas like sensor scan and subsystem targeting. Really the tractor beam thing bugs me more, though.

    "You left space dock without a tractor beam?!?"
    All ships do have tractor beams. But you need special bridge officer trained to use them in combat.

    All ships can do sensor scan, too. (sensor scan is the sci captain ability, different from sensor analysis which is the sci ship ability...presumably the latter is more thorough and requires special hardware)

    All ships can subsystem target, again if your officers are trained in it. Sci ships just get the basic version for free. Maybe they have Emergency Subsystem Targeting Holograms.

    All ships presumably do have shuttlebays. But not all ships have a replicator that can replace the shuttles when they're inevitably blown up. Without that, launching shuttles in combat is just a waste of perfectly good shuttles.
  • hanover2hanover2 Member Posts: 1,053 Arc User
    I would prefer to decide for myself what is a good use of my shuttles, sensors and tractor beams. Regardless of ship class. They can be weaker for those combinations of ship and career that are sub-optimal for them, but they should still be available.
  • stobg2015stobg2015 Member Posts: 800 Arc User
    Also you can set a key bind to highlight your current target with it.

    I *really* need to take the time to do that on my Science builds... My main now has more clickable abilities than he has active slots to hold them. Loadouts don't save keybinds, do they?

    I use SA frequently. Aside from its primary purpose, it also helps me to stay on target in battles where I'm fighting a swarm of ships... by which I mean making sure that the enemy is in my primary arc where most of my science abilities and torpedo attacks are effective.
    (The Guy Formerly And Still Known As Bluegeek)
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    loadouts should save key binds.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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