What would you guys say to the idea of reducing the healing power of BOFF Engineering abilities, and compensating for that loss through slightly improved damage resistance? Instead, all that healing power is transferred to science abilities, emphasizing their role in providing repair while engineering emphasizes damage resistance buffs.
good idea. we dont need cruisers in this game anyway.
all they are good for now is being sponges, so lets nerf their ability to recover from being sponges just to make the point clearer.
then we can really get into escorts online.
what with fed escorts(half of which are actually cruisers & destroyers lol) surviving pve just as well as cruisers.
and having turn rates that negate the narrow arc of dhc's turning them into sustained fire weapons rather than spike weapons.
hell. while we are at it, one we do this to finally kill off cruisers, we can give dhc's 200 decree firing arcs.
might as well since while mounted on escorts they might as well be with angle weapons.
Crusiers have WAY too much hull anyways - that could be reduced.
I mean come on - 42k hull? seriously escorts need a boost - the top they get now is only 37.5k - only 10% less then the oddy - that is simply not fair.
Why not make tac captains have all powers Tac/eng/sci - plus escorts should have all unvi boff stations.
I mean why is there still crusiers in "escorts online"?
the only engineering healing abilities that absolutely must be nerfed are the ground healing abilities because they aren't doctors, living tissue isn't their specialty and it's high time they did something about the broken nature of the science healing kits. (specifically the inability to remove dots and conditions which I experience every single day in the The Big Dig).
They are supposed to have plenty of healing options in space. I'm not going to touch that one because science officers don't tend to repair, we do the whole resist damage and enhance shields and most of the time the CC or trickster effects that cause enemies to think twice (idealy) when fighting us.
No the only space skills needing fixing are the science skills because right now they aren't even canon much less working properly.
What would you guys say to the idea of reducing the healing power of BOFF Engineering abilities, and compensating for that loss through slightly improved damage resistance? Instead, all that healing power is transferred to science abilities, emphasizing their role in providing repair while engineering emphasizes damage resistance buffs.
Lol! This thread already has trolololol all over it. :rolleyes:
Seriously, though...No. Increasing passive damage resistance even more is not the solution to all of the problems in STO. Just look at all of the threads on pressure damage already being a joke because of too much resistance. And decrease engy healing??? Good grief, that's all a poor engy can do now in a cruiser. DPS, best left for tacscorts with DHC and certain special BO/torp builds. Sci's have debuffing and CC magic that can contribute greatly to a team. And Engy...well...they've got to have something to do. Let them at least have proper heals to throw, because goodness knows they aren't going to be the major damage dealers most of the time.
Also consider I am looking at this through the eyes of a tac, sci, and engy that does both PvE and PvP. Increasing passive resistance even more = bad. Nerfing Engys = also not the best idea.
good idea. we dont need cruisers in this game anyway.
all they are good for now is being sponges, so lets nerf their ability to recover from being sponges just to make the point clearer.
Yes and cruisers move too fast also, so they need to have their engines removed. Force their team mates to drag them with a tractor beam into position, so they can soak up damage with their nerfed shields and hull. That would drive the point home even more.
let me guess... couldnt 1 hit a engineer in pvp, he healed and now u want them to get nerfed?
Before you start talking nabout nerfing other - look how op your tactical buffs are.
The healing turret thing at III with my engi specialized on skills to boost it(which means less skill point for other stuff) reaches under 30hp/sec. BUT It has no shields and its stationary.
You dont have to be a medic to use a defice that heals - its a machine.
I made klign tactical - and with all the boosting skills + debuffs i do same if not more damage at lvl 40 with random gear then my 50 va engineer in escort. With only 1 major extra healign ability as a advantage.
The fact that engineers even have a ship in space combat means their OP, and totally distracts people from real purpose of Escorts Online. Cruisers should be nerfed to the point to where their captains are reduced to fighting in space with a EV suit and some plasma grenades.
What would you guys say to the idea of reducing the healing power of BOFF Engineering abilities, and compensating for that loss through slightly improved damage resistance?
On the face of it, this is not too unreasonable. Honestly it's kind of stupid to have my cruiser be under heavy fire and have my situation be bouncing around like a wad of flubber.
Shields down!!
Nevermnid, we're good.
Hull breach on decks B through F!
Breaches patched.
Shields down AND hull badly damaged! :eek:
Everybody to the escape po-- :eek: No, wait, it's fine. :cool:
In that sense, if you make cruisers twice as hard and reduce healing power by 50%, then things balance out to a more reasonable level.
Problem 1, changing anything to do with healing affects more than just cruisers. Other ships use engineering powers, and cruisers also have strong potential as team healers.
Problem 2, science already has a wealth of skills that don't work, and we need to have science be good at sciencing before we even think about handing them another bag of tricks.
Yes and cruisers move too fast also, so they need to have their engines removed. Force their team mates to drag them with a tractor beam into position, so they can soak up damage with their nerfed shields and hull. That would drive the point home even more.
I will agree to this if I can have 8 more weapon slots. I will also need 3 instances of "Fire at Will 3" that do not share cooldown.
Yes let's make Cruisers more useless in STO. Despite the fact they don't have any offense (no AOE attacks like scatter volley, gravity well, etc.), we should remove it's moderate hull healing ability and make him a rock. All he would do is just fly around and do nothing. Teams would be dieing to have a cruiser captain now. Being just a rock is way too OP imo.
Although as emergency to shields gets both a shield damage resistance buff and shield power setting for the 30s duration how about carrying this over for all emergency to X abilities?
Example: emergency to weapons 1 gives you a 7.5% energy weapon damage buff for 5s on use. Why is this not for 30s? Same with flight speed for engines and stealth sight/stealth (pointless as its enhanced more by the aux power level than anything else) with aux?
Yes maybe it would make escorts zip around a bit too fast so maybe a rework of speed boost values given might be needed but right now I do think the other emergency to X powers are a bit out shined by emergency to shields.
The ghost of Captain Montgomery Scott would like to hae a word with ye...
"Susse-thrai" had been the name bestowed upon her, half in anger, half in affection, by her old crew on Bloodwing; the keen-nosed, cranky, wily old she-beast, never less dangerous than when you thought her defenseless, and always growing new teeth far back in her throat to replace the old ones broken in biting out the last foe's heart. Romulans: left one homeworld, lost another, third time's the charm?
good idea. we dont need cruisers in this game anyway.
all they are good for now is being sponges, so lets nerf their ability to recover from being sponges just to make the point clearer.
then we can really get into escorts online.
what with fed escorts(half of which are actually cruisers & destroyers lol) surviving pve just as well as cruisers.
and having turn rates that negate the narrow arc of dhc's turning them into sustained fire weapons rather than spike weapons.
hell. while we are at it, one we do this to finally kill off cruisers, we can give dhc's 200 decree firing arcs.
might as well since while mounted on escorts they might as well be with angle weapons.
You can't have it both ways;
- Some people will argue in favor of the "Holy Trinity" that is Tank, Healer, DPS roles.
- Others would argue against the "Holy Trinity", as ships in Trek tend to be more multi-faceted.
If you want to favor the Holy Trinity, and Cruisers = Tanks, then these Cruisers should not be capable of self-healing. Or in the very least, extremely limited. Damage resistances, sure definitely. But healing themselves or others for massive numbers? ABSOLUTELY NOT!!
The role of "Healer" in a Holy Trinity setup, makes Science ships = Healers. Science ships are the ones who should be best capable in healing both themselves and others, as well as quite a bit of crowd control.
The way ships SHOULD be setup, is that they are all "jack of all trades, master of none". Some may be better at damage dealing, some may be better at healing.
So as I see it, you have 2 choices:
1. Keep the current "master of none" setup where all ships are capable of tanking or healing, while some ships are simply better at doing certain things.
2. Implement a strict Holy Trinity setup, where Cruisers are ALWAYS tanks, Science are ALWAYS healers, and Escorts are ALWAYS damage dealers.
I'd argue that "Healing" abilities should all be dependent on the Aux power level, while "Resistance" abilities would be dependent on the Shield power level. That would also require that specific resistance abilities are tied to "Engineering BOffs" and healing abilities are tied to "Science BOffs". There may be some cross-department benefits, such as minor resistance boost on a healing ability, or a minor heal on a resistance ability. But you should certainly get a massive resistance boost AND a massive heal. That's where teamwork comes into play...
Everybody seems to think that this would make cruisers worse. As far as I'm concerned, it actually won't.
Clarification
To clarify, I intend for this change to mainly affect Emergency Power to Shields. Other Engineering abilities such as Auxiliary to Structural Integrity Field, Extend Shields and Engineering Team should remain less affected by this change. I feel that hull repair skills are largely fine where they are now, and in any case are something of an Engineering specialty, while Extend Shields has very low regeneration and do not apply instant healing. An alternative proposal I've been considering for hull repair abilities is that their strength is determined by percentage of base hull, or raw crew numbers. However, the effectiveness of such a change would be dependent on some factors which are currently broken/poorly optimized in-game...
Escorts
Thing is, escorts benefit just as much cruisers from the power of Engineering healing abilities such as Engineering Team and Emergency Power to Shields. A less effective heal might reduce the overall survival of a cruiser, but it would affect escorts far more because they don't nearly as much durability to begin with. Escorts also don't have access to the same extent of engineering abilities as cruisers. This would help better match the higher natural durability of cruisers against the raw firepower of escorts.
Science Vessels
Another benefit would be that it would help make science-oriented ships a bit more viable, since they will clearly become a stronger source of hull and shield repair. That would make science healers necessary to maintain long-term combat effectiveness. It would be better balanced than the situation at present because science abilities rely on auxiliary power to heal, are an HoT effect, and have a fairly long cooldown period.
Stalemate/Shield Types
It would also make some stalemate events (such as cruiser-to-cruiser battles) less common. Eventually, one ship will fail at keeping up their healing, or have not balanced out their healing and damage potential as well as their opponent. Furthermore, it would help provide a better contrast between shield types, as the primary drawback of Covariant shields is currently negated by strong, instant shield heals.
Concern
One concern I have here would be that this would further enhance the supremacy of raw DPS. However, I believe that this would be compensated for by a slight nerf to energy weapon damage all across the board, which would be possible if Engineering abilities were less powerful at healing.
The heal from Emergency power to Shields is pathetic and mostly pointless.
Now the stupid silly way high shield power extends lifespans with its increase to resistance combined with a ridiculously high increase in shield regeneration coupled with the resistance and power bonus granted by EPtS would be a better target to answer they 'why are escorts so tanky' question. Of course you can't ignore their decent Bonus Defense while doing the simply Yo-Yo while doing so either.
PS: 2k every 6 seconds is as far as I've managed to push shield regen on a Sci Vessel, most escorts are only running 500ish. Think about that though for a second, 500 shield regen per facing every six seconds. Not to mention the 30%ish resist that your getting as well or higher depending on shield and EpTS.
What would you guys say to the idea of reducing the healing power of Damage Control Engineer Doff abilities, and compensating for that loss through slight reduction in damage buffing abilities? Instead, all that healing power is transferred to Engineering abilities, emphasizing their role in providing repair while Science emphasizes damage resistance buffs.
I think it's a very bad idea. I rely on auxiliary to structural as my go-to hull heal. It heals a pathetic amount already, and if it got nerfed it would be useless.
What are you guys doing to heal such huge amounts so quickly? When I heal I usually get 10 to 20% of my hull back, and that's while I'm running 100 auxiliary power!
- Some people will argue in favor of the "Holy Trinity" that is Tank, Healer, DPS roles.
- Others would argue against the "Holy Trinity", as ships in Trek tend to be more multi-faceted.
If you want to favor the Holy Trinity, and Cruisers = Tanks, then these Cruisers should not be capable of self-healing. Or in the very least, extremely limited. Damage resistances, sure definitely. But healing themselves or others for massive numbers? ABSOLUTELY NOT!!
The role of "Healer" in a Holy Trinity setup, makes Science ships = Healers. Science ships are the ones who should be best capable in healing both themselves and others, as well as quite a bit of crowd control.
The way ships SHOULD be setup, is that they are all "jack of all trades, master of none". Some may be better at damage dealing, some may be better at healing.
So as I see it, you have 2 choices:
1. Keep the current "master of none" setup where all ships are capable of tanking or healing, while some ships are simply better at doing certain things.
2. Implement a strict Holy Trinity setup, where Cruisers are ALWAYS tanks, Science are ALWAYS healers, and Escorts are ALWAYS damage dealers.
I'd argue that "Healing" abilities should all be dependent on the Aux power level, while "Resistance" abilities would be dependent on the Shield power level. That would also require that specific resistance abilities are tied to "Engineering BOffs" and healing abilities are tied to "Science BOffs". There may be some cross-department benefits, such as minor resistance boost on a healing ability, or a minor heal on a resistance ability. But you should certainly get a massive resistance boost AND a massive heal. That's where teamwork comes into play...
actually cruisers were originally meant to be either healers or tanks.... Se star cruiser(healer) and assault cruiser (tank) and since the majority of content for tanking requires you to use healing abilities to tank it, becuase the current way armor decreasing returns works, and shield resistances work. I honestly like active tank vs passive that your suggesting.
Instead i'd rather see healers becoming more healing damage that the tank can't stop from hitting the team such as abilities like torpedo spread.
What would you guys say to the idea of removing healing powers from Science BOFFs, moving those to Engineering BOFFs, and compensating for that loss through additional Science abilities? Instead, all that healing power is transferred to Engineering abilities, emphasizing their role in providing ship repair/maintenance while Science emphasizes buffs and debuffs.[/edited]
I've been saying this for quite some time. Science having heal abilities in Space just doesn't make sense. That they can heal the body on the Ground, sure - Medical - comes into play well. In Space though? Never made sense.
Great thing about it, mind you, is that even in taking away the shield healing from ST - moving TSS/HE(even PH) to Engineering BOFFs - would still leave room in Eng BOFFs for additional Offensive Support abilities to round out the Cruiser as a Support Vessel in Space. A player could take a more Offensive or more Defensive Support Role.
Likewise, the additional abilities for Science would also allow them to do their Offensive/Defensive thing.
They've said it many times, already - the heroes of the game are Tac Captains in their Escorts - while Eng and Sci are supporting cast. They just need to round out that supporting cast some, right?
Wait...what? Content for tanking? What content for tanking? There's no Trinity Content.
Huh? You mean to tell me that the Steamrunner I purpose built for tanking with a pair of Emergency Power to Shields, pair of Tac Teams, a Hazard Emitter, and two copies of DEM1 plus threat control and a +threat console was all for naught because there is nothing to tank?
Huh? You mean to tell me that the Steamrunner I purpose built for tanking with a pair of Emergency Power to Shields, pair of Tac Teams, a Hazard Emitter, and two copies of DEM1 plus threat control and a +threat console was all for naught because there is nothing to tank?
/sadface
You didn't name anything that you were tanking.
There's a difference between mechanics for tanking and content that requires tanking.
Besides, looking at what you built there:
2x EPtS
2x TT
HE
2x DEM
+Threat
The EPtS could be covered by ExS/TSS. Somebody else could drop the TT's on you. Somebody else could drop the HE on you. Not sure why you listed the DEM. As for the +Threat - well, that is going to make it more likely that whatever mobs you hit try to hit you back.
You don't have to build a meatshield - heck, you offered up an Escort.
Sure, somebody can go with +Threat - but there's so much damage and so much healing - Tanking itself...well...5 Escorts crosshealing while oozing damage reduces the need for any Tank.
A group could decide to Trinity-up content, but that's not the same as saying the content requires it...
I know lets get rid of Cruisers altogether, lets just keep the Galaxy and Constitution around so all the escort players can just point and laugh at them, as for science vessels well, send them all the the scrap heap and get rid of all science abilities too, who needs them when all you need is DPS.
Damage, Damage, MORE DAMAGE!
MUST have MORE DAMAGE!
DPS DPS Must have it, must complete ISE in under a minute anything more than that and my Attention Deficit Disorder starts kicking in. I'm foaming ISE not being done fast enough! AAAGH! Who brought that cruiser into MY ISE match! I'll be doing this match a whole minute longer than my brain can handle! Must have my DPS must have Damage, my preciousssssss. (Wipes rabid foam from chin.)
Remove cruisers healing and hull. (Laughs mockingly and walks away facepalm) :mad: :rolleyes:
Monkey see, Monkey do. Monkey flings Feathered Monkey poo...
There's a difference between mechanics for tanking and content that requires tanking.
Besides, looking at what you built there:
2x EPtS
2x TT
HE
2x DEM
+Threat
The EPtS could be covered by ExS/TSS. Somebody else could drop the TT's on you. Somebody else could drop the HE on you. Not sure why you listed the DEM. As for the +Threat - well, that is going to make it more likely that whatever mobs you hit try to hit you back.
You don't have to build a meatshield - heck, you offered up an Escort.
Sure, somebody can go with +Threat - but there's so much damage and so much healing - Tanking itself...well...5 Escorts crosshealing while oozing damage reduces the need for any Tank.
A group could decide to Trinity-up content, but that's not the same as saying the content requires it...
DEM lets me get agro via BO1 + Doff and hold it. That and wanted to make sure no one though I was being silly and taking a pair of RSPs and going overkill on the tank.
It was a tongue in cheek comment but it is a ship I do fly. As a tank in ESTFs. By tank I mean I make sure my pug-mates aren't being shot at as much while still putting out silly high damage.
Comments
Crusiers have WAY too much hull anyways - that could be reduced.
I mean come on - 42k hull? seriously escorts need a boost - the top they get now is only 37.5k - only 10% less then the oddy - that is simply not fair.
Why not make tac captains have all powers Tac/eng/sci - plus escorts should have all unvi boff stations.
I mean why is there still crusiers in "escorts online"?
They are supposed to have plenty of healing options in space. I'm not going to touch that one because science officers don't tend to repair, we do the whole resist damage and enhance shields and most of the time the CC or trickster effects that cause enemies to think twice (idealy) when fighting us.
No the only space skills needing fixing are the science skills because right now they aren't even canon much less working properly.
Seriously, though...No. Increasing passive damage resistance even more is not the solution to all of the problems in STO. Just look at all of the threads on pressure damage already being a joke because of too much resistance. And decrease engy healing??? Good grief, that's all a poor engy can do now in a cruiser. DPS, best left for tacscorts with DHC and certain special BO/torp builds. Sci's have debuffing and CC magic that can contribute greatly to a team. And Engy...well...they've got to have something to do. Let them at least have proper heals to throw, because goodness knows they aren't going to be the major damage dealers most of the time.
Also consider I am looking at this through the eyes of a tac, sci, and engy that does both PvE and PvP. Increasing passive resistance even more = bad. Nerfing Engys = also not the best idea.
Yes and cruisers move too fast also, so they need to have their engines removed. Force their team mates to drag them with a tractor beam into position, so they can soak up damage with their nerfed shields and hull. That would drive the point home even more.
Before you start talking nabout nerfing other - look how op your tactical buffs are.
The healing turret thing at III with my engi specialized on skills to boost it(which means less skill point for other stuff) reaches under 30hp/sec. BUT It has no shields and its stationary.
You dont have to be a medic to use a defice that heals - its a machine.
I made klign tactical - and with all the boosting skills + debuffs i do same if not more damage at lvl 40 with random gear then my 50 va engineer in escort. With only 1 major extra healign ability as a advantage.
On the face of it, this is not too unreasonable. Honestly it's kind of stupid to have my cruiser be under heavy fire and have my situation be bouncing around like a wad of flubber.
Shields down!!
Nevermnid, we're good.
Hull breach on decks B through F!
Breaches patched.
Shields down AND hull badly damaged! :eek:
Everybody to the escape po-- :eek: No, wait, it's fine. :cool:
In that sense, if you make cruisers twice as hard and reduce healing power by 50%, then things balance out to a more reasonable level.
Problem 1, changing anything to do with healing affects more than just cruisers. Other ships use engineering powers, and cruisers also have strong potential as team healers.
Problem 2, science already has a wealth of skills that don't work, and we need to have science be good at sciencing before we even think about handing them another bag of tricks.
I will agree to this if I can have 8 more weapon slots. I will also need 3 instances of "Fire at Will 3" that do not share cooldown.
We will rename them from Cruisers to Barges.
Eisaak
Although as emergency to shields gets both a shield damage resistance buff and shield power setting for the 30s duration how about carrying this over for all emergency to X abilities?
Example: emergency to weapons 1 gives you a 7.5% energy weapon damage buff for 5s on use. Why is this not for 30s? Same with flight speed for engines and stealth sight/stealth (pointless as its enhanced more by the aux power level than anything else) with aux?
Yes maybe it would make escorts zip around a bit too fast so maybe a rework of speed boost values given might be needed but right now I do think the other emergency to X powers are a bit out shined by emergency to shields.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
Romulans: left one homeworld, lost another, third time's the charm?
You can't have it both ways;
- Some people will argue in favor of the "Holy Trinity" that is Tank, Healer, DPS roles.
- Others would argue against the "Holy Trinity", as ships in Trek tend to be more multi-faceted.
If you want to favor the Holy Trinity, and Cruisers = Tanks, then these Cruisers should not be capable of self-healing. Or in the very least, extremely limited. Damage resistances, sure definitely. But healing themselves or others for massive numbers? ABSOLUTELY NOT!!
The role of "Healer" in a Holy Trinity setup, makes Science ships = Healers. Science ships are the ones who should be best capable in healing both themselves and others, as well as quite a bit of crowd control.
The way ships SHOULD be setup, is that they are all "jack of all trades, master of none". Some may be better at damage dealing, some may be better at healing.
So as I see it, you have 2 choices:
1. Keep the current "master of none" setup where all ships are capable of tanking or healing, while some ships are simply better at doing certain things.
2. Implement a strict Holy Trinity setup, where Cruisers are ALWAYS tanks, Science are ALWAYS healers, and Escorts are ALWAYS damage dealers.
I'd argue that "Healing" abilities should all be dependent on the Aux power level, while "Resistance" abilities would be dependent on the Shield power level. That would also require that specific resistance abilities are tied to "Engineering BOffs" and healing abilities are tied to "Science BOffs". There may be some cross-department benefits, such as minor resistance boost on a healing ability, or a minor heal on a resistance ability. But you should certainly get a massive resistance boost AND a massive heal. That's where teamwork comes into play...
Clarification
To clarify, I intend for this change to mainly affect Emergency Power to Shields. Other Engineering abilities such as Auxiliary to Structural Integrity Field, Extend Shields and Engineering Team should remain less affected by this change. I feel that hull repair skills are largely fine where they are now, and in any case are something of an Engineering specialty, while Extend Shields has very low regeneration and do not apply instant healing. An alternative proposal I've been considering for hull repair abilities is that their strength is determined by percentage of base hull, or raw crew numbers. However, the effectiveness of such a change would be dependent on some factors which are currently broken/poorly optimized in-game...
Escorts
Thing is, escorts benefit just as much cruisers from the power of Engineering healing abilities such as Engineering Team and Emergency Power to Shields. A less effective heal might reduce the overall survival of a cruiser, but it would affect escorts far more because they don't nearly as much durability to begin with. Escorts also don't have access to the same extent of engineering abilities as cruisers. This would help better match the higher natural durability of cruisers against the raw firepower of escorts.
Science Vessels
Another benefit would be that it would help make science-oriented ships a bit more viable, since they will clearly become a stronger source of hull and shield repair. That would make science healers necessary to maintain long-term combat effectiveness. It would be better balanced than the situation at present because science abilities rely on auxiliary power to heal, are an HoT effect, and have a fairly long cooldown period.
Stalemate/Shield Types
It would also make some stalemate events (such as cruiser-to-cruiser battles) less common. Eventually, one ship will fail at keeping up their healing, or have not balanced out their healing and damage potential as well as their opponent. Furthermore, it would help provide a better contrast between shield types, as the primary drawback of Covariant shields is currently negated by strong, instant shield heals.
Concern
One concern I have here would be that this would further enhance the supremacy of raw DPS. However, I believe that this would be compensated for by a slight nerf to energy weapon damage all across the board, which would be possible if Engineering abilities were less powerful at healing.
Now the stupid silly way high shield power extends lifespans with its increase to resistance combined with a ridiculously high increase in shield regeneration coupled with the resistance and power bonus granted by EPtS would be a better target to answer they 'why are escorts so tanky' question. Of course you can't ignore their decent Bonus Defense while doing the simply Yo-Yo while doing so either.
PS: 2k every 6 seconds is as far as I've managed to push shield regen on a Sci Vessel, most escorts are only running 500ish. Think about that though for a second, 500 shield regen per facing every six seconds. Not to mention the 30%ish resist that your getting as well or higher depending on shield and EpTS.
/fixed
and yes, I agree
What are you guys doing to heal such huge amounts so quickly? When I heal I usually get 10 to 20% of my hull back, and that's while I'm running 100 auxiliary power!
Rename Tactical Team and make it an Engineering Skill. Which it is. The best engineering skill in the game.
Move Emergency Power to Shields to a tactical skill. Which it is in pretty much every Star Trek episode the thing is ever brought up.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
actually cruisers were originally meant to be either healers or tanks.... Se star cruiser(healer) and assault cruiser (tank) and since the majority of content for tanking requires you to use healing abilities to tank it, becuase the current way armor decreasing returns works, and shield resistances work. I honestly like active tank vs passive that your suggesting.
Instead i'd rather see healers becoming more healing damage that the tank can't stop from hitting the team such as abilities like torpedo spread.
I've been saying this for quite some time. Science having heal abilities in Space just doesn't make sense. That they can heal the body on the Ground, sure - Medical - comes into play well. In Space though? Never made sense.
Great thing about it, mind you, is that even in taking away the shield healing from ST - moving TSS/HE(even PH) to Engineering BOFFs - would still leave room in Eng BOFFs for additional Offensive Support abilities to round out the Cruiser as a Support Vessel in Space. A player could take a more Offensive or more Defensive Support Role.
Likewise, the additional abilities for Science would also allow them to do their Offensive/Defensive thing.
They've said it many times, already - the heroes of the game are Tac Captains in their Escorts - while Eng and Sci are supporting cast. They just need to round out that supporting cast some, right?
Wait...what? Content for tanking? What content for tanking? There's no Trinity Content.
Huh? You mean to tell me that the Steamrunner I purpose built for tanking with a pair of Emergency Power to Shields, pair of Tac Teams, a Hazard Emitter, and two copies of DEM1 plus threat control and a +threat console was all for naught because there is nothing to tank?
/sadface
You didn't name anything that you were tanking.
There's a difference between mechanics for tanking and content that requires tanking.
Besides, looking at what you built there:
2x EPtS
2x TT
HE
2x DEM
+Threat
The EPtS could be covered by ExS/TSS. Somebody else could drop the TT's on you. Somebody else could drop the HE on you. Not sure why you listed the DEM. As for the +Threat - well, that is going to make it more likely that whatever mobs you hit try to hit you back.
You don't have to build a meatshield - heck, you offered up an Escort.
Sure, somebody can go with +Threat - but there's so much damage and so much healing - Tanking itself...well...5 Escorts crosshealing while oozing damage reduces the need for any Tank.
A group could decide to Trinity-up content, but that's not the same as saying the content requires it...
Damage, Damage, MORE DAMAGE!
MUST have MORE DAMAGE!
DPS DPS Must have it, must complete ISE in under a minute anything more than that and my Attention Deficit Disorder starts kicking in. I'm foaming ISE not being done fast enough! AAAGH! Who brought that cruiser into MY ISE match! I'll be doing this match a whole minute longer than my brain can handle! Must have my DPS must have Damage, my preciousssssss. (Wipes rabid foam from chin.)
Remove cruisers healing and hull. (Laughs mockingly and walks away facepalm) :mad: :rolleyes:
DEM lets me get agro via BO1 + Doff and hold it. That and wanted to make sure no one though I was being silly and taking a pair of RSPs and going overkill on the tank.
It was a tongue in cheek comment but it is a ship I do fly. As a tank in ESTFs. By tank I mean I make sure my pug-mates aren't being shot at as much while still putting out silly high damage.