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[PC] Balance Changes Coming to Star Trek Online

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  • anodynesanodynes Member Posts: 1,999 Arc User
    edited February 2017
    daviddxx wrote: »
    Smells like Tac. Online again.

    eng and sci are supposed to support "tac."

    Look at the colors of uniforms in Star Trek and what each person does. It's a pyramid, not trinitarian fallacy.

    No. The Tactical station was generally manned by the ranking Security officer, which was a gold uniform, Operations division, in the TNG era. Operations and Science were support for Command, which we all supposedly are, in canon. Yes, I know Worf usually manned the Tactical station on the Defiant, and he wore red in DS9, but he was first officer of the ship, and it was a no-frills bridge, where you didn't have seats for extra people to be sitting around advising the Captain without also manning a station.
    This is an MMO, not a Star Trek episode simulator. That would make for a terrible game.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Players can no longer be affected by multiple Medical Generators, Shield Generators, Force Field Domes, Protomatter Generator Drones, or Photonic Barrier Generators at the same time.
    I don't really like this. I just made 2 new engineers to try to explore the game from that perspective, acquiring as many ground kits and space traits as I could. I already dislike being immobilized or forced to tank (and fail to acquire aggro to tank) while the game requires DPS and mobility.
    Lolwut?

    It's saying that one of each works on you. So one med gen, one shield gen, etc....
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • tobiashirttobiashirt Member Posts: 630 Arc User
    anodynes wrote: »
    daviddxx wrote: »
    Smells like Tac. Online again.

    eng and sci are supposed to support "tac."

    Look at the colors of uniforms in Star Trek and what each person does. It's a pyramid, not trinitarian fallacy.

    No. The Tactical station was generally manned by the ranking Security officer, which was a gold uniform, Operations division, in the TNG era. Operations and Science were support for Command, which we all supposedly are, in canon. Yes, I know Worf usually manned the Tactical station on the Defiant, and he wore red in DS9, but he was first officer of the ship, and it was a no-frills bridge, where you didn't have seats for extra people to be sitting around advising the Captain without also manning a station.

    Friend, you're responding to a career TRIBBLE-stirrer on the forums...best just not to feed the trolls. A pyramid might be how stuff works elswhere, but the "trinity" is how mmo's generally work. They follow the rules of their game genre, not any sort of irl structure.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    I am reminder of the skill revamp.

    "We are going to change things. We think it will be for the better."

    "Your changes will be bad and you will ruin all our fun. It's inevitable, why do you hate X so much?"

    I guess game devs need a particular thick skin, or ignore the forums, or both.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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  • shadowkoshshadowkosh Member Posts: 1,688 Arc User
    this TRIBBLE of balance is a joke now my shards are on a 4 minute cool down! my tactical officer would hit tactical initiative and it would drop to a minute and half cool down now it us 4 minutes what is that and the security cool down went up. thanks for the nerf. yes I am a tactical officer
  • ash352ash352 Member Posts: 235 Arc User
    shadowkosh wrote: »
    this **** of balance is a joke now my shards are on a 4 minute cool down! my tactical officer would hit tactical initiative and it would drop to a minute and half cool down now it us 4 minutes what is that and the security cool down went up. thanks for the nerf. yes I am a tactical officer

    Wait, you mean you can't drastically drop the cooldown to the point of insignificance and bring into question the point of even having a cooldown in the first place? Who would have ever thought that was broken giving Tac captains a far better ability that they should have had?

    Welcome to having to actually play a game with cooldowns like the rest of us.
  • shadowkoshshadowkosh Member Posts: 1,688 Arc User
    then they should have left the cool downs like it was on tactical initiative so when I hit it it cool downed everyone just another nerf
  • shadowkoshshadowkosh Member Posts: 1,688 Arc User
    wow even the Kligat is of no use now thanks for nothing
  • smokebaileysmokebailey Member Posts: 4,668 Arc User
    why nerf the Klignat? not like everyone has that
    dvZq2Aj.jpg
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  • smokebaileysmokebailey Member Posts: 4,668 Arc User
    patrickngo wrote: »
    why nerf the Klignat? not like everyone has that

    answered your own question there.

    Now the thing is nothing.

    ~Cassy throws Klignat at a Gorn~ Yea!

    ~Klignat barely does a thing, Gorn looks down at his chest, as if a fly landed on it_
    Gorn: Ummm?

    Cassy: Oh, smeggin' hell! ~face palm~


    Better off with a spit wad, now..... :'(
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  • smokebaileysmokebailey Member Posts: 4,668 Arc User
    Klignat: 2016-2017

    Your awesomeness is dead. :'(
    dvZq2Aj.jpg
  • syrupofsquillsyrupofsquill Member Posts: 159 Arc User
    edited February 2017
    3 min cool down on security escort III seems excessive compared to engys 16 sec turrets and mortars.
    Thank you for ungriefing ntte boss.
    Post edited by syrupofsquill on
  • vorwodavorwoda Member Posts: 699 Arc User
    So. New duration of Stealth Kit Module is almost exactly like Ambush, only weaker. Bonus to your Stealth skill is marginally better than Ambush, the boost to Damage is MASSIVELY worse (an entire order of magnitude).

    So Stealth is just a suckier version of Ambush now.

    Seriously, put Stealth back to an unlimited duration toggle and remove all damage bonus from it. It was unique and useful before, now it is literally useless.
  • theanothernametheanothername Member Posts: 1,512 Arc User
    ... ground combat *shrug*

    Anything about space combat; the 500 pound "I slap 2 cubes in 2 seconds and everyone else gets AFK penalty" gorilla in the room?
  • orondisorondis Member Posts: 1,447 Arc User
    Anything about space combat; the 500 pound "I slap 2 cubes in 2 seconds and everyone else gets AFK penalty" gorilla in the room?

    I doubt they'll be able to fix that. I doubt they want to.

    Powercreep is what this game has been living on for the last 4 years. Adding more powers, more abilities, greater weapons, better sets. They all add up to this insane DPS and fixing all that would probably take more effort than it's worth.

    I mean for example, Fire at Will is overpowered... Yet you can use a full on torp build and still rip through things with ease. Same goes for a turret build.

    The rebalance may only just extend the lifespan of those two cubes to 3 seconds, with everyone else still getting an AFK penalty.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
  • redvengeredvenge Member Posts: 1,425 Arc User
    why nerf the Klignat? not like everyone has that
    Because you are a heathen that refuses to bow before the might of Lunge. Your false god has been justly struck down. Now, put Lunge back in It's proper place in your module slot, and all will be forgiven.
  • questeriusquesterius Member Posts: 8,506 Arc User
    redvenge wrote: »
    why nerf the Klignat? not like everyone has that
    Because you are a heathen that refuses to bow before the might of Lunge. Your false god has been justly struck down. Now, put Lunge back in It's proper place in your module slot, and all will be forgiven.

    The Kligat was sort of the non tac lunge.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
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  • vorwodavorwoda Member Posts: 699 Arc User
    When do the space nerfs get announced?

    To quote one of my favourite Rudyard Kipling poems:

    "Sure to catch you, sooner or later.
    Who's the next?"
  • avoozuulavoozuul Member Posts: 3,215 Arc User
    edited February 2017
    I am really not looking forward to the space nerfs, I already do poorly as it is with my current setup that I fear I will do even worse once the nerfs kick in.
    I stream on Twitch, look for Avoozl_
  • ussvaliant#6064 ussvaliant Member Posts: 1,006 Arc User
    edited February 2017
    So I've been levelling up a new KDF hit Level 50 and started doing Normal STF's with no Rep Traits/Starship Mastery/Spec Trees/Spire Consoles/Embassy Consoles/Rep Gear/Fleet Gear and any Ultra Rare or Epic gear or anything above MK XII. All my other 21 characters with these average between 36k up to 100k DPS.

    Without any of these things I can tell you its a totally different game. Instead of vaping the map its more of a fight. Borg Red Alerts are more difficult. Heck I tried Tzenkethi Front and got my butt handed to me on Normal. On Advanced with my fully kitted out Epic characters I can vape the mobs surrounding the Bases solo without going below 90% health.

    So from my play experience its not the baseline powers/weapons/kit modules that are the issue for the unbalance. Its the game simply isn't designed or balanced for Ultra Rare Epic MK XIV Gear/Rep Traits/Starship Masteries and Spec Tree's ect. Its these things that have caused the unbalance at end game.

    Post edited by ussvaliant#6064 on
    maR4zDV.jpg

    Hello rubber banding my old friend, time to bounce around the battlezone again, where are all my bug reports going?, out of love with this game I am falling, As Cryptic fail to acknowledge a problem exists, Shakes an angry fist, And from Support all I'm hearing are the sounds of silence.
  • orondisorondis Member Posts: 1,447 Arc User
    avoozuul wrote: »
    I am really not looking forward to the space nerfs, I already do poorly as it is with my current setup that I fear I will do even worse once the nerfs kick in.

    Like with the ground balance pass, it'll probably only make a noticeable difference to high DPSers.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
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  • vorwodavorwoda Member Posts: 699 Arc User
    So I've been levelling up a new KDF hit Level 50 and started doing Normal STF's with no Rep Traits/Starship Mastery/Spec Trees/Spire Consoles/Embassy Consoles/Rep Gear/Fleet Gear and any Ultra Rare or Epic gear or anything above MK XII. All my other 21 characters with these average between 36k up to 100k DPS.

    Without any of these things I can tell you its a totally different game. Instead of vaping the map its more of a fight. Borg Red Alerts are more difficult. Heck I tried Tzenkethi Front and got my butt handed to me on Normal. On Advanced with my fully kitted out Epic characters I can vape the mobs surrounding the Bases solo without going below 90% health.

    So from my play experience its not the baseline powers/weapons/kit modules that are the issue for the unbalance. Its the game simply isn't designed or balanced for Ultra Rare Epic MK XIV Gear/Rep Traits/Starship Masteries and Spec Tree's ect. Its these things that have caused the unbalance at end game.

    And that's the rub. The same endgame content is open to Level 50 with Mark XII Purple and no-frills goodies (like your new character) and Q-Level demi-gods like your other characters, when those characters are not even remotely equivalent in power. To make things challenging for the high-end, would render it unplayable for the low-end. To make it playable by all would require doing away with Reputations, Spec Trees, Ultra Rare and Epic Mk XIV gear. Which would tick a lot of people off, since what else can you do at end game but show off, or grind for new even MORE OP stuff? That's the situation the devs have put us all in, and what this supposed "balancing" nonsense is supposed to address.

    The only real solution, perhaps, would probably be to get rid of all the Super-powered stuff as above (not nerf, but outright rip it out of the game)...but add new interesting content - adventures - for players to play. Kirk and Picard, et al, weren't constantly trying to upgrade their ships, they STARTED with the best ships of their faction and then HAD NEW CONTENT TO EXPLORE every week. The few times they got upgrades, it was generally disastrous (M-5, anyone?). Give everyone the rank of Captain, and a T6 ship of their choice, fully loaded from the start. But then, give them something to DO with it, other than improving it. Give them, I don't know, maybe a STAR TREK GAME?! Which at this point, would probably require a whole new game.

    Obviously, that won't happen here, because of corporate greed and lazy writing. Hence "balance passes" which nerf things back so that NEW power creep items can continue the spiral. Alas.
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  • edited March 2017
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  • redwren89redwren89 Member Posts: 257 Arc User
    Are we going to see changes to space balance soon? I'm still seeing things like people instant kill with a single temporal boff power, a rotate shield frequency that doesn't reduce bleed through as it always did on TV, and did I mention ST tacticals online?
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