So anyone who uses these skill knows that they are currently just above the line of being declared useless and just about the only one who uses them are dedicated Drain Builds or anyone with a Science Vessel. So I had a thought about a rather easy to implement upgrade to these skills in the form of debuffs that could make these skills worth using again. Some of these may seem overpowered but thats due to the sacrifice of slotting them and the very high cooldown! Feedback is appreciated. ALL STATS WILL CARRY OVER TO THE OTHER SUBTARGETS EXCEPT THE PRIMARY EFFECT AND DEBUFF AND THE STATS WILL INCREASE (DRAINS, DURATIONS) WITH THE CAPTIAN'S STATS.
Target: Subsystem Weapons (Revamped) Rank 1 -25 to maximum power to Weapons Subsystem for 30 seconds 25% chance to disable subsystem for 3 seconds (pre resist) When target is hit: -10% accuracy and +1 second to weapon cycle cooldown for 10 seconds Rank 2 Increase maximum power drain to -50 Increase chance to disable to 50% Increase subsystem disable time to 5 seconds (pre resist) Increase debuff to -20% accuracy and +2 seconds to weapon cycle cooldown for 15 seconds Rank 3 Increase maximum power drain to -75 Increase chance to disable to 75% Increase subsystem Disable time to 7 seconds (pre resist) Increase Debuff to -30% accuracy and +3 seconds to weapon cycle cooldown for 20 seconds CLEAR DEBUFF WITH Tactical Team
Target: Subsystem Shields (revamped) above stats and effects remain the same (see Target Weapons) debuff changes to Rank 1 When target is hit: increase damage to Shields by 25% and increase sheild penetration by 10% for 10 seconds Rank 2 Increase damage to shields by 50% and increase shield penetration by 20% for 15 seconds Rank 3 Increase damage to shields by 75% and increase shield penetration by 30% for 20 seconds CLEAR DEBUFF WITH Engineering Team
Target: Subsystem Engines (revamped) above stats and effects remain the same (see Target Weapons) debuff changes to Rank 1 When target is hit: reduce impulse speed by 25% and reduce turn rate by 11.1% for 10 seconds Rank 2 Reduce impulse speed by 50% and turn rate by 22.2% for 15 seconds Rank 3 Reduce impulse speed by 75% and turn rate by 33.3% for 20 seconds CLEAR DEBUFF WITH Engineering Team
Target: Subsystem Auxiliary (revamped) above stats and effects remain the same (see Target Weapons) debuff changes to Rank 1 When target is hit: reduce Target's Perception by 25% for 5 seconds Rank 2 Reduce Target's Perception by 50% for 10 seconds Rank 3 Reduce Target's Perception by 75% for 15 seconds CLEAR DEBUFF WITH Science Team
New Skill Intel Target: Warp Core Rank 1 -15 maximum power to all subsystems for 30 seconds increase Bridge Officer cooldown time by 25% 25% Chance to trigger Warp Core Breach: after 10 seconds receive 30,000 Kinetic Damage 100% Shield Penetration and Armor Penetration Rank 2 Increase drain to -30 to all subsystems for 30 seconds and increase Bridge Officer cooldowns by 50% Increase Warp Core Breach damage to 40,000 Rank 3 Increase drain to -45 to all subsystems for 30 seconds and increase bridge officer cooldowns by 75% Increase Warp Core Breach damage to 50,000 Clear Debuffs with Engineering Team
Give me your thoughts and opinions on these possible changes. Please note once again that at a 1 minute cooldown for these skills these are not outside the realm of appropriate power for such a long cooldown.
Wouldn't ship's systems damage be repaired by their Engineering Team? Tactical Teams may be good firing the weapons, but that does mean they know how to fix massive beam arrays.
Your confusing me on that 1 lol. A eng team would remove the drain as usual but the accuracy debuff is on the tactical system therefore a Tactical Team would be needed to clear it. With your sensors like I propose on the Aux Target would have to be cleared with Science Team like anything else that affects sensors ie Jams or Scrambles or even Placates. The Engines and Shields are linked to engineering so the eng team would clear all of those. The way I'm seeing these debuff clears is like this your weapons system is damage by the hit and the engineering team fixes the damage allowing you to use the weapons at full power but the targeting scanners were knocked out of alignment you need a tactical officer like a armory officer to fix that hence the Tactical Team requirement same goes for Aux Target if your sensors were damaged the Engineering Team can fix the damage but not realign them that falls to astrometrics
Your confusing me on that 1 lol. A eng team would remove the drain as usual but the accuracy debuff is on the tactical system therefore a Tactical Team would be needed to clear it. With your sensors like I propose on the Aux Target would have to be cleared with Science Team like anything else that affects sensors ie Jams or Scrambles or even Placates. The Engines and Shields are linked to engineering so the eng team would clear all of those.
The way I'm seeing these debuff clears is like this your weapons system is damage by the hit and the engineering team fixes the damage allowing you to use the weapons at full power but the targeting scanners were knocked out of alignment you need a tactical officer like a armory officer to fix that hence the Tactical Team requirement same goes for Aux Target if your sensors were damaged the Engineering Team can fix the damage but not realign them that falls to astrometrics
I see where you are coming of. Okay. I was just thinking that Engineers fix all of the broken things. That is their job. Tactical guys shoot stuff, Scientists study stuff, Engineers put the sparklers back under consoles overs. But since you are talking about realignments after the damage is repaired, then that is cool.
I'm thinking the next spec is due to be science focused and may have a target: warp core which does a smaller drain but across all subsystems.
That sounds like it should fall under Starship Design Specialist. Targeting weak points and exploiting flaws in ship designs was a good portion of Sisko's battle strategy and that is what he was.
I think some of this is in the right direction but I think merely changing it to a max power debuff would be enough. Also I think the feedback section for Builds, Powers, and Game Mechanics Would be a better place for this to get seen by someone who works on those systems.
Well yes and no. The debuffs I suggest would be powerful enough to have someone slot say a Target Subsystem Shields III for the massive shield stripping debuff and additional shield penetration allowing more damage and faster kills in a pve. The Target Subsystem: Auxiliary debuff I came up with would be useful to strike a "Boss" and cripple it's ability to return fire. Of course all this will most likely never happen but I think revamping these and quite a few other skills would breathe some.much needed life into STO once more.
You guys 'are' aware that the power drain in those subsystem targeting abilities already scales with flow capacitors right?
What I suggest they do, is something that makes the game more interesting, like this:
Remember, these cause beam=buff cooldowns, so you'll never be able to fire-at-will while these are active.
Target Weapons = Improve your own energy weapon damage by 10-15-20% 10 seconds
Target Shields = Adds 5-10-15% Shield Penetration to your attacks 10 seconds
Target Engines = Starts leaking radiation, dealing x-y-z radiation damage for 10 seconds (or even causes an eject warp-plasma-like effect in place around the ship)
Target Auxiliary = Improve your own exotic damage by 10-15-20% for 10 seconds.
Yes but by affecting max power the skill becomes more effective I've hit a tac cube with a 142 shield drain and not taken its shields down but if you affect max power and drop it by 142 with the max possible being 130 the system would go offline
Comments
The way I'm seeing these debuff clears is like this your weapons system is damage by the hit and the engineering team fixes the damage allowing you to use the weapons at full power but the targeting scanners were knocked out of alignment you need a tactical officer like a armory officer to fix that hence the Tactical Team requirement same goes for Aux Target if your sensors were damaged the Engineering Team can fix the damage but not realign them that falls to astrometrics
I see where you are coming of. Okay. I was just thinking that Engineers fix all of the broken things. That is their job. Tactical guys shoot stuff, Scientists study stuff, Engineers put the sparklers back under consoles overs. But since you are talking about realignments after the damage is repaired, then that is cool.
That sounds like it should fall under Starship Design Specialist. Targeting weak points and exploiting flaws in ship designs was a good portion of Sisko's battle strategy and that is what he was.
What I suggest they do, is something that makes the game more interesting, like this:
Remember, these cause beam=buff cooldowns, so you'll never be able to fire-at-will while these are active.
Target Weapons = Improve your own energy weapon damage by 10-15-20% 10 seconds
Target Shields = Adds 5-10-15% Shield Penetration to your attacks 10 seconds
Target Engines = Starts leaking radiation, dealing x-y-z radiation damage for 10 seconds (or even causes an eject warp-plasma-like effect in place around the ship)
Target Auxiliary = Improve your own exotic damage by 10-15-20% for 10 seconds.
My only issue is the long cooldown for the built in version.
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