This again. I doubt EPtX fix will harm cruisers in any way. Would require more thought and planing, times of mindles space smashing will be over. But I do not think it's a bad think. There is enough stuff floating around to mitigate the resilence window.
"Fix" implies there is something broken. There isn't.
The other Emergency Power to abilities not being as useful or desired as EPTS is certainly an issue that should be looked at.
As for them affecting cruisers, as the change stands now you will not be able to chain as many abilities as you can today and the issue is how much that bothers you in what you do.
The other Emergency Power to abilities not being as useful or desired as EPTS is certainly an issue that should be looked at.
Emergency Power to Weapons and Emergency Power to Auxiliary are both extremely useful skills for certain builds. Emergency Power to Engines has situational uses.
As for them affecting cruisers, as the change stands now you will not be able to chain as many abilities as you can today and the issue is how much that bothers you in what you do.
I dont need to use them simultaneously so mucha as I need guaranteed immediate access to them. My cruiser cycles a pair of EPtW constantly because beams suck without it, and I also have a pair of EPtS on standby for crisis management. I could probably get by with a single EPtS3, but if there is a huge delay for activation because I recently hit EPtW then I will be screwed regardless how the EPtS is setup.
from 2330 on is TNG era. the TMP is 22 90's with an interm era in between
The TNG era dies with the Enterprise D my friend. Crashed and burned. After that the Ent-E takes over and TNG itself dies a few films later.
We're definitely not in the TNG era in this game. We're way past that. The Odyssey is the Enterprise F. A fan designed contest winning NEW Enterprise captained by an Andorian in the year 2409. We're way past the TNG era in STO.
"Fix" implies there is something broken. There isn't.
EPtS is certainly broken. Power that is a must, and needs to be 100% time on is broken (TT is just as bad). Of course that goes beyond EPtS and is part of fubared game mechanics, but well.
EPtS is certainly broken. Power that is a must, and needs to be 100% time on is broken (TT is just as bad). Of course that goes beyond EPtS and is part of fubared game mechanics, but well.
Or it could simply be that of the four, Shields and Weapons are the two things every single ship, regardless of whether its an Escort, BoP, or Carrier or Cruiser, are going to want. The reason EPtS is seen as mandatory is that the bonus to survivability is relatively higher than the bonus to damage that EPtW brings. And the fact that only Beams really need EPtW to function.
Fact is that for the purposes of getting out of a hairy situation, we have Evasive Manuever by default. Everyone has it, and its cooldown is low, so no one feels the need to pack another ability that just makes you go fast. Emergency to Aux is even more specialized, as 50 Aux is enough for general use (IE. Heals + TSS) and only Sci ships or A2B have a reason to run EPtA. For something like EPtE things would have to really change to where turn was incredibly valuable, but only on cruisers, because otherwise simply flying an escort is the solution. Since nothing exists that makes high turn required, EPtE will remain underused.
In any way this is run the EPtX change ruins cruisers. Either you run with all EPtS powers, changing nothing, but leaving you with a lot of empty boff powers. Or you try and run a really gimped dragon, and end up with pathetic uptime on Weapons and Shields. In the end, while buffing EPtW would seem like a buff to cruisers, realistically it benefits DHC ships the most, as they do not care for the power bonus but the % damage increase.
Long story short, if they want more varied Ensign Engineering powers, they have to give us new abilities, that hopefully do not share a cooldown with each other.
The TNG era dies with the Enterprise D my friend. Crashed and burned. After that the Ent-E takes over and TNG itself dies a few films later.
We're definitely not in the TNG era in this game. We're way past that. The Odyssey is the Enterprise F. A fan designed contest winning NEW Enterprise captained by an Andorian in the year 2409. We're way past the TNG era in STO.
As with most other discussions on Trek history that you've participated in, you're so wrong it's extremely entertaining.
This game is not taking place in the TNG era. The Odyssey is NOT a TNG era ship. That you think it is though makes me chuckle quite a bit. Please do continue.
Wow, this thread has completely exploded. I didn't think it'd get this much attention. Anyway, I decided to break down and try out a cruiser and I enjoyed it. It's a vary different feel to it. I'm thinking I'm going to have to create a new character just to have a cruiser monkey while keeping my escort captain the way she is.
Thanks for all the replys everyone. I was afraid it just wasn't worth it, but it looks like it is.
I just managed to place 1st in the Crystalline Entity event using my Galaxy-R. Those ships are so fun and just great to look at. While the extra Eng slots aren't very useful and the DPS is deplorable, under the correct build they can still compete just fine.
And if they ever add the Armor slots to the game, cruisers will be even better.
Imho Cruisers are fun. Im very very happy with some Cruisers in the Game.
Especialy the Fleet Support Cruiser( Ambassador), the Odyssey (Sci or Tac), the Assault Cruiser Refit (Regent) and first and foremost the Fleet Advanced Cruiser Retrofit (Excelsior).
They all offer quite some punch especialy against multiple Targets.
Additionally most of them allow for some science abilities wich are fun and add to the multirole aspect cruisers have.
Not to mention they can take damage like nothing else.
But since damage is still king in this game, the fleet Excelsior is imho the King of dps Cruisers.
Because:
-Its suits itself to an Aux to Bat built better than the other cruisers
-It has a Ltc Tac station.
-It can carry 4 tactical consoles to improve damage
Adding to survivability is:
-a very high hull rating
-high shield modifier
-its relativly nimble compared to other fed cruisers.
And adding to the fun as well is the advanced Transwarp abilities. Especialy when coupled with the Transwarp computer console and a Transwarp technician Doff wich will allow you to transwarp every 4 minutes. Add a Maco engine and distances shrink alot.
And even when the Transwarp fails , wich is very very rarely, the effects taken from Star Trek III are well worth a laugh
And for tose who like the look,wich I do, the Excelsior is damn beautifull ship. Small, old but still a gem.
It has it all, firepower, survivability, relativ nimbleness, and usefull abilities.
...fleet Excelsior is imho the King of dps Cruisers.
Because:
-Its suits itself to an Aux to Bat built better than the other cruisers
-It has a Ltc Tac station.
-It can carry 4 tactical consoles to improve damage
Adding to survivability is:
-a very high hull rating
-high shield modifier
-its relativly nimble compared to other fed cruisers.
Cruisers are alot of fun.
Agreed! The Fleet regent should prove interesting as well. However, I will say that despite trying out my regent build the other day I scrapped it in lieu of the three tac consoles which inevitably affects dps. I personally noticed a difference in the turn rate too (1 point diff but still) although, admittedly, this could be simply because the Fleet Exclesior has spoiled me somewhat.
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
Agreed! The Fleet regent should prove interesting as well. However, I will say that despite trying out my regent build the other day I scrapped it in lieu of the three tac consoles which inevitably affects dps. I personally noticed a difference in the turn rate too (1 point diff but still) although, admittedly, this could be simply because the Fleet Exclesior has spoiled me somewhat.
I use the fleet regent and I can say that the only significant differences are the turn rate (which is minor) and the tac ens slot being on the regent instead of the eng ens.
NERF CANNONS - THEY NEED A 50% NERF
CRUISERS NEED A 206% HULL BUFF
I use the fleet regent and I can say that the only significant differences are the turn rate (which is minor) and the tac ens slot being on the regent instead of the eng ens.
Fleet Regent itself has the same hull and similar stats as the Fleet Excel. The Regent I own is the C-Store version and I found, personally, a noticeable difference to the Fleet Excel... it was wanting.
"The world ain't all sunshine and rainbows. It's a very mean and nasty place and I don't care how tough you are it will beat you to your knees and keep you there permanently if you let it. You, me, or nobody is gonna hit as hard as life. But it ain't about how hard ya hit. It's about how hard you can get hit and keep moving forward." - Rocky Balboa (2006)
A few pages back, I said I was having fun with my Ambassador after months of escort flying. I'm still using it and have decided to buy some modules for EC and get the Fleet Exclesior in a few weeks when we reach T3.
I decided my Klingon would have to get back in on the cruiser action so hangared the Bug and blew the dust off the D'Kora. I tried a plasma build with 3 DBB and experimental array up front, 3 turrets and the KCB in the rear. The ZP console and 3 X [+PLA] embassy consoles help to up the damage and the dragon build of 2 X EPTS and 2X EPTW keep everything powered up so well that weapon power doesn't go below 100 even after BO3. I just parsed an ISE at 7700dps so am well happy with it. Once I figure out what to replace the 3 projectile weapons doffs with, it should be even better!
I would wait until you hear feedback on whatever changes to EPtX actually go through before making a new toon just for cruisers.
Yeah nerfs incoming that mostly affect cruisers. Cryptic wants to make sure we're all flying escorts.
I use the fleet regent and I can say that the only significant differences are the turn rate (which is minor) and the tac ens slot being on the regent instead of the eng ens.
It's not just the Excels turn rate that's better it's the inertia rating (40 vs 30) which also helps maneuverability.
If these changes are made my build will be completely useless (it's based off the dragon build), but not only that cruisers in general will be taking a nasty hit.
well then i guess we all be flying escorts down the road, not like the game isn't already lulz wth are you in a cruiser noob. as a tac RA i have gotten this in groups, usally by the end of the thing i hold my own well enough to shut them up.
cept i refuse to fly escorts and well then i guess crytik does not want me spending 30 to 50 a month to collect the different cruisers. if they destroy cruisers then lets just nerf everyone. kill the game entirely.
So... I'd like to revise my previous judgement on cruisers. My opinion was both hasty and naive and I'd like to apologize. While I'm still not the biggest fan of cruisers on the fed side, I have found new life for my KDF toon with my brand new Mirror Vor'cha. While I know this thread is for fed shipyards, those who own the Vor'cha probably know what I'm talking about.
The biggest thing I like about it is that it has a Hull and BOff slots that rival my Negh'Var, with a turn rate that lets me use DHCs like my Raptor. I LOVE the setup that I've been using which includes the Plasmotic Leach console (which I HIGHLY recommend) and a Disruptor DHC based arsenal. The Commander and Lt. Comm. engineer slots are extremely useful and the Sci ensign slot lets me use Tractor Beam 1, Hazard 1, and polarize hull. With this setup, I can easily tank around Ker'rat and Borg Elite STFs.
I LOVE THIS SHIP!
Light Speed! - No, light speed is too slow. We need LUDICROUS SPEED!
Ajma420 - Lv 50 Tac - Pride of the Federation Catherine The Great - Lv 50 Tac - Pride of the Empire Vladimir - Lv 50 Tac - Pride of the Rihannsu Empire
yes though it can be frustrating that I can't really be a traditional tank in pve one of the reasons I took up a engineer in a cruiser. But I enjoy very much the broadsiding ability of a cruiser.
Cruisers can definitely be fun if you can find a build that makes you laugh. Personally, I find dumping EWP3 and spitting a Breen cluster torp out my aft launcher to be absolutely hilarious.
I'm a F2P n00b flying an assault cruiser as an Engineer with this as my primary dmg. Yeah, they are fun is you like being the center of the maelstrom blasting through the enemies ranks like a charging bear
... well... maybe I'm doing it wrong but damn is is fun.
... well... maybe I'm doing it wrong but damn is is fun.
I assure you, you're not. :P I love cruisers. True, they (mostly) don't have the maneuverability and forward firepower of escorts or the hilarious abilities of science ships, but they make up for it by being all-around BEASTS at everything else. I've got it set up so that each of my toons has at least one escort, one cruiser, and one science ship to swap between, and I have to say that the one I change ships most on is my Fed Engy, who mainly flies cruisers. What shall I do today? Tank like a boss in the Galaxy-R? Rip my enemies a new one in the Regent*? Be a fast-flying jack-of-all-trades in the Ambassador? Set up ambushes with the Dreadnought? Lead the charge in my Odyssey? Or maybe just zip around in my lucky Stargazer Retrofit? So many options, all of them awesome.
*Addendum: I am of the opinion even that if you get no other cruiser you should always get the Regent. That wide-angle torpedo is pretty much the ultimate conventional weapon for a cruiser captain. Put it on every ship, regardless of class, that you plan on using Quantums on.
Admiral Katrina Tokareva - U.S.S. Cosmos, Yorktown-class Star Cruiser Admiral Dananra Lekall - R.R.W. Teverresh, Deihu-class Warbird General J'Kar son of K'tsulan - I.K.S. Dlahath, Vo'devwl-class Carrier
Comments
"Fix" implies there is something broken. There isn't.
As for them affecting cruisers, as the change stands now you will not be able to chain as many abilities as you can today and the issue is how much that bothers you in what you do.
?
The Odyssey is not a TNG era ship at all. Not by a long shot.
What time frame do you think the TNG era encompasses? And what time frame do you think this game is currently occupying?
Emergency Power to Weapons and Emergency Power to Auxiliary are both extremely useful skills for certain builds. Emergency Power to Engines has situational uses.
from 2330 on is TNG era. the TMP is 22 90's with an interm era in between
I dont need to use them simultaneously so mucha as I need guaranteed immediate access to them. My cruiser cycles a pair of EPtW constantly because beams suck without it, and I also have a pair of EPtS on standby for crisis management. I could probably get by with a single EPtS3, but if there is a huge delay for activation because I recently hit EPtW then I will be screwed regardless how the EPtS is setup.
The TNG era dies with the Enterprise D my friend. Crashed and burned. After that the Ent-E takes over and TNG itself dies a few films later.
We're definitely not in the TNG era in this game. We're way past that. The Odyssey is the Enterprise F. A fan designed contest winning NEW Enterprise captained by an Andorian in the year 2409. We're way past the TNG era in STO.
EPtS is certainly broken. Power that is a must, and needs to be 100% time on is broken (TT is just as bad). Of course that goes beyond EPtS and is part of fubared game mechanics, but well.
Or it could simply be that of the four, Shields and Weapons are the two things every single ship, regardless of whether its an Escort, BoP, or Carrier or Cruiser, are going to want. The reason EPtS is seen as mandatory is that the bonus to survivability is relatively higher than the bonus to damage that EPtW brings. And the fact that only Beams really need EPtW to function.
Fact is that for the purposes of getting out of a hairy situation, we have Evasive Manuever by default. Everyone has it, and its cooldown is low, so no one feels the need to pack another ability that just makes you go fast. Emergency to Aux is even more specialized, as 50 Aux is enough for general use (IE. Heals + TSS) and only Sci ships or A2B have a reason to run EPtA. For something like EPtE things would have to really change to where turn was incredibly valuable, but only on cruisers, because otherwise simply flying an escort is the solution. Since nothing exists that makes high turn required, EPtE will remain underused.
In any way this is run the EPtX change ruins cruisers. Either you run with all EPtS powers, changing nothing, but leaving you with a lot of empty boff powers. Or you try and run a really gimped dragon, and end up with pathetic uptime on Weapons and Shields. In the end, while buffing EPtW would seem like a buff to cruisers, realistically it benefits DHC ships the most, as they do not care for the power bonus but the % damage increase.
Long story short, if they want more varied Ensign Engineering powers, they have to give us new abilities, that hopefully do not share a cooldown with each other.
nope that whole time is consider TNG.
As with most other discussions on Trek history that you've participated in, you're so wrong it's extremely entertaining.
This game is not taking place in the TNG era. The Odyssey is NOT a TNG era ship. That you think it is though makes me chuckle quite a bit. Please do continue.
Thanks for all the replys everyone. I was afraid it just wasn't worth it, but it looks like it is.
And if they ever add the Armor slots to the game, cruisers will be even better.
CRUISERS NEED A 206% HULL BUFF
Especialy the Fleet Support Cruiser( Ambassador), the Odyssey (Sci or Tac), the Assault Cruiser Refit (Regent) and first and foremost the Fleet Advanced Cruiser Retrofit (Excelsior).
They all offer quite some punch especialy against multiple Targets.
Additionally most of them allow for some science abilities wich are fun and add to the multirole aspect cruisers have.
Not to mention they can take damage like nothing else.
But since damage is still king in this game, the fleet Excelsior is imho the King of dps Cruisers.
Because:
-Its suits itself to an Aux to Bat built better than the other cruisers
-It has a Ltc Tac station.
-It can carry 4 tactical consoles to improve damage
Adding to survivability is:
-a very high hull rating
-high shield modifier
-its relativly nimble compared to other fed cruisers.
And adding to the fun as well is the advanced Transwarp abilities. Especialy when coupled with the Transwarp computer console and a Transwarp technician Doff wich will allow you to transwarp every 4 minutes. Add a Maco engine and distances shrink alot.
And even when the Transwarp fails , wich is very very rarely, the effects taken from Star Trek III are well worth a laugh
And for tose who like the look,wich I do, the Excelsior is damn beautifull ship. Small, old but still a gem.
It has it all, firepower, survivability, relativ nimbleness, and usefull abilities.
Cruisers are alot of fun.
Agreed! The Fleet regent should prove interesting as well. However, I will say that despite trying out my regent build the other day I scrapped it in lieu of the three tac consoles which inevitably affects dps. I personally noticed a difference in the turn rate too (1 point diff but still) although, admittedly, this could be simply because the Fleet Exclesior has spoiled me somewhat.
I use the fleet regent and I can say that the only significant differences are the turn rate (which is minor) and the tac ens slot being on the regent instead of the eng ens.
CRUISERS NEED A 206% HULL BUFF
Fleet Regent itself has the same hull and similar stats as the Fleet Excel. The Regent I own is the C-Store version and I found, personally, a noticeable difference to the Fleet Excel... it was wanting.
I decided my Klingon would have to get back in on the cruiser action so hangared the Bug and blew the dust off the D'Kora. I tried a plasma build with 3 DBB and experimental array up front, 3 turrets and the KCB in the rear. The ZP console and 3 X [+PLA] embassy consoles help to up the damage and the dragon build of 2 X EPTS and 2X EPTW keep everything powered up so well that weapon power doesn't go below 100 even after BO3. I just parsed an ISE at 7700dps so am well happy with it. Once I figure out what to replace the 3 projectile weapons doffs with, it should be even better!
Yeah nerfs incoming that mostly affect cruisers. Cryptic wants to make sure we're all flying escorts.
It's not just the Excels turn rate that's better it's the inertia rating (40 vs 30) which also helps maneuverability.
Do we know what the nerfs are? If it means no more dragon builds then I will think again about a Fleet Excelsior.
It's not set in stone yet, but they have changes up on tribble for Emergency Power to (Subsystem) Powers. Check this thread for details. http://sto-forum.perfectworld.com/showthread.php?t=615681
If these changes are made my build will be completely useless (it's based off the dragon build), but not only that cruisers in general will be taking a nasty hit.
cept i refuse to fly escorts and well then i guess crytik does not want me spending 30 to 50 a month to collect the different cruisers. if they destroy cruisers then lets just nerf everyone. kill the game entirely.
The biggest thing I like about it is that it has a Hull and BOff slots that rival my Negh'Var, with a turn rate that lets me use DHCs like my Raptor. I LOVE the setup that I've been using which includes the Plasmotic Leach console (which I HIGHLY recommend) and a Disruptor DHC based arsenal. The Commander and Lt. Comm. engineer slots are extremely useful and the Sci ensign slot lets me use Tractor Beam 1, Hazard 1, and polarize hull. With this setup, I can easily tank around Ker'rat and Borg Elite STFs.
I LOVE THIS SHIP!
Ajma420 - Lv 50 Tac - Pride of the Federation
Catherine The Great - Lv 50 Tac - Pride of the Empire
Vladimir - Lv 50 Tac - Pride of the Rihannsu Empire
I'm a F2P n00b flying an assault cruiser as an Engineer with this as my primary dmg. Yeah, they are fun is you like being the center of the maelstrom blasting through the enemies ranks like a charging bear
... well... maybe I'm doing it wrong but damn is is fun.
I assure you, you're not. :P I love cruisers. True, they (mostly) don't have the maneuverability and forward firepower of escorts or the hilarious abilities of science ships, but they make up for it by being all-around BEASTS at everything else. I've got it set up so that each of my toons has at least one escort, one cruiser, and one science ship to swap between, and I have to say that the one I change ships most on is my Fed Engy, who mainly flies cruisers. What shall I do today? Tank like a boss in the Galaxy-R? Rip my enemies a new one in the Regent*? Be a fast-flying jack-of-all-trades in the Ambassador? Set up ambushes with the Dreadnought? Lead the charge in my Odyssey? Or maybe just zip around in my lucky Stargazer Retrofit? So many options, all of them awesome.
*Addendum: I am of the opinion even that if you get no other cruiser you should always get the Regent. That wide-angle torpedo is pretty much the ultimate conventional weapon for a cruiser captain. Put it on every ship, regardless of class, that you plan on using Quantums on.
Admiral Dananra Lekall - R.R.W. Teverresh, Deihu-class Warbird
General J'Kar son of K'tsulan - I.K.S. Dlahath, Vo'devwl-class Carrier