Cruisers are tanks not damage dealers. Also reduce turn rate and speed. The role of cruisers are fleet defense. They should should not be so maneuverable. Base 3-4 turn rate and 10-20% dps reduction would be inline with their role.
Cruisers are tanks not damage dealers. Also reduce turn rate and speed. The role of cruisers are fleet defense. They should should not be so maneuverable. Base 3-4 turn rate and 10-20% dps reduction would be inline with their role.
Please tell me you are joking right... I nearly brought up my coffee over the keyboard.
The sole purpose of a cruiser is to soak up damage. It doesn't have to turn, go anywhere or deal any significant damage. Just take damage so everyone else can do their job. Science ships to heal and escort for damage. End of story.
Cryptic has it almost right. They just need a slight adjustment to the cruisers. A little more hull and hull heals and reduce turn rate, damage and speed to compensate. Maybe add a 5-10% aggro so they soak up all the damage.
Cruiser captains should start carrying -Threat consoles, to counteract the -Threat consoles carried by tacscorts. Need to make those tacscorts pull their weight.
Cryptic has it almost right. They just need a slight adjustment to the cruisers. A little more hull and hull heals and reduce turn rate, damage and speed to compensate. Maybe add a 5-10% aggro so they soak up all the damage.
Ok, take a cruiser, go into my foundry-mission ("Battlegroup Chaos Rumble"), stay at the Nav-Beacon and use a few times Beam-Array Fire-at-Will...
After that you may reply again.
You will see that even cruisers need a turn-rate, that they need to be able to deal damage and that you shouldn't force anybody to get all the aggro! By the way, the Atrox has a base-turnrate of 5, you are going to make cruisers turn even slower then the Atrox, that means only one thing: You don't know what you are talking about.
[SIGPIC][/SIGPIC]
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
Cruisers are tanks not damage dealers. Also reduce turn rate and speed. The role of cruisers are fleet defense. They should should not be so maneuverable. Base 3-4 turn rate and 10-20% dps reduction would be inline with their role.
You want to reduce the turn rate of cruisers... fine, then Cryptic can increase the arcs on beam weapons going from 360 to 270.
Personnally, I think it would be hilarious to watch a Soverign do something like THIS. Essentially Fire at will with an added Rapid Fire at a single target.
Imagine that with 6 - 8 Beam arrays = Hilarious
Or maybe... you want cruisers to do something like THIS.
Would be kinda funny to watch cruisers get a buff to their beam arrays so that they literally can just slap away a Galor with a single pass.
That said, it should be pretty obvious by now that the line between ship types has long since blurred to the point Starfleet is now making BATTLEcruisers.
That is effectively what the Jem Hadar Dreadnaught is, take away the fighters and increase the damage = Congratulations you have THIS
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
... I do think a slight hull boost and threat generation would be a good idea...
Well, Cruisers have allready a strong hull, a slight bonus to hull-repair and damage-resistance would be better to help them tanking.
But if you are going to boost Cruisers to balance the classes, what are you going to do to SCI-Vessels? I think those should get a Bonus they deserve, meaning a slight bonus to Starship Sensors and Targeting Systems (would be just inline to the advanced sensors, that SCI-Ships should have).
At the moment Sci-Ships have to stay on their target for 1 minute, so that sensor-analysis can build-up a bonus.
[SIGPIC][/SIGPIC]
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
You know what the worst part is? As silly as his posts are, they are likely to be executed. Oh the irony of it all.
Oh and the best part? Children like him will whine that the changes he wanted need to be changed back!
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
It's what Cryptic gave us. Cruisers as slow turning damage takers. Why have the best hull when you're not taking the damage.
This is not Star Trek the show, this is Star Trek Online.
So Cryptic finish what you started and reduce cruiser maneuverability and firepower. Increase hull strength and threat accordingly.
Higher hull strength is the lazy mans solution which dosent fix anything. All your doing is creating a bigger meat shield which will still be burned through and the healing in this game will not be able to repair it.
If you want to make cruisers tougher, you have to increase their shields, large resistance bonuses across the board and bonuses to healing recieved.
Thus if the cruiser has a resistance of 50% to everything then all damage will be 1/2 as effective no matter what the hull amount.
Now give that same ship a 100% bonus to healing recieved and a single heal can put the cruiser to 100%
Of course you still have to make that ship capable of getting attention so it needs a focused taunt ability and you can do what other games have done by making the cruiser act as a bullet shield for another ship.
Lord of the Rings has an ability where a Tank can cast a skill on a target which makes damage from that target transfer to the Tank. In essence doing what the Enterprise-E did in First Contact by moving to shield the Defiant from the Borg cube.
Ok, take a cruiser, go into my foundry-mission ("Battlegroup Chaos Rumble"), stay at the Nav-Beacon and use a few times Beam-Array Fire-at-Will...
After that you may reply again.
You will see that even cruisers need a turn-rate, that they need to be able to deal damage and that you shouldn't force anybody to get all the aggro! By the way, the Atrox has a base-turnrate of 5, you are going to make cruisers turn even slower then the Atrox, that means only one thing: You don't know what you are talking about.
That's a specific condition that probably doesn't happen outside of the foundry too often. In a fleet action or STF cruisers should be taking all the damage and generating all the threat. Carriers role is to carry the pets who do the damage. They don't need to move either.
I just wonder what you'll suggest next... We've got allready the situation, that a Cruiser (Assault-Cruiser) has a base-turnrate of 7?/sec, the Vesta-Class (almost the same size) has got a base-turnrate of 12?/sec.
If you make the Assault-Cruiser turn slower, how do you want to explain the larger difference to the whole playerbase? Are you going to nerf Science-Vessels, too? Are Escorts the only shipclass allowed to turn around in less then 1 minute?!?
Please, any Moderator, close this thread, before we've got a flamewar in here.
[SIGPIC][/SIGPIC]
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
Lord of the Rings has an ability where a Tank can cast a skill on a target which makes damage from that target transfer to the Tank. In essence doing what the Enterprise-E did in First Contact by moving to shield the Defiant from the Borg cube.
It's in most MMOs. Transfer damage/threat to self/cruiser. But reduce maneuverability and firepower for balance.
The only way you're going to help cruisers and escorts is if you delete system32 from your PC.
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
I just wonder what you'll suggest next... We've got allready the situation, that a Cruiser (Assault-Cruiser) has a base-turnrate of 7?/sec, the Vesta-Class (almost the same size) has got a base-turnrate of 12?/sec.
If you make the Assault-Cruiser turn slower, how do you want to explain the larger difference to the whole playerbase? Are you going to nerf Science-Vessels, too? Are Escorts the only shipclass allowed to turn around in less then 1 minute?!?
No, science vessels aren't damage dealers. I think they should get a buff to their healing and buff/de-buffing.
I don't see any flaming. It's a legitimate discussion about certain conditions in the game.
Let's go by your logic here then, shall we? Since you want cruisers nerfed into uselessness via a cut to an already pathetic turn rate and damage so they can 'fill their role as a tank, how about we talk about drastically cutting escort shield and hull? After all, they're just damage dealers. They should crumple at the merest brush of a boss mob, just like in any other MMO.
I must be a noob because all this talk of cruisers soaking up damage makes me remember those times where i have been hit for 100k plus through my sheilds.
In my atrox or a dreadnaught cruiser i have more than once been hit for 40k plus,have seen the plasma fire from some of the borgs tag me for 10k---
So yeah,increase cruisers threat gen,see less cruisers because let's face it,theres no real tanking in this game,more of a holding off the inevitable explosion due to some huge damage blast from something that has 100 times your hit points.
If instead of being able to hit someone for their entire hit points in one hit through their shields they treated each boss like multiple ships.Instead of massive damage to only one person,a tactical cube had the weapons of 3 ships,being able to target 3 different people,doing reasonable damage to each.Even if you jacked it up to 5 ships worth of weapons,doing reasonable damage,the cube could potentially focus all 5 on one person if their threat was high enough,or spread the focus from them out to any number of people.
Would decide who and how many weapon groups are focused onto someone by taking 20% of the threat(if it was broke into 5 weapon groups),if someone was holding down say 30% they would get 2 weapon groups on them,50% would be 3.this i think would make boss's feel more intelligent in general,allow ships to play tank role alot better,and make good use of the threat gen system in a way that makes more sense.
No, science vessels aren't damage dealers. I think they should get a buff to their healing and buff/de-buffing.
I don't see any flaming. It's a legitimate discussion about certain conditions in the game.
Just out of curiosity, which ship do you fly ?
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Let's go by your logic here then, shall we? Since you want cruisers nerfed into uselessness via a cut to an already pathetic turn rate and damage so they can 'fill their role as a tank, how about we talk about drastically cutting escort shield and hull? After all, they're just damage dealers. They should crumple at the merest brush of a boss mob, just like in any other MMO.
Cut shield and hull but increase damage and maneuverability for balance. Yes, I agree.
Cut shield and hull but increase damage and maneuverability for balance. Yes, I agree.
Not so fast, all you proposed was nerfs to cruisers. Can't nerf an escort and make up for it elsewhere without giving something back to the cruisers. Escorts should be exploding if a cube so much as sneezes at them, not being able to tank it with near impunity as they do now, all while dumping massive DPS.
Comments
Please tell me you are joking right... I nearly brought up my coffee over the keyboard.
it doesnt need a nerd, maybe u should spend time on getting a better build for your escort.
5 FED Fleets | 3 KDF Fleets - T5 Colony on both factions
Nah, more like someone making a poor attempt at being ironic with all the nerf escort threads flying around.
Officially Nerfed In Early 2410
[SIGPIC][/SIGPIC]
1) Teamwork and timing is #1
2) You cannot "Kirk It" in every ship
3) You are going to die, just get back up
Officially Nerfed In Early 2410
Ok, take a cruiser, go into my foundry-mission ("Battlegroup Chaos Rumble"), stay at the Nav-Beacon and use a few times Beam-Array Fire-at-Will...
After that you may reply again.
You will see that even cruisers need a turn-rate, that they need to be able to deal damage and that you shouldn't force anybody to get all the aggro! By the way, the Atrox has a base-turnrate of 5, you are going to make cruisers turn even slower then the Atrox, that means only one thing: You don't know what you are talking about.
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
I'm sorry, it seems my Jem Hadar Dreadnaught disagrees with you.
You want to reduce the turn rate of cruisers... fine, then Cryptic can increase the arcs on beam weapons going from 360 to 270.
Personnally, I think it would be hilarious to watch a Soverign do something like THIS. Essentially Fire at will with an added Rapid Fire at a single target.
Imagine that with 6 - 8 Beam arrays = Hilarious
Or maybe... you want cruisers to do something like THIS.
Would be kinda funny to watch cruisers get a buff to their beam arrays so that they literally can just slap away a Galor with a single pass.
That said, it should be pretty obvious by now that the line between ship types has long since blurred to the point Starfleet is now making BATTLEcruisers.
That is effectively what the Jem Hadar Dreadnaught is, take away the fighters and increase the damage = Congratulations you have THIS
Well, Cruisers have allready a strong hull, a slight bonus to hull-repair and damage-resistance would be better to help them tanking.
But if you are going to boost Cruisers to balance the classes, what are you going to do to SCI-Vessels? I think those should get a Bonus they deserve, meaning a slight bonus to Starship Sensors and Targeting Systems (would be just inline to the advanced sensors, that SCI-Ships should have).
At the moment Sci-Ships have to stay on their target for 1 minute, so that sensor-analysis can build-up a bonus.
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
This is not Star Trek the show, this is Star Trek Online.
So Cryptic finish what you started and reduce cruiser maneuverability and firepower. Increase hull strength and threat accordingly.
Officially Nerfed In Early 2410
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
You know what the worst part is? As silly as his posts are, they are likely to be executed. Oh the irony of it all.
Oh and the best part? Children like him will whine that the changes he wanted need to be changed back!
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
Higher hull strength is the lazy mans solution which dosent fix anything. All your doing is creating a bigger meat shield which will still be burned through and the healing in this game will not be able to repair it.
If you want to make cruisers tougher, you have to increase their shields, large resistance bonuses across the board and bonuses to healing recieved.
Thus if the cruiser has a resistance of 50% to everything then all damage will be 1/2 as effective no matter what the hull amount.
Now give that same ship a 100% bonus to healing recieved and a single heal can put the cruiser to 100%
Of course you still have to make that ship capable of getting attention so it needs a focused taunt ability and you can do what other games have done by making the cruiser act as a bullet shield for another ship.
Lord of the Rings has an ability where a Tank can cast a skill on a target which makes damage from that target transfer to the Tank. In essence doing what the Enterprise-E did in First Contact by moving to shield the Defiant from the Borg cube.
Officially Nerfed In Early 2410
If you make the Assault-Cruiser turn slower, how do you want to explain the larger difference to the whole playerbase? Are you going to nerf Science-Vessels, too? Are Escorts the only shipclass allowed to turn around in less then 1 minute?!?
Please, any Moderator, close this thread, before we've got a flamewar in here.
If Star Trek Online was an Open-Source (GPL) Game, we would have a low-grind fork.
Make it so Cryptic.
Officially Nerfed In Early 2410
Log out.
Find some way to delete your account.
The only way you're going to help cruisers and escorts is if you delete system32 from your PC.
Dreadnought class. Two times the size, three times the speed. Advanced weaponry. Modified for a minimal crew. Unlike most Federation vessels, it's built solely for combat.
I don't see any flaming. It's a legitimate discussion about certain conditions in the game.
Officially Nerfed In Early 2410
Let's go by your logic here then, shall we? Since you want cruisers nerfed into uselessness via a cut to an already pathetic turn rate and damage so they can 'fill their role as a tank, how about we talk about drastically cutting escort shield and hull? After all, they're just damage dealers. They should crumple at the merest brush of a boss mob, just like in any other MMO.
In my atrox or a dreadnaught cruiser i have more than once been hit for 40k plus,have seen the plasma fire from some of the borgs tag me for 10k---
So yeah,increase cruisers threat gen,see less cruisers because let's face it,theres no real tanking in this game,more of a holding off the inevitable explosion due to some huge damage blast from something that has 100 times your hit points.
If instead of being able to hit someone for their entire hit points in one hit through their shields they treated each boss like multiple ships.Instead of massive damage to only one person,a tactical cube had the weapons of 3 ships,being able to target 3 different people,doing reasonable damage to each.Even if you jacked it up to 5 ships worth of weapons,doing reasonable damage,the cube could potentially focus all 5 on one person if their threat was high enough,or spread the focus from them out to any number of people.
Would decide who and how many weapon groups are focused onto someone by taking 20% of the threat(if it was broke into 5 weapon groups),if someone was holding down say 30% they would get 2 weapon groups on them,50% would be 3.this i think would make boss's feel more intelligent in general,allow ships to play tank role alot better,and make good use of the threat gen system in a way that makes more sense.
Just out of curiosity, which ship do you fly ?
Officially Nerfed In Early 2410
Not so fast, all you proposed was nerfs to cruisers. Can't nerf an escort and make up for it elsewhere without giving something back to the cruisers. Escorts should be exploding if a cube so much as sneezes at them, not being able to tank it with near impunity as they do now, all while dumping massive DPS.