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emergency power to shields

matteo716maikaimatteo716maikai Member Posts: 823
edited July 2012 in PvP Gameplay
is this ability, being used for what its intended. or is it now considered a "must have"?

i ask becasue if its a must have, does that means it needs to be looked at (like tactical team is a must have) in order to be a good choice but not the "only" choice.

thoughts?
Post edited by matteo716maikai on

Comments

  • soulwarrior78soulwarrior78 Member Posts: 541 Arc User
    edited July 2012
    Not sure about "must have" or not, but I love having EPtS 1 and 2, so I can rotate them.

    Also, love having 2 of those super rare Conn Officers doffs that reduce the cooldown of Beta/Omega/Delta by 15% each, so with 30% cd reduction it allows me to rotate Omega/Delta. Having EPtS always up and either Omega/Delta up at all times is great for protection.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited July 2012
    I think it's mandatory to have it, and some will say, including myself, to have 2 copies of this ability.

    Combine a constant EPTS with constant TacTm, and you have a sturdier ship at all times. You never know when a decloaking Defiant / KDF warship is coming out of cloak to deliver alot of punishment. There are guys out there that will zap you to 0 hull before you can say, "Huh?" if you don't have EPTS+TT going. They'll wait for any gaps in timing and TRIBBLE you to eternity during those vulnerable times.
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  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited July 2012
    The big difference though is that TT1 is almost the same as TT3, letting you use your ensign-level slots on one obvious power and save your higher-level slots for things that don't even have an ensign-level version. EPTS on the other hand, there is significant incentive to use higher-level versions of it, but then in doing so you have to give up something useful. At the ensign level though, it really is a no-brainer, particularly since there isn't much else at the engineering ensign level.
  • falloutx23falloutx23 Member Posts: 456
    edited July 2012
    yeah, its not just that EptS1 is so useful, but the lack of abilities that are at that level. Same thing goes for tac ensign abilities and TT. Sci is better with more useful options at the ensign level. Unfortunately the answer to this argument is more useful ensign abilities so that we have to make a tough decision as to what to run, but if Cryptic can't even get the current abilities balanced, adding more would surely be a train wreck.
  • thishorizonthishorizon Member Posts: 1,158
    edited July 2012
    i do consider it a must have.

    you have a point.

    the conversation should continue, definitely.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2012
    i don't like that EPtS is so much better then all the other variants, with its 30 second bonus to resistance. why does EPtW only have a 5 second damage buff? thats TRIBBLE, same thing for EPtE speed bump and EPtA stealth sight, or something.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited July 2012
    Because standard shields are paper. I don't like that EptS is a must have, and most people have it up 100%. Might as well double the effects from shield power settings and nerf it.
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  • sonicshowersonicshower Member Posts: 216 Arc User
    edited July 2012
    more ships with more boff stations = less options as they have not added any new ship abilities in forever. So yeah in a cruiser i dont see myself without adding epts. In my brel i well its not the best healer
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  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited July 2012
    It's a must have. it's really good (and certainly the best engineering power at its rank).

    Fixing it is not so easy. I think we could live without Tactical Team, because we did before. EptS has been part of STO PvP in its form since Season 1.2, I think. I believe without a power at its strength, we would find PvP difficult to enjoy as nothing could withstand focused fire and escort alpha strikes for more than a few seconds. That wouldn't really be good gameplay, I think.

    The problem in STO has always been the extremes in damage and healing, and if you fix just one half, you wreck whatever semblance of balance is left entirely.

    That doesn't mean we maybe shouldn't try, but we'd probably have to start on a more fundamental level. We'd need a do-over of Season 1.2 .(Which, make no mistake, was probably the best that happened to PvP beside Private Challenges, even if did introduce or fail to fix some issues).
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  • thisslerthissler Member Posts: 2,055 Arc User
    edited July 2012
    http://www.youtube.com/watch?v=R4YuCfIESZE&feature=plcp

    Its really best with tactical team. Its second best with distribute shields and some other ability. TSS perhaps. It should give players the moment they need to take some action. But plenty of ships explode with it running. Ships with Tactical Team running or that distribute shields well usually don't.

    Tactical team on its own bumps the effective strength of a single shield facing to 400% of that facings normal value. Emergency to shields bumps that, oh lets be generous, to 125% of its normal value.

    And NO we aren't going to factor in the innate shield regen as over the course of an alpha it isn't significant nor will we consider the increase in resistance due to increased shield power levels as that is also not significant when compared to 400%. Remember your only looking at the difference that EPTS applies, so its whatever the difference an average delta of 25 power grants.

    EPTS is a great power. It can be always up so that's not much of an "emergency" style to it. But its not that useful on its own. You really need to be able to take advantage of the increased power levels and be running some sort of ancillary ability to compliment it. If you don't you still blow up.



    EDIT: Part of the OP was the question is EPTS a must have in the same way as TT is? The 30 seconds of buff that epts brings is of course measurable and significant when a ship is under normal fire. Of course. But under those conditions you could also use other abilities to survive. EPTS isn't irreplaceable. Under an alpha strike, tactical team IS irreplaceable. Under an alpha strike, EPTS on its own is next to useless.
  • dassemstodassemsto Member Posts: 792 Arc User
    edited July 2012
    EPtoS is hilariously out of line. It's a do or die. The major problem is that it has no competition at the T1 rank. Buffing the other EPtoX abilities seems like the obvious solution, but maybe the %resistance from EPtoS also needs to be reduce a little. My suggestion:

    EPtoS - Reduce resist to 3/4th of the current
    EPtoW - Make the damage bonus last 30 sec. Reduce weapon power drain by 25% for 30 sec.
    EPtoE - Make the speed buff last 30 sec. Add a small bonus defence (evasive) to make it a valid alternative to EPtoS.
    EPtoA - drop stealtsight bonus. Give 30 seconds of +30/40/50 to particle&graviton generators and flow capacitators.

    I'd also like to see them bump AtoSIF and AtoD down one rank, To make the T1 version a ensign ability. And EWP bumped down so T1 becomes a LT ability.

    All these changes together, would allow non-cruiser players to actually make a choise when it comes to engineering abilities. Right now, all I have to choose from is EptoS1/EPtoS2 or EPtoS1/RSP1.

    (I'd also like to see APO1 bumped down to LT, to help counter the massive hold-spam)
  • bludaggerbludagger Member Posts: 118 Arc User
    edited July 2012
    thissler wrote: »

    EDIT: Part of the OP was the question is EPTS a must have in the same way as TT is? The 30 seconds of buff that epts brings is of course measurable and significant when a ship is under normal fire. Of course. But under those conditions you could also use other abilities to survive. EPTS isn't irreplaceable. Under an alpha strike, tactical team IS irreplaceable. Under an alpha strike, EPTS on its own is next to useless.

    well...

    I do not agree with that. Unless you are talking about a normal setup of someone to survive a alpha strike. Then yes, this holds true.

    By normal I mean someone who does not cycle their shields fast enough or often enough and does not run other shield enhance/resistance in their settings.

    Some of us super tanks, we can hit a EPtS3 on an alpha strike against the shield facing and handle it well. BUT understand I make that statement cause I have a ship outfitted, characters skilled out, and equipment, along with the pilot interaction keeping my shields balanced out.

    Only skill that will take an alpha strike from a Tac, with not much help from the pilot is just TT, even then you better be helping it some. Some of those tacs can toss out some serious damage in short order.
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  • thisslerthissler Member Posts: 2,055 Arc User
    edited July 2012
    Prove it. Prove its out of line. Show me a ship running emergency to shields only that couldn't be destroyed. Just saying something is and demonstrating are two entirely different things. Now I've taken the time to show you EPTS NOT BEING effective at saving a ship, and TT AS BEING effective at saving a ship with some pretty clear numbers backing it up.

    It is a strong ability. It is an ability that is very strong when used in combination with other abilities. It may be very different from abilities with SIMILAR NAMES. This doesn't make it hilariously out of line.

    Tactical team, on the other hand, is so hilarious I'm still giggling from the first time I used it.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2012
    its one of the skills that is the foundation of the defense/offense balance, mess with it and defense will have the rug pulled out from under it.
  • bludaggerbludagger Member Posts: 118 Arc User
    edited July 2012
    thissler wrote: »
    Prove it. Prove its out of line. Show me a ship running emergency to shields only that couldn't be destroyed. Just saying something is and demonstrating are two entirely different things. Now I've taken the time to show you EPTS NOT BEING effective at saving a ship, and TT AS BEING effective at saving a ship with some pretty clear numbers backing it up.

    It is a strong ability. It is an ability that is very strong when used in combination with other abilities. It may be very different from abilities with SIMILAR NAMES. This doesn't make it hilariously out of line.

    Tactical team, on the other hand, is so hilarious I'm still giggling from the first time I used it.

    Prove which?
    That I agreed with your statement?
    Or that I cited and example where it did not apply, due to an experience pilot/player who has pvp/pve and has survived countless encounters. Who has built ships, and is sought out by many for my super tank builds.

    or that I still have a standing boon that no one has collected on, with any ship, with any build, get through one of my tank builds with me being the pilot and get me down past 50%? the reward for that is a free ship I buy you from the Cstore, any single ship of your choice? regardless to say in the past 2 years and 5 months, no one has collected it yet on any 1 on 1, and over 148 different people tried till i just let the challenge go due to pvp being so out of whack months ago.

    You have done your work, and TT is an impressive skill, still I gave you one example through experience of where a good pilot can handle a alpha strike with a EPtS3. If you like some numbers, hey np, i will be happy to parce you some out later and repost them.

    Understand you present one view, but just one. This game has so many ways of doing things that while TT power is all that you and I claim it to be, it is not the only thing to handle what was stated, in the way it stated.
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  • bludaggerbludagger Member Posts: 118 Arc User
    edited July 2012
    its one of the skills that is the foundation of the defense/offense balance, mess with it and defense will have the rug pulled out from under it.

    Very true. or at least a complete redo of all defense setups completely.

    that is a scary thought...
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  • aquitaine985aquitaine985 Member Posts: 0 Arc User
    edited July 2012
    I never fly without two copies on an escort, I think I distantly remember flying a cruiser a long time ago. It was in the "Before" time, when PWE wasn't here and Steve Jobs was, and STFs were real STFs and not just cut in half! Crazy times.
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  • covenantercovenanter Member Posts: 35 Arc User
    edited July 2012
    There has to be some common skills as many of the various starships functions sci/cruze /scort are the same.

    ie all may encounter combat or danger so em pwr shields makes sense for all starships to have. Makes sense in game and canon.

    Tbh as it stands it benefits nearly all classes pretty equally , perhaps slightly more for escorts as they have a higher defense can can easily take advantage of tac team, maybe some sci ship builds lose out a very little (then they did nerf trans shileds a bit too hard)

    I wouldn't change emergancy power to shields.
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  • marctraiderzmarctraiderz Member Posts: 539 Arc User
    edited July 2012
    again the problem here is balance. There is nothing else that useful on ensign stations especially not when u already have 2x Tacteam + Sciteam or something, What else do we use on first engi slot? Emergency power to Weapons, Engines and Auxiliary compared to EptShields is just so big in PvP, EptS is a must have on any ship, preferably 100% coverage with 2 of them.

    On the other hand, using 2x rank 2 or 2x rank 3 is just useless imo and the higher the rank you go with two Emergency power to X abilities, the more you waste them, because thats the way they work, you always throw away some part of the ability by rotating them.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited July 2012
    Yes EPTS rotation in one form another is needed for the resist defense since both shields and hulls in this game are both made of paper mache'.
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  • dassemstodassemsto Member Posts: 792 Arc User
    edited July 2012
    thissler wrote: »
    Prove it. Prove its out of line. Show me a ship running emergency to shields only that couldn't be destroyed.

    Let me reply to that by paraphrasing the definition of "out of balance", as some dev once explained it (i think it was snix or dstahl)

    "when an ability is so good that everyone has to use it. When replacing it with any other ability would make any build worse, that's a balance issue"
    its one of the skills that is the foundation of the defense/offense balance, mess with it and defense will have the rug pulled out from under it.

    Yeah, EPtoS is so worked into the game, that nerfing it would upset balance as a whole. The alternative is therefore to make the competing abilities better. (with the fact in mind that cruisers can take better advantage of these powers, they should be made to be a bit more helpful to sciships and escorts)
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