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Id like to suggest a few things

kaeajakaeaja Member Posts: 517 Arc User
Try to keep an open mind when I give these suggestions, this goes to everyone. I encourage everyone to PLEASE read this, I know its long and many of you might just say TL;DR or something, but I put my heart into this so I can get my suggestions across in as clear of an explination as I could. Please be nice, if you do not agree with anything I am saying then please say so in a friendly, clean manor, if you cannot be nice then please do not reply with either words, pictures or video links. If I were reading something made by any of you and I didnt agree to it, I wouldnt be insulting or mean to any of you.

1) The Stranded In Space mission, the cutscene where you are forced to wait 20+ seconds for it to play through before it gives back control to you, please let us skip this, infact please add a skip feature to every cutscene in the game, we shouldnt have to watch cutscenes that we have already seen over and over again -.-

2) The Kumari Class: I heard from a friend that using the right build....I think a build that uses the Assimilated Space Set, can make the Kumari much more durable and even survive a full on assault from a Romulan Scimitar decked out in Fleet Gear, I think this should be looked into because with how extremely damaging the Kumari can be, it shouldnt have both that and decently good survivability. As I understand it that ship was supposed to be a high risk high gain because of its damage potential, but it sure doesnt sound like it if its geared right.

3) Add more weapons in the game that draw energy from the Auxiliary subsystem. I am very certain that in Star Trek lore there have been times where the crews of starships have diverted power to their weapons from Auxiliary and or just flat out used their Auxiliary power systems in place of primary weapon system power. I'll admit this more so that the Vesta can get more out of being Aux power oriented. Quite frankly I am surprised by this, you really need to give the Vesta a lil something extra so that running its Aux cannons can be more meaningful. I hear tell that people are running their Vestas with full power to weapons because the full power to Aux approach just isnt as good. The reason for this is because when the Vesta is running full power to Aux, any turret weapon or any other 360 degree weapon is doing very poor damage, unlike full power to weapons which doesnt suffer from this. So what gives? Why are there no dedicated Aux weapons aside from the Dual Aux Heavy Cannons even though there has been for a fact a number of instances in the shows where Auxiliary power was the only thing powering weapons?

4) Make some Dual Aux Heavy Cannons that have different damage types. Almost all the energy weapons in this game from turrets, cannons, dual cannons, DHCs (Dual Heavy Cannons), beam arrays and dual beam banks all have different damage types, but the Vesta Aux DHCs and Andorian weapons are all limited to Phaser type damage. We all know that out of all the damage types out there, Phaser type damage has the most least useful proc, it cant disable any borg ship systems, and its effect is to darn random to even be reliable. So please, give Vesta pilots who run Full Aux power some variety for crying out loud.

5) Some fleet versions of the Aux Dual Heavy Cannons would be nice.

More over it would just be nice if you gave the Vesta more variety in weaponry that it can actually use in Full Power to aux. You've given alot of love to Weapon Power reliant weapons, its only fair you do the same to the Vesta.

That about does it for whats on my mind, I hope the Devs will give these following suggestions some consideration.
Post edited by kaeaja on

Comments

  • vawlkusvawlkus Member Posts: 348 Arc User
    edited November 2013
    Point #1 I like... Having 8 toons, being forced to watch the same animations 8 times is VERY trying. It gets worse when you have a mission that has to be repeated in order to collect all the rewards.

    The rest of OP's post I either have no opinion on, or don't like.
  • johnny111971johnny111971 Member Posts: 1,300 Arc User
    edited November 2013
    I'd settle for Aux Phaser Turrets :)

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  • edwardianededwardianed Member Posts: 0 Arc User
    edited November 2013
    kaeaja wrote: »
    Please be nice, if you do not agree with anything I am saying then please say so in a friendly, clean manor...

    Well I would, but unfortunately my family sold our Somerset manor in the 1860s :P
  • kaeajakaeaja Member Posts: 517 Arc User
    edited November 2013
    Well I would, but unfortunately my family sold our Somerset manor in the 1860s :P

    Hehe, if there was a thumbs up button, id give you one :3
  • kaeajakaeaja Member Posts: 517 Arc User
    edited November 2013
    I'd settle for Aux Phaser Turrets :)

    Shoot I wouldnt mind that in the slightest. But again this just ties in to the fact that there needs to be variety in the damage type done by the Aux DHCs, but if the only thing we could get is Aux Phaser Turrets, fine, just give us some other kinds of weapons that can be mounted on the rear that draw power from Aux...:S
  • hevachhevach Member Posts: 2,777 Arc User
    edited November 2013
    #2 is what you call skill differential in action. Reverse the ships in the statement and it's still true. Swap in almost any two ships and it's true. The right build can do just about anything, and the right build can overcome it. It's not generally something that needs looking into.
  • spartanzero29spartanzero29 Member Posts: 8 Arc User
    edited November 2013
    I'm no expert on STO Game mechanics, so take my post with a large grain of salt; but #3 is directly related to #2, I would say.

    The ship can't be both good at offense and defense without being a little broken.

    Aux can't both increase Science abilities, while also increasing Damage. that's why it is a separate power setting, you have to sacrifice one for the other; the fact that we get Dual Aux Cannons is just a perk of the ship, it can't be the norm. Think again to your example, in the show, they state "Auxiliary power to weapons" this does not mean that they are using Aux power to fire the weapons, it means that they are transferring Aux power to the weapons subsystems. it's a subtle difference, but it is the crux of the discussion, in that, in the case of STO, you are no firing with Aux power, but instead you are lowering your aux power in order to increase your weapon power.

    (This may even be what A2B is all about, but I have no idea how that works, so really, I'd ignore this sentence...)

    On my Vesta, I run my Aux at 135, my Shield Emitters sit at 249, I can heal like nobodies business, if I could also dish out the damage, I would be broken, in my opinion.
  • zordar01zordar01 Member Posts: 318
    edited November 2013
    I think the weapons that come with C-Store ships should be available in various energy types (Gal-X lance, Bortas cannon console) and possibly weapon episode rewards, as well (Piercing Polaron?). At the very least, we should have a crafting option to reverse engineer existing weapons to make the energy types we want. And episodes that reward weapons (Sphere of Influence, et. al.) should have all weapons of that energy type available as rewards (so SoI would have all AP beams and cannons/turrets available as reward choices, and Installation 18 would have all weapons in Piercing Tetryon flavor).

    Oh, and +4 for skipping cutscenes. It took us years to be able to switch characters without logging out so I'm not holding my breath for this one. Still, I'm all for it.
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  • somebobsomebob Member Posts: 556 Arc User
    edited November 2013
    kaeaja wrote: »
    1) The Stranded In Space mission, the cutscene where you are forced to wait 20+ seconds for it to play through before it gives back control to you, please let us skip this, infact please add a skip feature to every cutscene in the game, we shouldnt have to watch cutscenes that we have already seen over and over again -.-

    Actually, a large percentage of ingame cutscenes can be skipped by hitting ESC. Just FYI.
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  • zordar01zordar01 Member Posts: 318
    edited November 2013
    somebob wrote: »
    Actually, a large percentage of ingame cutscenes can be skipped by hitting ESC. Just FYI.

    I'm SO trying this out tonight. Thanks man!
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  • kaeajakaeaja Member Posts: 517 Arc User
    edited November 2013
    The ship can't be both good at offense and defense without being a little broken.

    There are a number of ships that have great offense and defense at the same time. Besides, its not like the Vesta can dish out the damage potential of an Escort, It has fewer weapons slots then an Escort and non of its Boff slots support Commander ranked Tac officers. Damage wise its the best Sci ship for it, but damage wise it can be out gunned by an Escort simply because the escort usually has 4 forward weapon slots, 3 rear and in some cases 5 fore and 2 aft. The only time I can see the Vesta out bursting a DHC built Escort except for the Kumari when it uses its Wing Cannon Overload is when the Vesta is also firing its Quantum Phaser.

    What I am asking for is not going to cause the Vesta to have more survivability while at the same time out damaging an Escort.

    Also, like I said above, I have seen a number of ships like CRUISERS out damage Escorts while also being able to take way more hits then Escorts. So there are already ships that are good at both offense and defense. This is why I am saying that out of fairness the Vesta could use some additional weapons that draw power from its Aux systems, even if all the Vesta could get were Aux powered Turrets.
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