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Change sci ship subsystem targeting.

wrathofachilleswrathofachilles Member Posts: 937 Arc User
Dearest devs,

Please oh please, could you change sci ship subsystem targeting into a toggle ability like a cruiser command? It doesn't have to be an aura that buffs allies, but could be. "Science vessel's advanced sensors allow them to target critical subsystems and transmit this telemetry to nearby allies." ;)

The personal toggle/aura could make all attacks have a chance to knock power out of the selected subsystem and a chance to disable, something like 2.5% chance to disable and 5% chance to knock power out of the system (with protection against too many disables like with phaser procs).

Or if this is too much work, could we upgrade the current built in subsystem targeting to level 3 instead of 1 and with the proper cool time instead of the "no points in this skill" super long cool time? Perty please? :3
Post edited by wrathofachilles on

Comments

  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited October 2014
    I like it just the way it is. Works great. Learn to use it.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited October 2014
    OP, what you're saying in making the Target Subsystem abilities into a toggle that may trigger on all attacks is completely overpowered.

    Can you imagine something like Target Subsystem Shields or Engines (that is DEATH for an Escort in PVP) with BFAW?
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  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited October 2014
    The only change I would make to subsystem targeting would be to allow it to work with turrets and single cannons as well as beems.
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited October 2014
    lucho80 wrote: »
    I like it just the way it is. Works great. Learn to use it.

    "learn to use it"? lol. Yeah... so hard to use, push button, watch power do next to nothing and can't use it again for another 1 minute 25 seconds.

    Point is the powers are underwhelming. I'm just asking that they either get a boost to the full level 3 of the ability with the proper cool on the power and not the "unleveled' cool of subsystem targeting abilities or get turned into some sort of useful passive ability that doesn't conflict with other beam abilities.
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited October 2014
    OP, what you're saying in making the Target Subsystem abilities into a toggle that may trigger on all attacks is completely overpowered.

    Can you imagine something like Target Subsystem Shields or Engines (that is DEATH for an Escort in PVP) with BFAW?

    You do realize what I have suggested is a lower powered version of a polaron proc/phaser proc, right? so absolutely not OP. polaron has a 2.5% chance to knock power out of ALL subsystems, my suggestion only has a 2.5% chance to knock power out of ONE targeted subsystem. phasers have a 2.5% chance to knock a subsystem offline (there's built in protection to prevent a subsystem from being taken out by these procs too frequently) so it would be a limited, targeted, yet useful ability, though by no means OP. Especially not if care is taken. If it were an aura, well, for one, no one stays within 5km of eachother, which is why everyone knows cruiser auras were just a buff to cruisers even though they were billed as a "buff to everyone" to help it go over more smoothly. So it's not like making it an aura would suddenly mean a whole team of ships would be shooting with this chance, to drain power/disable. Which is why cruiser auras should have been team buffs rather than radial, but I digress.

    Point is, neither of my suggested buffs would be OP.
  • wrathofachilleswrathofachilles Member Posts: 937 Arc User
    edited October 2014
    The only change I would make to subsystem targeting would be to allow it to work with turrets and single cannons as well as beems.

    My suggestion would do just that, at least for science ships. I actually suggested a very long time ago that target subsystems should be more like an attack pattern and not conflict with other beam skills, but rather stack with them or cannon abilities, or even affect torpedoes. Rather than making them a toggle, they could be made into a buff for duration and this could be change to the powers in general and they are still just "built in" to science ships... whichever. As my first post should have made obvious, I'm not set on any one solution, I just think that the "free" level one, unleveled target subsystem powers that conflict with other beam skills on sci ships are just... so very meh.
  • pwstolemynamepwstolemyname Member Posts: 1,417 Arc User
    edited October 2014
    The problem with your suggestion is that it removes the current reason to use it.

    I don't want a chance to knock a subsystem offline. That's useless to me. When I use subsystem targeting its for the drain effect. The reliable component.

    A chance to knock subsystems offline is unreliable, and resisted by subsystem repair. When I build a ship for opponent control I need my control effects to be under my control, not chance based.

    In its current state target subsystem is pointless on the majority of builds. But on a drain boat that is rocking a full rack of flow capacitor consoles its a powerful ability that complements our other drain abilities and allows me to take that specific subsystem I want offline (stacking with other drains) at exactly the moment that the enemy needs it to survive.
  • kolarkortarkolarkortar Member Posts: 53 Arc User
    edited October 2014
    for me i would like to see it gotten rid of and add some other effect , its kinda a wierd thing to get and use just cause your a science ship science should have a new beam power that is not a copy of tac powers
  • rekurzionrekurzion Member Posts: 697 Arc User
    edited October 2014
    The only change I would make to subsystem targeting would be to allow it to work with turrets and single cannons as well as beems.

    For torpedo's as well. I remember several episodes where a torpedo was used to target a subsystem.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited October 2014
    You do realize what I have suggested is a lower powered version of a polaron proc/phaser proc, right? so absolutely not OP. polaron has a 2.5% chance to knock power out of ALL subsystems, my suggestion only has a 2.5% chance to knock power out of ONE targeted subsystem. phasers have a 2.5% chance to knock a subsystem offline (there's built in protection to prevent a subsystem from being taken out by these procs too frequently) so it would be a limited, targeted, yet useful ability, though by no means OP. Especially not if care is taken. If it were an aura, well, for one, no one stays within 5km of eachother, which is why everyone knows cruiser auras were just a buff to cruisers even though they were billed as a "buff to everyone" to help it go over more smoothly. So it's not like making it an aura would suddenly mean a whole team of ships would be shooting with this chance, to drain power/disable. Which is why cruiser auras should have been team buffs rather than radial, but I digress.

    Point is, neither of my suggested buffs would be OP.
    "learn to use it"? lol. Yeah... so hard to use, push button, watch power do next to nothing and can't use it again for another 1 minute 25 seconds.

    Point is the powers are underwhelming. I'm just asking that they either get a boost to the full level 3 of the ability with the proper cool on the power and not the "unleveled' cool of subsystem targeting abilities or get turned into some sort of useful passive ability that doesn't conflict with other beam abilities.

    Wow, I think there is a misunderstanding of how stuff works here.

    Polarons will NOT shut down a ship. It's equation is:
    Drain=(Flow Caps*0.125)+25
    even a really strong drainer can't shut down stuff with maxed flow caps.

    Target subsystems 1,2 and 3 are:
    Drain 1=24*(1+(0.005*Flow Caps))
    Drain 2=32*(1+(0.005*Flow Caps))
    Drain 3=40*(1+(0.005*Flow Caps))

    Now, switching the 1 version for the 3 on the ship would make every sci ship very OP in terms of power drain. It works fine as-is. If you want the cooldown reduced, then use doffs. Subsystem targeting also has a chance to knock down the targeted subsystem.
  • pulserazorpulserazor Member Posts: 590 Arc User
    edited October 2014
    It would require a lot more work then you think, it works quite effectively in pve. (its junk in pvp) If you ever take your sci at a borg gate you can easily knock its weapons offline and get yourself some time to regroup. Every npc entity in the game would have to be reworked so that it could be resisted. Just thinking about the work it would take gives me a headache.


    Its unfortunate in a way that the skill isnt a little more prevalent then it is, since every combat scene in Star Trek involves the phrase 'Target their something-or-other', but this is a video game, and it has to be playable.
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