Reserve Banks up to 50 Energy, When systems are not being used, energy is drained from this bank before primary systems. I assume this is more like a Buffer then?
Power Banks: Reroutes some power from Shields and engines (-25) and Increases weapons power by 10 (to max of 135) Whilst I like the idea of more weapons power, it massively increases the 'zomg oneshot' you hate so much and it draws away from 2 systems. Draw it from aux to severely hamper healing instead and also the tholian damage rep that scales with aux, otherwise you could end up with runaway DPS.
Improve Torpedo Launchers: Increases Torpedo rate of Fire by 2 Seconds, at the cost of - 15 energy from power per launch.
Which system would this take it from?
Reinforced Armor Plating, Special armor With unique Attributes
Types
- Bio Armor Repair Over Time
- Duratanium Plating: 7.5% Hp Bonus 7.5% is a large amount in the grand scheme of things. Id say closer to 3%
- Monatarium Plating: If damage does not exceed (0.75% Of Total HP) It repairs itself? Havent explained it.
Enhanced Sensors
Tachyon Sensors
Can Detect Stealth ships with in 4,500 Meters, no matter the stealth level. Im sure KDF and hardcore Roms will have an issue with this, they spent time and effort and real cash for respecs to get stealth value and this console with nothing eliminates it all together.
Combat Sensors: Increase phaser chance to proc by 5% Why just phasers? Not everyone uses them.
Should be scaled, so mk X non crit specialist weapons will get a higher % chance.
The higher the mk weapon, the lower the chance, anti proton is all but non existent due to their high built in proc rate anyway.
Cant just do it for one weapon and not the others, especially one that has such a nasty proc anyway. This should also reflect on the captains crit bonus. So somebody running at 14% crit chance isnt going to see a further 5% ontop. Someone at 7% Crit C will see the 5%.
Improved Sub Systems Targeting Systems: Increases duration of subsystem targeting skills by 10 seconds. So in theory, someone hits a subsystem with targeting and they get shutdown for 15 seconds?
Nope not a chance, 5 seconds is bad enough, but 15 seconds is just plain silly, that is utter certain death for anyone.
Reserve Banks up to 50 Energy, When systems are not being used, energy is drained from this bank before primary systems. I assume this is more like a Buffer then?
Power Banks: Reroutes some power from Shields and engines (-25) and Increases weapons power by 10 (to max of 135) Whilst I like the idea of more weapons power, it massively increases the 'zomg oneshot' you hate so much and it draws away from 2 systems. Draw it from aux to severely hamper healing instead and also the tholian damage rep that scales with aux, otherwise you could end up with runaway DPS.
Improve Torpedo Launchers: Increases Torpedo rate of Fire by 2 Seconds, at the cost of - 15 energy from power per launch.
Which system would this take it from?
Reinforced Armor Plating, Special armor With unique Attributes
Types
- Bio Armor Repair Over Time
- Duratanium Plating: 7.5% Hp Bonus 7.5% is a large amount in the grand scheme of things. Id say closer to 3%
- Monatarium Plating: If damage does not exceed (0.75% Of Total HP) It repairs itself? Havent explained it.
Enhanced Sensors
Tachyon Sensors
Can Detect Stealth ships with in 4,500 Meters, no matter the stealth level. Im sure KDF and hardcore Roms will have an issue with this, they spent time and effort and real cash for respecs to get stealth value and this console with nothing eliminates it all together.
Combat Sensors: Increase phaser chance to proc by 5% Why just phasers? Not everyone uses them.
Should be scaled, so mk X non crit specialist weapons will get a higher % chance.
The higher the mk weapon, the lower the chance, anti proton is all but non existent due to their high built in proc rate anyway.
Cant just do it for one weapon and not the others, especially one that has such a nasty proc anyway. This should also reflect on the captains crit bonus. So somebody running at 14% crit chance isnt going to see a further 5% ontop. Someone at 7% Crit C will see the 5%.
Improved Sub Systems Targeting Systems: Increases duration of subsystem targeting skills by 10 seconds. So in theory, someone hits a subsystem with targeting and they get shutdown for 15 seconds?
Nope not a chance, 5 seconds is bad enough, but 15 seconds is just plain silly, that is utter certain death for anyone.
Why are you replying to this guy, just let his threads die i have realized he keeps creating new threads whenever he realises he cannot respond to the other threads without looking even more ignorant than normal.
Whilst I like the idea of more weapons power, it massively increases the 'zomg oneshot' you hate so much and it draws away from 2 systems. Draw it from aux to severely hamper healing instead and also the tholian damage rep that scales with aux, otherwise you could end up with runaway DPS.
Take it from defense, It makes them class cannons.
15 energy from power per launch.
Which system would this take it from?
Weapons Probably, the idea is to give the ships a mod that can make torpedo builds
very effective (competitive dps rates to the others)
7.5% is a large amount in the grand scheme of things. Id say closer to 3%
Its debatable. But i think that people will see 3% and turn away from it, over the others, I think 5% Is a compromise we can settle on. especially when you understand the working of the next armor system.
It repairs itself? Havent explained it.
No, You would have to exceed 0.75% Of the Max HP of the cruiser to damage it.
So 300 damage min to damage the hull, if you did 299 damage, it'd be negated (absorbed fully)
Im sure KDF and hardcore Roms will have an issue with this, they spent time and effort and real cash for respecs to get stealth value and this console with nothing eliminates it all together.
Cloaking is getting to the point of being abusive, we need a counter point to it.
I could go to an compromise of the system doing something like
250% boost to stealth detection.
Why just phasers? Not everyone uses them.
Should be scaled, so mk X non crit specialist weapons will get a higher % chance.
The higher the mk weapon, the lower the chance, anti proton is all but non existent due to their high built in proc rate anyway.
Cant just do it for one weapon and not the others, especially one that has such a nasty proc anyway. This should also reflect on the captains crit bonus. So somebody running at 14% crit chance isnt going to see a further 5% ontop. Someone at 7% Crit C will see the 5%.
Well, I had not through of this, But my initial idea was phasers because it helps the sci ship has more systems shut down, which i think its great.
What if we add it as a proc, to any weapon. so that weapons for science ships can get its weapons proc + this.
This way phasers can get 7.5%(2.5+5%), the rest their passive + it.
So in theory, someone hits a subsystem with targeting and they get shutdown for 15 seconds?
Nope not a chance, 5 seconds is bad enough, but 15 seconds is just plain silly, that is utter certain death for anyone.
Ok, 15 seconds may be to much, 8 or 10. I am open for other idea's, If it meets the design idea of
- Increasing science lethality through subtle means
Yes, Exactly. Thats not a bad idea tbh. I could see an issue with say A2B or even double A2B builds being excessive though.
Take it from defense, It makes them class cannons. Take too much and people wont use it, it needs a better hook which is why I say hamper self healing a bit, also the tholian rep which adds extra damage dependent on aux power, I can gain quite a bit of extra power by running an aux battery and aux upto 125.
Weapons Probably, the idea is to give the ships a mod that can make torpedo builds
very effective (competitive dps rates to the others) Plenty of torpedo bombers and sci ships using extremely effective torp boats out there.
My sci torp boat will constantly out DPS a tac in PvP.
Its debatable. But i think that people will see 3% and turn away from it, over the others, I think 5% Is a compromise we can settle on. especially when you understand the working of the next armor system.
No, You would have to exceed 0.75% Of the Max HP of the cruiser to damage it.
So 300 damage min to damage the hull, if you did 299 damage, it'd be negated (absorbed fully) Turrets will be all but ineffective and a fair few beamboats will struggle on this one as well, mainly towards the end of a firing cycle, it would essentially force more people to use heavier weaponry and higher spike damage.
Maybe something that decreases the hull resistance strip of certain weapons by say 25% or 35%, disruptors and elite fleet dis would be less effective then.
Cloaking is getting to the point of being abusive, we need a counter point to it.
I could go to an compromise of the system doing something like
250% boost to stealth detection. Quite a few sci ships are running around with builds that allow stealth detection out to quite big ranges anyway (not sure what build it is though). Figures plucked, 500m guaranteed, extra skills increase this distance, so a specialist stealth detection build will be picking up say at 3-4km (A sci who works this sort of build would be a better one to comment though).
Well, I had not through of this, But my initial idea was phasers because it helps the sci ship has more systems shut down, which i think its great.
What if we add it as a proc, to any weapon. so that weapons for science ships can get its weapons proc + this.
This way phasers can get 7.5%(2.5+5%), the rest their passive + it. This isnt including inherent extra Crit H and Crit D of the weapons, which already boosts quite high, the the captains Crit H Crit D passive as well, it needs to be scaleable with those otherwise you would be seeing 21.5+% crit chance and 90+ crit sev.
Ok, 15 seconds may be to much, 8 or 10. I am open for other idea's, If it meets the design idea of
- Increasing science lethality through subtle means
6.5 seconds is a boost but not excessive, as it stands sci tends to do very little damage due to how people build them, high aux power for healing or the nice sci toys which are all aux based. Very few sci run with high weaps power but instead sacrifice it for shields and aux (sometimes engines too). Sci is after all a support roll.
As a sidenote. Just check out all the other threads calling for changes on things, very very very rarely is it listened to.
PvPers have been screaming for new maps and stuff for 3 years, still nothing.
Also got to balance the PvP stuff with PvE too.
You also cant give too much away for minimum return.
Take too much and people wont use it, it needs a better hook which is why I say hamper self healing a bit, also the tholian rep which adds extra damage dependent on aux power, I can gain quite a bit of extra power by running an aux battery and aux upto 125.
We can check into it and see how it looks. Im unsure of this, but i think all special abilities for ships should be Aux Based.
Turrets will be all but ineffective and a fair few beamboats will struggle on this one as well, mainly towards the end of a firing cycle, it would essentially force more people to use heavier weaponry and higher spike damage.
Maybe something that decreases the hull resistance strip of certain weapons by say 25% or 35%, disruptors and elite fleet dis would be less effective then.
Cannons would be ineffective basically. Beams wouldent, It would call for min 300 damage per hit for example, and beams do well over this. also, we can modify how it works and just say, If you go over, you do normal damage, if you dont, you dont do any damage
Quite a few sci ships are running around with builds that allow stealth detection out to quite big ranges anyway (not sure what build it is though). Figures plucked, 500m guaranteed, extra skills increase this distance, so a specialist stealth detection build will be picking up say at 3-4km (A sci who works this sort of build would be a better one to comment though).
.
AS someone who has been playing with a Sci Detection build, I can tell you it needs work. So, Im not going to concede this point, I can for it being a range extender, instead of power and range. say 6-7k, but the power is base don the ships ability
to detect.
6.5 seconds is a boost but not excessive, as it stands sci tends to do very little damage due to how people build them, high aux power for healing or the nice sci toys which are all aux based. Very few sci run with high weaps power but instead sacrifice it for shields and aux (sometimes engines too). Sci is after all a support roll.
Ya, and i really like that about them, Im sort of lost about Rift, I think it should go to engie, because the science ship having two skills that are aoe damage is sorta silly.
I think that the blackhole thingy should have much more effective slow
As a sidenote. Just check out all the other threads calling for changes on things, very very very rarely is it listened to.
PvPers have been screaming for new maps and stuff for 3 years, still nothing.
Also got to balance the PvP stuff with PvE too.
You also cant give too much away for minimum return.
I am working very hard to try to find a way to introduce open world pvp into the game, I have the foundation, and blue geek even things its decent, Its the specifics that are hard, IF you want to try to help figure it out, let me know.
Comments
Cruiser: Reinforced Armor Plating (1 Slot)
Destroyer: Enhanced Sensors
Power Banks:
Types
Reserve Banks up to 50 Energy, When systems are not being used, energy is drained from this bank before primary systems.
I assume this is more like a Buffer then?
Power Banks: Reroutes some power from Shields and engines (-25) and Increases weapons power by 10 (to max of 135)
Whilst I like the idea of more weapons power, it massively increases the 'zomg oneshot' you hate so much and it draws away from 2 systems. Draw it from aux to severely hamper healing instead and also the tholian damage rep that scales with aux, otherwise you could end up with runaway DPS.
Improve Torpedo Launchers: Increases Torpedo rate of Fire by 2 Seconds, at the cost of - 15 energy from power per launch.
Which system would this take it from?
Reinforced Armor Plating, Special armor With unique Attributes
Types
- Bio Armor Repair Over Time
- Duratanium Plating: 7.5% Hp Bonus
7.5% is a large amount in the grand scheme of things. Id say closer to 3%
- Monatarium Plating: If damage does not exceed (0.75% Of Total HP)
It repairs itself? Havent explained it.
Enhanced Sensors
Tachyon Sensors
Can Detect Stealth ships with in 4,500 Meters, no matter the stealth level.
Im sure KDF and hardcore Roms will have an issue with this, they spent time and effort and real cash for respecs to get stealth value and this console with nothing eliminates it all together.
Combat Sensors: Increase phaser chance to proc by 5%
Why just phasers? Not everyone uses them.
Should be scaled, so mk X non crit specialist weapons will get a higher % chance.
The higher the mk weapon, the lower the chance, anti proton is all but non existent due to their high built in proc rate anyway.
Cant just do it for one weapon and not the others, especially one that has such a nasty proc anyway. This should also reflect on the captains crit bonus. So somebody running at 14% crit chance isnt going to see a further 5% ontop. Someone at 7% Crit C will see the 5%.
Improved Sub Systems Targeting Systems: Increases duration of subsystem targeting skills by 10 seconds.
So in theory, someone hits a subsystem with targeting and they get shutdown for 15 seconds?
Nope not a chance, 5 seconds is bad enough, but 15 seconds is just plain silly, that is utter certain death for anyone.
Why are you replying to this guy, just let his threads die i have realized he keeps creating new threads whenever he realises he cannot respond to the other threads without looking even more ignorant than normal.
The PvP section hes got a pretty sensible idea that just needs tweaking and adjusting.
Not that it matters. PW/Cryptic wont introduce it anyway. :DD
I am not entirely sure he realizes that
Yes, Exactly.
Take it from defense, It makes them class cannons.
Weapons Probably, the idea is to give the ships a mod that can make torpedo builds
very effective (competitive dps rates to the others)
Its debatable. But i think that people will see 3% and turn away from it, over the others, I think 5% Is a compromise we can settle on. especially when you understand the working of the next armor system.
No, You would have to exceed 0.75% Of the Max HP of the cruiser to damage it.
So 300 damage min to damage the hull, if you did 299 damage, it'd be negated (absorbed fully)
Cloaking is getting to the point of being abusive, we need a counter point to it.
I could go to an compromise of the system doing something like
250% boost to stealth detection.
Well, I had not through of this, But my initial idea was phasers because it helps the sci ship has more systems shut down, which i think its great.
What if we add it as a proc, to any weapon. so that weapons for science ships can get its weapons proc + this.
This way phasers can get 7.5%(2.5+5%), the rest their passive + it.
Ok, 15 seconds may be to much, 8 or 10. I am open for other idea's, If it meets the design idea of
- Increasing science lethality through subtle means
You dont know that (unless your a dev) and even then its debatable.
maybe the crowd will like it and support it.
my view: its better to try, then not to try at all.
Thats not a bad idea tbh. I could see an issue with say A2B or even double A2B builds being excessive though.
Take it from defense, It makes them class cannons.
Take too much and people wont use it, it needs a better hook which is why I say hamper self healing a bit, also the tholian rep which adds extra damage dependent on aux power, I can gain quite a bit of extra power by running an aux battery and aux upto 125.
Weapons Probably, the idea is to give the ships a mod that can make torpedo builds
very effective (competitive dps rates to the others)
Plenty of torpedo bombers and sci ships using extremely effective torp boats out there.
My sci torp boat will constantly out DPS a tac in PvP.
Its debatable. But i think that people will see 3% and turn away from it, over the others, I think 5% Is a compromise we can settle on. especially when you understand the working of the next armor system.
No, You would have to exceed 0.75% Of the Max HP of the cruiser to damage it.
So 300 damage min to damage the hull, if you did 299 damage, it'd be negated (absorbed fully)
Turrets will be all but ineffective and a fair few beamboats will struggle on this one as well, mainly towards the end of a firing cycle, it would essentially force more people to use heavier weaponry and higher spike damage.
Maybe something that decreases the hull resistance strip of certain weapons by say 25% or 35%, disruptors and elite fleet dis would be less effective then.
Cloaking is getting to the point of being abusive, we need a counter point to it.
I could go to an compromise of the system doing something like
250% boost to stealth detection.
Quite a few sci ships are running around with builds that allow stealth detection out to quite big ranges anyway (not sure what build it is though). Figures plucked, 500m guaranteed, extra skills increase this distance, so a specialist stealth detection build will be picking up say at 3-4km (A sci who works this sort of build would be a better one to comment though).
Well, I had not through of this, But my initial idea was phasers because it helps the sci ship has more systems shut down, which i think its great.
What if we add it as a proc, to any weapon. so that weapons for science ships can get its weapons proc + this.
This way phasers can get 7.5%(2.5+5%), the rest their passive + it.
This isnt including inherent extra Crit H and Crit D of the weapons, which already boosts quite high, the the captains Crit H Crit D passive as well, it needs to be scaleable with those otherwise you would be seeing 21.5+% crit chance and 90+ crit sev.
Ok, 15 seconds may be to much, 8 or 10. I am open for other idea's, If it meets the design idea of
- Increasing science lethality through subtle means
6.5 seconds is a boost but not excessive, as it stands sci tends to do very little damage due to how people build them, high aux power for healing or the nice sci toys which are all aux based. Very few sci run with high weaps power but instead sacrifice it for shields and aux (sometimes engines too). Sci is after all a support roll.
As a sidenote. Just check out all the other threads calling for changes on things, very very very rarely is it listened to.
PvPers have been screaming for new maps and stuff for 3 years, still nothing.
Also got to balance the PvP stuff with PvE too.
You also cant give too much away for minimum return.
We can check into it and see how it looks. Im unsure of this, but i think all special abilities for ships should be Aux Based.
Cannons would be ineffective basically. Beams wouldent, It would call for min 300 damage per hit for example, and beams do well over this. also, we can modify how it works and just say, If you go over, you do normal damage, if you dont, you dont do any damage
AS someone who has been playing with a Sci Detection build, I can tell you it needs work. So, Im not going to concede this point, I can for it being a range extender, instead of power and range. say 6-7k, but the power is base don the ships ability
to detect.
Ya, and i really like that about them, Im sort of lost about Rift, I think it should go to engie, because the science ship having two skills that are aoe damage is sorta silly.
I think that the blackhole thingy should have much more effective slow
I am working very hard to try to find a way to introduce open world pvp into the game, I have the foundation, and blue geek even things its decent, Its the specifics that are hard, IF you want to try to help figure it out, let me know.