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DRAFT - The Nebula

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    DeadlyShoe wrote:
    power drains? spatial anomalies? shield drains?
    What is so great about Spatial Anomalies? I am constantly underwhelmed by their effect when I am hit by them, while I dread flying into the Eject Warp Plasma cloud. A Beam Target Subsystem Shields or Engines II or III cause me more concern then Tyken's Rift or an Energy Siphon.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Honestly, I don't think the ships need a buff, it's the abilities. The great majority of them don't seem to DO anything. I mean, I've tried Tyken's Rift and Gravity Well, but never seen them have an effect. Heck, I've even been CAUGHT in one, and didn't notice any effect (and we know NPC abilities are superior to ours).

    Science ships SHOULD be inherently weaker, but should make up for it with the funky abilities. I mean, let's face it, they're designed for RESEARCH, not combat (of course, it would be nice if there was actual research to do...).
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    As its been pointed out, the problem with the ship is its a terrible solo play/ pve ship. Due to the need for high aux, many sci players tend to go for mines/ torp builds taking advantage of the luna/ int r maneuverability. Thats not really an option with this ship.

    It turns too slow to be a torp build, you cant get any real use of beams to account for that due to high aux vs high weapon power, yes you can switch between the 2 on the fly, but pvp battles dont tend to last that long, and with the rsp changes, they will be over even faster.

    If the sole purpose of this ship is to be a support tank then its great, but you can only enjoy the ship then in that role in say a stf, or in pvp, you will need to fly a different ship to do your pve/ dailies etc or you just simply wont enjoy the experience.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    So, there's no futur for this ship :eek:
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Mojo wrote: »

    Science ships SHOULD be inherently weaker, but should make up for it with the funky abilities. I mean, let's face it, they're designed for RESEARCH, not combat (of course, it would be nice if there was actual research to do...).

    With that logic, ships designed for combat not research, should scan for anomalies 1 minute.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    DeadlyShoe wrote:
    power drains? spatial anomalies? shield drains?

    Those are correct, however, if you think of the role that those play (Tactical support), it's possible to achieve similar effects in a PvE scenario by just having a couple more weapon hardpoints.

    But, even considering those as goals in and of themselves, they are probably the extent of what a science vessel can do, that no other can. And many of them can be done by non-science ships effectively. Again, the role that specifically a science vessel can do better is limited to very high end AoE debuffs and power drains. Low end can be done by anyone, and with the small difference between low and high end versions (about 50%-75% more, usually.) the availability of the higher end power isn't a big game changer.

    I love science ships, just don't feel nearly as effective in PvE as I do in a cruiser or escort, save for a few isolated instances. I fly almost all the T5 ship classes as much as I can, and it just takes longer in a science vessel, and I don't have any easier job surviving than a cruiser.

    The Nebula is a perfect match for what I like, save its lack of firepower. I like the science tricks and engineering abilities, but want it to have enough firepower to solo as well, too. Really, right now, it plays like a cruiser with less firepower, and a few more science tricks. The tricks just aren't enough to make a big difference damage wise, solo.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Dalnar wrote:
    With that logic, ships designed for combat not research, should scan for anomalies 1 minute.

    YES! Really, I'd love to see some real science based benefit to flying a science ship. Non combat stuff. When I go exploring, nothing would make me happier than to know my Nebula was THE ship to take. Has the crew for long missions (Thus, big crew would have to give some innate benefit in being away from spacedock for a long time over a small crew ship) and the sensor suite and science nature would give me serious advantages to scanning anomalies and such.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I increased the HP of the NEb slightly and increased it base turn rate to 8, the same as a Cheyenne and just slightly less than a Deep Space Science Vessel.

    Also increased DS Science HP too (Neb still has more though)

    thats awsome man awsome ty
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Dalnar wrote:
    With that logic, ships designed for combat not research, should scan for anomalies 1 minute.

    Not the scans, per se. I'd like to see another whole branch of gameplay that's based around research and science. It should be as complex and involving as combat, and Science ships should have the advantage in this area (and Science Officers).

    I envision it being a kind of puzzle solving game. Research in reality is about solving puzzles, after all. I haven't worked it out any further than that as yet, however.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    I increased the HP of the NEb slightly and increased it base turn rate to 8, the same as a Cheyenne and just slightly less than a Deep Space Science Vessel.

    Also increased DS Science HP too (Neb still has more though)
    I don't know why you are increasing the hull points?

    1) The effect itself is most likely negligible in the first place. Look at how long shields or hull last under fire! Most of a ships survivability comes from its ability to use powers to gain resistance and to recover damage. 1-3K of hit points are not relevant compared to how many Engineering Teams, Hazard Emitters or Emergency Power to Shields you field.

    2) It clutters the way ship "budgets" are organized. Suddenly you don't just have 3 broad categories for shields and hull. You've added an additional one for marginal benefit. If you end up rebalancing the game system again (for example, to lessen the impact of all those heals and allow damage to "stick", you will have to revisit all these ships separately and figure out if it still makes sense.

    Just increase the turn rate of the DSSV and the Nebula both. The niche of the "slow-turning" Science Vessel sn't relevant to be filled. I think there is a valid argument saying that a ship with the ability to focus more on engineering (like the DSSV and the Nebula) can have a lower turn rate then a similar vessel focused on science (LRSV) or Tactical (RSV), but the degree to which this has been implemented is far too big.

    Maybe you are starting from the assumption that the DSSV is already balanced against the RSV or the LRSV. But it's not. And it's not its hull points that people worry about. It's the fact that it can't turn to use its superior shields or that it can't turn (or just maneuver) to bring its science abilities to bear.
    Any complains on the survivability of Science Vessels tends to apply to all of them, and is usually related to the fact that a science vessel has to sacrifice its own defense when it is using its powers to heal others due to the longer cooldowns compared to a Cruiser. And only secondary at best is the issues that science vessels just don't have much hull.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Only suggestion I have to help out us sci captains is this.
    SInce the ship is supposed to be a support ship and not a tank or dps.
    Why not allow sci ships to use their batteries on targeted allies? I started doing pvp the day before last and im geared entirely to being a healer. Even renamed my ship " helping hand"
    With all my skills, consoles and anything i could put on my ship to improve my healing abilities, i still lost ships i was supposed to be helping and i got blown up alot in my DSSV. ( granted i flew too close to my team mates firing solution a few times and exploding ships destroyed me)
    My ship feels frail, and it hits like a cancer patient. Would the batterie idea help? Lets try.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Only suggestion I have to help out us sci captains is this.
    SInce the ship is supposed to be a support ship and not a tank or dps.
    Why not allow sci ships to use their batteries on targeted allies? I started doing pvp the day before last and im geared entirely to being a healer. Even renamed my ship " helping hand"
    With all my skills, consoles and anything i could put on my ship to improve my healing abilities, i still lost ships i was supposed to be helping and i got blown up alot in my DSSV. ( granted i flew too close to my team mates firing solution a few times and exploding ships destroyed me)
    My ship feels frail, and it hits like a cancer patient. Would the batterie idea help? Lets try.

    Science Ships aren't meant as Healers (it's debatable anyone is pidgeonholed that way), they're buffers/debuffers. Cruisers do a good deal of the healing.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2010
    Mojo wrote: »
    Science Ships aren't meant as Healers (it's debatable anyone is pidgeonholed that way), they're buffers/debuffers. Cruisers do a good deal of the healing.

    I havent had much success in PvP with my sci ship. But im new at it and am gonna try out more builds.
    The sci team and transfer abilites do make them quite good healers.
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