ereiid wrote: »
3) Driver Coil: I still have a few junk points sunk into it across characters; and it still feels like a deeply n00bular skill. Maybe give it a very low-grade combined speed/maneuverability/inertia buff at impulse? Or just at Full Impulse maybe?
saxfire wrote: »
U did know that each point to Driver Coil boosts abilities that have any kind of fligh speed or turn rate?
Examples: Apo Apa Gamma Pattern Tac Fleet(Trait) Evasive Maneuvers Deuterium Surpus
Just examples. 1 Point in driver coil boosts them by 1%, essentially doubles the turn/speed bonuses.
Driver Coil is OP as ****.
ursusmorologus wrote: »
Are the changes to the space metagame(s) still getting on the schedule for DR? I haven't heard anything more since this thread, and we are less than a week from release.
adjudicatorhawk wrote: »
Not immediately - we decided enough was changing with level cap increases, new content, new difficulty scaling, and all the additional powers and systems available in DR that we've pushed off changes to existing powers until after launch. They are, however, still on the schedule to do before the next major release. After DR releases and the metagame has time to adjust and settle, we'll talk more about what specific changes we're thinking about making.
tonyalmeida2 wrote: »
can one of them be fixing the fleet mark doff plz and can that happen sometime before the game ends?
westmetals wrote: »
One huge change that I would strongly suggest... if anyone is interested in keeping with canon...
Tractor Beam should be removed from Sci BOFF skills selection and instead made built-in on every ship in the game.
trek21 wrote: »
Oh I'm sure we'd all love that, on both sides, but it begs the question of what they'd put in it's place And how everyone having it now would shake things up
lucho80 wrote: »
That is not a metagame change, and it's not the only one broken anyway.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
paradise1killer wrote: »
Tachyon Beam fully mini-max at launch could drain a opponents shield slowly overtime as shields increased tachyon beam faded away it is almost useless now.
FIX Double the drain
mightybobcnc wrote: »
One big meta change that I would appreciate would be a return to having separate pools of skillpoints for ground and space instead of a split pool.
adamkafei wrote: »
I'm happy to see this is still on the agenda but science needs a revamp asap regardless of anything to do with DR as most science powers are:-
A: Outdated due to power creep and need bringing in line.
B: Overly favourable to tactical captains over science and engineering captains, usually due to how the skill table and aux power don't buff nearly enough compared to tactical captain and boff powers, this state of affairs should be reversed to give science and engineering captains more purpose. (see almost every damage effect)
C: Made irrelevant due to player resistance or the perceived immunity in case of NPCs (see most disables or effect powers)
The only effects I think don't need a major revamp but could still use tuning are heals and controls.
pulserazor wrote: »
Feedback Pulse. - As the skill is designed for pve so it isn't completely overpowered, speccing and console slotting into it in pvp makes it completely overpowered, and it becomes a one press Iwin button that you can use every 60 seconds. the hull points in pvp just aren't what they are in pve, so the mechanics working the same in both arenas is terribly unbalanced.
I would suggest that the feedback pulse knocks weapons offline, or seriously reduces weapon power of the attacker, not instantly vape them with 100% bleedthrough and 0 resists.
PvP has become a bunch of people scared to shoot at each other, or people staring at the tiny little buff icons of their target waiting for the fbp to come up, so they can stop playing until it expires. I don't find it fun to use, particularly against people who might be new to pvp who might stay with it and invest in the game if they wouldn't die in 1 second every time I activate fbp during the middle of their firing cycle.
This is my sole problem with the game's mechanics, the only thing that keeps me from pvping. The silver lining in my pocket is that since I stopped pvping I have saved a LOT of money. So hey, maybe keep it how it is.
Oh, and in no way can anyone ever make Tachyon beam worth a boff slot.
lucho80 wrote: »
Well, DR is "damage sponges online" so even if they revamped sci skills, they would still be junk compared to pure DPS as most sci abilities do nothing when NPCs are concerned. Going sci offensive (part gens) seems to be the only saving grace for science captains.
Heck, they even kept subsystem targeting off the predictive algorithms intel specialization trait as a big slap in the face to science captains.
So the wobbling "rock her" animation from the piloting skill "East My Dust" that was on Tribble was removed and will not be going live in Delta Rising.
(Evasive Maneuvers: Pattern Delta from DS9, pretty much.)http://youtu.be/6K8XrICoTQk?t=1m18s
It looked good on escorts and bad on cruisers. The Cryptic position is that they don't want visuals like that "always on" in a way that may disrupt players who didn't use a special ability... and that it didn't look right on many ships.
At the same time, on escorts and small ships, it absolutely looks right to see the ship rocking and dodging fire passively while moving.
So I thought of a quick idea. The idea is not so much a power gain for escorts so much as it is a playstyle change.
I think it would make sense for escorts to have two "stances" similar to cruiser commands.
One would be a Dogfighting or "Manual Navigation" stance. High evasion (with wobbling dodge always on for enemy misses) and high damage but while active, it would cause damage and evasion to scale MUCH MORE with flightspeed and impose MORE penalty for low speeds as a balancing mechanism. In this stance, basically, 50% impulse would be normal damage and evasion. Less would be less than is currently normal. More would be more than is currently normal. Players would be encouraged to keep impulse speed throttled all the way up all the time for escorts, weighting the damage potential of escorts with trickier maneuvering. In this mode, the focus is on making escorts trickier to pilot and more "berserker dodge, never slow down, hit and run machines." Maybe a turn rate penalty if need be to really balance this out.
The other stance would be more of a Support or "Standard Formation" stance as a TRUE escort. In this stance, you are NOT encouraging tricky maneuvering and leaving impulse at full. Instead, you encourage conventional teamwork and actual escorting in this stance. Damage would be increased when targeting the same target as an ally and decreased when targeting a different target. Heals and buffs would probably get boosted. Maybe have power levels be lower but increase in direct proportion to your proximity to allies. In this mode, maybe you get a damage and durability penalty for flying fast and a boost for flying close to allies, emphasizing true escorting and support functions.
lucho80 wrote: »
Been playing DR a lot, and frankly, Tachyon Beam needs a serious boost because in PvE is does practically nothing now.
On another note, nice new Tachyon Beam doff. Too bad it's a DR Pack exclusive.