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DPS needs MORE nerf...leave SCI alone. This is SCI love thread<3<3<3 SCI haters make your own thread

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    e30erneste30ernest Member Posts: 1,794 Arc User
    Engineers can do what a lot of Tacs can't. Pressure damage. It often adds up to more than the spike damage Tacs put out.

    Instead of using ISA to measure the effectiveness of a build, which is the equivalent of testing a brand new sniper rifle in a shooting range at point blank range, try testing it against a player.
    I'm not saying go into Ker'rat, I'm saying pick someone in a fleet you know well, a skilled player, and see how your build holds up against them. You might find that DPS is useless everywhere except ISA and CCA.
    Case in point, PvP builds have far lower DPS than a PvE build and yet, which build is more powerful in core assault?

    While I would agree with you in that PvP builds are generally more well rounded than the typical PvE build, I think they aren't comparable. Both build subsets are built to work for certain scenarios. In the same way a typical PvE build will get blown to bits by a dedicated PvP build, a PvP build would struggle to complete something like the current Korfez (where it seems like 75k is what you want to be at especially if you roll Benthans).

    It's like comparing Formula 1 cars to Le Mans cars. Both are at the pinnacle of racing technologies. Both are made specifically for the environment and rules they race in. A Formula 1 car won't do well in a Le Mans 24h race without heavy modifications. Likewise, a Le Mans racecar won't do as well in a Formula 1 race.

    Again, I am not saying either is better than the other in general terms. But both are the best in their respective areas.
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    taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    e30ernest wrote: »
    Engineers can do what a lot of Tacs can't. Pressure damage. It often adds up to more than the spike damage Tacs put out.

    Instead of using ISA to measure the effectiveness of a build, which is the equivalent of testing a brand new sniper rifle in a shooting range at point blank range, try testing it against a player.
    I'm not saying go into Ker'rat, I'm saying pick someone in a fleet you know well, a skilled player, and see how your build holds up against them. You might find that DPS is useless everywhere except ISA and CCA.
    Case in point, PvP builds have far lower DPS than a PvE build and yet, which build is more powerful in core assault?

    While I would agree with you in that PvP builds are generally more well rounded than the typical PvE build, I think they aren't comparable. Both build subsets are built to work for certain scenarios. In the same way a typical PvE build will get blown to bits by a dedicated PvP build, a PvP build would struggle to complete something like the current Korfez (where it seems like 75k is what you want to be at especially if you roll Benthans).

    It's like comparing Formula 1 cars to Le Mans cars. Both are at the pinnacle of racing technologies. Both are made specifically for the environment and rules they race in. A Formula 1 car won't do well in a Le Mans 24h race without heavy modifications. Likewise, a Le Mans racecar won't do as well in a Formula 1 race.

    Again, I am not saying either is better than the other in general terms. But both are the best in their respective areas.

    Would be cool though if we could have 2 or 3 skill trees we could switch between.
    Id pay upwards of 5000 z for each additional skill tree.

    But I guess that would be a lot of work to program.
    [img][/img]OD5urLn.jpg
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    peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    e30ernest wrote: »
    Engineers can do what a lot of Tacs can't. Pressure damage. It often adds up to more than the spike damage Tacs put out.

    Instead of using ISA to measure the effectiveness of a build, which is the equivalent of testing a brand new sniper rifle in a shooting range at point blank range, try testing it against a player.
    I'm not saying go into Ker'rat, I'm saying pick someone in a fleet you know well, a skilled player, and see how your build holds up against them. You might find that DPS is useless everywhere except ISA and CCA.
    Case in point, PvP builds have far lower DPS than a PvE build and yet, which build is more powerful in core assault?

    While I would agree with you in that PvP builds are generally more well rounded than the typical PvE build, I think they aren't comparable. Both build subsets are built to work for certain scenarios. In the same way a typical PvE build will get blown to bits by a dedicated PvP build, a PvP build would struggle to complete something like the current Korfez (where it seems like 75k is what you want to be at especially if you roll Benthans).

    It's like comparing Formula 1 cars to Le Mans cars. Both are at the pinnacle of racing technologies. Both are made specifically for the environment and rules they race in. A Formula 1 car won't do well in a Le Mans 24h race without heavy modifications. Likewise, a Le Mans racecar won't do as well in a Formula 1 race.

    Again, I am not saying either is better than the other in general terms. But both are the best in their respective areas.

    Would be cool though if we could have 2 or 3 skill trees we could switch between.
    Id pay upwards of 5000 z for each additional skill tree.

    But I guess that would be a lot of work to program.

    Yea, or what would be at least a start would be if trait selections could be integrated in loadouts the same way gear, boff powers and doffs are. Especially the ship traits can be quiet a build changer. :)
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    felisean wrote: »
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    edited May 2017
    e30ernest wrote: »
    Engineers can do what a lot of Tacs can't. Pressure damage. It often adds up to more than the spike damage Tacs put out.

    Instead of using ISA to measure the effectiveness of a build, which is the equivalent of testing a brand new sniper rifle in a shooting range at point blank range, try testing it against a player.
    I'm not saying go into Ker'rat, I'm saying pick someone in a fleet you know well, a skilled player, and see how your build holds up against them. You might find that DPS is useless everywhere except ISA and CCA.
    Case in point, PvP builds have far lower DPS than a PvE build and yet, which build is more powerful in core assault?

    While I would agree with you in that PvP builds are generally more well rounded than the typical PvE build, I think they aren't comparable. Both build subsets are built to work for certain scenarios. In the same way a typical PvE build will get blown to bits by a dedicated PvP build, a PvP build would struggle to complete something like the current Korfez (where it seems like 75k is what you want to be at especially if you roll Benthans).

    It's like comparing Formula 1 cars to Le Mans cars. Both are at the pinnacle of racing technologies. Both are made specifically for the environment and rules they race in. A Formula 1 car won't do well in a Le Mans 24h race without heavy modifications. Likewise, a Le Mans racecar won't do as well in a Formula 1 race.

    Again, I am not saying either is better than the other in general terms. But both are the best in their respective areas.

    Would be cool though if we could have 2 or 3 skill trees we could switch between.
    Id pay upwards of 5000 z for each additional skill tree.

    But I guess that would be a lot of work to program.

    not even close, since neverwinter recently (as in, two days ago) got exactly that, and a lot of what NWO develops can usually be backported to STO, so i don't see why they couldn't do the same for an expansion to the loadout system like that​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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    salvation4salvation4 Member Posts: 1,167 Arc User
    edited May 2017
    nimbull wrote: »
    I love science, but I don't see how tactical DPS is a huge problem at the moment.

    Current highest DPS for a tactical toon is 208k - using FAW.
    Current highest DPS for a science toon is 153k - using pure EPG science magic.
    (Just for comparison, current highest DPS for an engineer toon is 128k - again with FAW.)

    All numbers are taken from SCM leaderboards, ISA, post-S13 rebalance.

    Won't someone think of the engineers? We're always slaving away while Mr. Pew Pew Wonderful or Sciencey McScience gets us in to trouble only to call down to us EVERY DAMN TIME saying, "Chief! We need warp speed this! Or phaser power that! Or deflector my targeting majinger the other thing!"

    Lol I got a good kick out off that..Cheers to this comment..Engineers are the slaves..Just before maintenance began played core assault for the first time at the end there was some guy/gal in a sci boat and damn Before I could enter I got hit and respawned and then it repeated..That sci toon took out three ships in seconds before the counter went off..I play as an engineer most of the time and could fend off one of fleeties in his tact toon ending in a stale mate after 15 mins..But against sci its over in 15seconds or less..Ship (T6 Sov) is undergoing upgrades to MKIV..
    Adrian-Uss Sovereign NCC-73811 (LVL 65 FED ENG) UR/E MKXV Fleet Intel Assault Cruiser (April 2012) (Main)
    Adu-Uss Firefox NCC-93425-F (LVL 65 FED AoY ENG) UR/VR MKXV Fleet Intel Assault Cruiser (July 2016)
    Jean-Uss Seratoga Ravenna (LVL 60 FED Delta ENG) UC/R MKVI Bajoran Escort (April 2018)
    Dubsa-RRW Mnaudh (LVL 50 FED allied ROM Delta ENG) Warbird (May 2018)
    Marop-IKS Orunthi (LVL 50 KNG Delta ENG) BoP (May 2018)
    Kanak'lan-TRIBBLE (LVL 65 DOM Gamma ENG) TRIBBLE (June 2018)
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    taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    e30ernest wrote: »
    Engineers can do what a lot of Tacs can't. Pressure damage. It often adds up to more than the spike damage Tacs put out.

    Instead of using ISA to measure the effectiveness of a build, which is the equivalent of testing a brand new sniper rifle in a shooting range at point blank range, try testing it against a player.
    I'm not saying go into Ker'rat, I'm saying pick someone in a fleet you know well, a skilled player, and see how your build holds up against them. You might find that DPS is useless everywhere except ISA and CCA.
    Case in point, PvP builds have far lower DPS than a PvE build and yet, which build is more powerful in core assault?

    While I would agree with you in that PvP builds are generally more well rounded than the typical PvE build, I think they aren't comparable. Both build subsets are built to work for certain scenarios. In the same way a typical PvE build will get blown to bits by a dedicated PvP build, a PvP build would struggle to complete something like the current Korfez (where it seems like 75k is what you want to be at especially if you roll Benthans).

    It's like comparing Formula 1 cars to Le Mans cars. Both are at the pinnacle of racing technologies. Both are made specifically for the environment and rules they race in. A Formula 1 car won't do well in a Le Mans 24h race without heavy modifications. Likewise, a Le Mans racecar won't do as well in a Formula 1 race.

    Again, I am not saying either is better than the other in general terms. But both are the best in their respective areas.

    Would be cool though if we could have 2 or 3 skill trees we could switch between.
    Id pay upwards of 5000 z for each additional skill tree.

    But I guess that would be a lot of work to program.

    not even close, since neverwinter recently (as in, two days ago) got exactly that, and a lot of what NWO develops can usually be backported to STO, so i don't see why they couldn't do the same for an expansion to the loadout system like that​​

    Well perhaps there is some hope. :smiley:
    [img][/img]OD5urLn.jpg
  • Options
    ssbn655ssbn655 Member Posts: 1,894 Arc User
    salvation4 wrote: »
    nimbull wrote: »
    I love science, but I don't see how tactical DPS is a huge problem at the moment.

    Current highest DPS for a tactical toon is 208k - using FAW.
    Current highest DPS for a science toon is 153k - using pure EPG science magic.
    (Just for comparison, current highest DPS for an engineer toon is 128k - again with FAW.)

    All numbers are taken from SCM leaderboards, ISA, post-S13 rebalance.

    Won't someone think of the engineers? We're always slaving away while Mr. Pew Pew Wonderful or Sciencey McScience gets us in to trouble only to call down to us EVERY DAMN TIME saying, "Chief! We need warp speed this! Or phaser power that! Or deflector my targeting majinger the other thing!"

    Lol I got a good kick out off that..Cheers to this comment..Engineers are the slaves..Just before maintenance began played core assault for the first time at the end there was some guy/gal in a sci boat and damn Before I could enter I got hit and respawned and then it repeated..That sci toon took out three ships in seconds before the counter went off..I play as an engineer most of the time and could fend off one of fleeties in his tact toon ending in a stale mate after 15 mins..But against sci its over in 15seconds or less..Ship (T6 Sov) is undergoing upgrades to MKIV..

    And what happened to you is exactly what is wrong with Sci. The OP whines that Tac needs more nerfing but omg Buff sci even more...
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    asuran14asuran14 Member Posts: 2,335 Arc User
    e30ernest wrote: »
    Engineers can do what a lot of Tacs can't. Pressure damage. It often adds up to more than the spike damage Tacs put out.

    Instead of using ISA to measure the effectiveness of a build, which is the equivalent of testing a brand new sniper rifle in a shooting range at point blank range, try testing it against a player.
    I'm not saying go into Ker'rat, I'm saying pick someone in a fleet you know well, a skilled player, and see how your build holds up against them. You might find that DPS is useless everywhere except ISA and CCA.
    Case in point, PvP builds have far lower DPS than a PvE build and yet, which build is more powerful in core assault?

    While I would agree with you in that PvP builds are generally more well rounded than the typical PvE build, I think they aren't comparable. Both build subsets are built to work for certain scenarios. In the same way a typical PvE build will get blown to bits by a dedicated PvP build, a PvP build would struggle to complete something like the current Korfez (where it seems like 75k is what you want to be at especially if you roll Benthans).

    It's like comparing Formula 1 cars to Le Mans cars. Both are at the pinnacle of racing technologies. Both are made specifically for the environment and rules they race in. A Formula 1 car won't do well in a Le Mans 24h race without heavy modifications. Likewise, a Le Mans racecar won't do as well in a Formula 1 race.

    Again, I am not saying either is better than the other in general terms. But both are the best in their respective areas.

    Would be cool though if we could have 2 or 3 skill trees we could switch between.
    Id pay upwards of 5000 z for each additional skill tree.

    But I guess that would be a lot of work to program.

    I would love the ability to have what would be basically a dual talent set up, which would allow you to set up two separate skill builds that can be switched between on the fly. Though the issue might be less of the developement an tech to do it, and more o the fact that skill respecs are zen purchase. Now if they had made respecs an energy credit sink, which might make players more apt to fiddle an create their own builds over copy/paste one, than having us pay zen for a second/third/ect skill set-up that we can switch between for a variety of situations (pvp, different styles of pve, story missions, canon builds, and such) that might be quite desirable.
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    starcruiser#3423 starcruiser Member Posts: 1,203 Arc User
    Blame DPS NOT SCI/ signed too
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    starcruiser#3423 starcruiser Member Posts: 1,203 Arc User
    Guess the crybabies won again...
    www.twitch.tv/videos/141170165


    4753318.jpg

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    hanover2hanover2 Member Posts: 1,053 Arc User
    Observing the fact that TR was broken does not make anyone a crybaby. Stop crutching on broken abilities, or learn to accept when an error that benefitted you is corrected.
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    themadprofessor#9835 themadprofessor Member Posts: 1,203 Arc User
    My general rule of thumb is simple: It doesn't matter whether you're Tactical, Science, or Engineering... If you can one-shot a Tactical Cube or solo the Crystalline Entity, you're massively overpowered.
    Space Barbie Extraordinaire. Got a question about Space Barbie? Just ask.

    Things I want in STO:

    1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
    2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
    3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
    4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
    5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
    6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
    7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
    8) Independent Faction, because yo ho yo ho a pirate's life for me!
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    usskentuckyusskentucky Member Posts: 402 Arc User
    Puny PVE players. Bring all of your DPS heroes and record holders to Ker'rat. I know a few KLINGON WARRIORS in The House of Beautiful Orions that will grind your hulls into dust and deport your crews to our labor camps.
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    themadprofessor#9835 themadprofessor Member Posts: 1,203 Arc User
    Puny PVE players. Bring all of your DPS heroes and record holders to Ker'rat. I know a few KLINGON WARRIORS in The House of Beautiful Orions that will grind your hulls into dust and deport your crews to our labor camps.

    Will there be Death by Snu-Snu? I feel like there should be Death by Snu-Snu...
    Space Barbie Extraordinaire. Got a question about Space Barbie? Just ask.

    Things I want in STO:

    1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
    2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
    3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
    4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
    5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
    6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
    7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
    8) Independent Faction, because yo ho yo ho a pirate's life for me!
  • Options
    darakossdarakoss Member Posts: 850 Arc User
    My general rule of thumb is simple: It doesn't matter whether you're Tactical, Science, or Engineering... If you can one-shot a Tactical Cube or solo the Crystalline Entity, you're massively overpowered.

    That's a bad thing? Isn't the goal to blow stuff up?
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    original join date 2010

    Member: Team Trekyards. Visit Trekyards today!
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    themadprofessor#9835 themadprofessor Member Posts: 1,203 Arc User
    darakoss wrote: »
    My general rule of thumb is simple: It doesn't matter whether you're Tactical, Science, or Engineering... If you can one-shot a Tactical Cube or solo the Crystalline Entity, you're massively overpowered.

    That's a bad thing? Isn't the goal to blow stuff up?

    Blowing stuff up is A goal, but if you do it like you're swatting a fly, where's the challenge?

    Maybe I'm just old-fashioned, but I like to be challenged when playing. If it's too easy to win a fight, it's no longer fun for me.

    I understand that they HAD to nerf the bad guys. Let's face it, if they didn't nerf the Borg, then we wouldn't have Fed characters, as they would have died or been assimilated on the training cruise at the beginning.

    Same goes for the Voth. A civilization that has been in space for more than 65 million years longer than humanity and who canonically can transport an entire starship like the Feds transport a shipping container should view them with all the regard we view sugar ants. A small nuisance that is easily eliminated.

    Enemies like that should be exceedingly difficult to defeat, even for the best players.
    Space Barbie Extraordinaire. Got a question about Space Barbie? Just ask.

    Things I want in STO:

    1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
    2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
    3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
    4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
    5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
    6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
    7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
    8) Independent Faction, because yo ho yo ho a pirate's life for me!
  • Options
    darakossdarakoss Member Posts: 850 Arc User
    darakoss wrote: »
    My general rule of thumb is simple: It doesn't matter whether you're Tactical, Science, or Engineering... If you can one-shot a Tactical Cube or solo the Crystalline Entity, you're massively overpowered.

    That's a bad thing? Isn't the goal to blow stuff up?

    Blowing stuff up is A goal, but if you do it like you're swatting a fly, where's the challenge?

    Maybe I'm just old-fashioned, but I like to be challenged when playing. If it's too easy to win a fight, it's no longer fun for me.

    I understand that they HAD to nerf the bad guys. Let's face it, if they didn't nerf the Borg, then we wouldn't have Fed characters, as they would have died or been assimilated on the training cruise at the beginning.

    Same goes for the Voth. A civilization that has been in space for more than 65 million years longer than humanity and who canonically can transport an entire starship like the Feds transport a shipping container should view them with all the regard we view sugar ants. A small nuisance that is easily eliminated.

    Enemies like that should be exceedingly difficult to defeat, even for the best players.

    So they up the chellenge and then you still beat it then what? Blowing stuff up is the only main goal in this game. Most of the stuff you accuire in the game is to aid in the blowing up stuff dept. There is no challenge in the end after youve killed the same enemy over and over again year after year.
    i-dont-always-funny-meme.jpg
    original join date 2010

    Member: Team Trekyards. Visit Trekyards today!
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    risian4risian4 Member Posts: 3,711 Arc User
    darakoss wrote: »
    darakoss wrote: »
    My general rule of thumb is simple: It doesn't matter whether you're Tactical, Science, or Engineering... If you can one-shot a Tactical Cube or solo the Crystalline Entity, you're massively overpowered.

    That's a bad thing? Isn't the goal to blow stuff up?

    Blowing stuff up is A goal, but if you do it like you're swatting a fly, where's the challenge?

    Maybe I'm just old-fashioned, but I like to be challenged when playing. If it's too easy to win a fight, it's no longer fun for me.

    I understand that they HAD to nerf the bad guys. Let's face it, if they didn't nerf the Borg, then we wouldn't have Fed characters, as they would have died or been assimilated on the training cruise at the beginning.

    Same goes for the Voth. A civilization that has been in space for more than 65 million years longer than humanity and who canonically can transport an entire starship like the Feds transport a shipping container should view them with all the regard we view sugar ants. A small nuisance that is easily eliminated.

    Enemies like that should be exceedingly difficult to defeat, even for the best players.

    So they up the chellenge and then you still beat it then what? Blowing stuff up is the only main goal in this game. Most of the stuff you accuire in the game is to aid in the blowing up stuff dept. There is no challenge in the end after youve killed the same enemy over and over again year after year.

    True but if things get blown up too fast, then there might be a problem. Nowadays players are more fighting for enemies, than against them.

    There's only so much damage/DPS a map can sustain. If one player deals that amount, then the rest of the team is redundant. And that's not a good thing.
  • Options
    themadprofessor#9835 themadprofessor Member Posts: 1,203 Arc User
    darakoss wrote: »
    darakoss wrote: »
    My general rule of thumb is simple: It doesn't matter whether you're Tactical, Science, or Engineering... If you can one-shot a Tactical Cube or solo the Crystalline Entity, you're massively overpowered.

    That's a bad thing? Isn't the goal to blow stuff up?

    Blowing stuff up is A goal, but if you do it like you're swatting a fly, where's the challenge?

    Maybe I'm just old-fashioned, but I like to be challenged when playing. If it's too easy to win a fight, it's no longer fun for me.

    I understand that they HAD to nerf the bad guys. Let's face it, if they didn't nerf the Borg, then we wouldn't have Fed characters, as they would have died or been assimilated on the training cruise at the beginning.

    Same goes for the Voth. A civilization that has been in space for more than 65 million years longer than humanity and who canonically can transport an entire starship like the Feds transport a shipping container should view them with all the regard we view sugar ants. A small nuisance that is easily eliminated.

    Enemies like that should be exceedingly difficult to defeat, even for the best players.

    So they up the chellenge and then you still beat it then what? Blowing stuff up is the only main goal in this game. Most of the stuff you accuire in the game is to aid in the blowing up stuff dept. There is no challenge in the end after youve killed the same enemy over and over again year after year.

    You misunderstand me.

    I have no problems with beating a tough opponent. In fact, I relish it. I love having to think my way through a fight as opposed to "open fire with everything, go have a cup of tea."

    There's a thrill that comes with defeating an evenly matched or even a superior opponent that you just don't get from fighting an inferior opponent.

    To use boxing as an example, there's a reason why you never saw Mike Tyson fight a bantamweight contender. You cannot truly gauge your skills as a fighter if you can utterly destroy your opponent without really trying.
    Space Barbie Extraordinaire. Got a question about Space Barbie? Just ask.

    Things I want in STO:

    1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
    2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
    3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
    4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
    5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
    6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
    7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
    8) Independent Faction, because yo ho yo ho a pirate's life for me!
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    nickodaemusnickodaemus Member Posts: 711 Arc User
    My general rule of thumb is simple: It doesn't matter whether you're Tactical, Science, or Engineering... If you can one-shot a Tactical Cube or solo the Crystalline Entity, you're massively overpowered.

    Wasn't the original CE solo'd by the Enterprise-D? So much for this argument.
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    themadprofessor#9835 themadprofessor Member Posts: 1,203 Arc User
    My general rule of thumb is simple: It doesn't matter whether you're Tactical, Science, or Engineering... If you can one-shot a Tactical Cube or solo the Crystalline Entity, you're massively overpowered.

    Wasn't the original CE solo'd by the Enterprise-D? So much for this argument.

    Not really. It was actually destroyed by a scientist who was the foremost authority on the CE, and she eliminated it by using the E-D to emit graviton pulses under the guise of communicating with it, but locked out the controls and hit it with a graviton beam until the harmonics shattered the entity. This was done as revenge for the destruction of the Omicron Theta colony and death of her son.

    Basically, it took the foremost authority to do it in the heat of vengeance, and it cost her her career in the process.

    The one in the game is actually bigger than the original, and therefore supposedly more powerful.
    Space Barbie Extraordinaire. Got a question about Space Barbie? Just ask.

    Things I want in STO:

    1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
    2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
    3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
    4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
    5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
    6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
    7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
    8) Independent Faction, because yo ho yo ho a pirate's life for me!
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    nimbullnimbull Member Posts: 1,564 Arc User
    edited May 2017
    My general rule of thumb is simple: It doesn't matter whether you're Tactical, Science, or Engineering... If you can one-shot a Tactical Cube or solo the Crystalline Entity, you're massively overpowered.

    Wasn't the original CE solo'd by the Enterprise-D? So much for this argument.

    Enterprise D had magic plot magic pixy dust sprinkled all over the hull. It's standard procedure for story telling. In any story it gets offset by sacrifices. This is why we have red shirts, to fuel the sacrifices to the story telling gods.
    Green people don't have to be.... little.
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    byozuma#0956 byozuma Member Posts: 502 Arc User
    I guess this'd put me in the minority but I think the classes should be more unique, not less. Engineers are the damage sponges to the tactical's damage fountains with the sciences dropping giant clouds of funk everywhere. And that's okay. If you homogenize the classes to any degree where their uniqueness disappears then you may as well remove the classes altogether for all it's worth. Everyone would be the class of 'captain' and we'd all be chasing the same cookie-cutter builds.
    oldracesbanner.jpg
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    hanover2hanover2 Member Posts: 1,053 Arc User
    Excellent. The USS George Clinton, dropping clouds of funk everywhere. I love it.
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    starcruiser#3423 starcruiser Member Posts: 1,203 Arc User
    Why punishing the group of players who actually "think" about game mechanics and not being lazy to just acquire the "I win DPS button". We have a noob that empties his pocket in this game and is a whale. Only been here for a few weeks and already has the DPS I win button. The problem is and remains to be with how easy DPS powercreep is to accumulate in this game.
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    darakossdarakoss Member Posts: 850 Arc User
    Why punishing the group of players who actually "think" about game mechanics and not being lazy to just acquire the "I win DPS button". We have a noob that empties his pocket in this game and is a whale. Only been here for a few weeks and already has the DPS I win button. The problem is and remains to be with how easy DPS powercreep is to accumulate in this game.

    You can buy DPS in the C-Store???
    i-dont-always-funny-meme.jpg
    original join date 2010

    Member: Team Trekyards. Visit Trekyards today!
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    ltminnsltminns Member Posts: 12,569 Arc User
    Please don't give them ideas about 5,000 Zen for another Skill Tree, for the love of God. ;)
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
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    brian334brian334 Member Posts: 2,214 Arc User
    What the OP wants is four more classes, not two less.

    We now have Eng, Sci, and Tac options. The OP wants hybrids between them. That's three more classes, Eng/Sci, Sci/Tac, and Tac/Eng. The fourth hybrid would be Eng/Sci/Tac.

    In a fair game system any option would be as beneficial as any other. If Tac can do 100k DPS, then Eng should be able to heal 100k DPS, (or 50k damage, 50k heal, or whatever.) The idea being that there should be no one choice which proves superior to another. In the above example, for instance, the 100k DPS choice is superior because passives and traits allow the tac to self heal, and the Eng is gimped because his utility on the team is reduced without a consequent increase in firepower.

    Which is why we are where we are now. The rock-paper-scissors approach was abandoned for the homogenous approach as far back as the origin of Doffing, and class specific abilities were abandoned for universal rep and trait passives which more or less negate the need for anything but damage dealing.

    Based on the repeated statements of the development team we will see the trend toward homogenization continue. As power creep negates the benefits of non-dps classes, what will emerge is a single swiss army knife class that can do everything. The OP will get his wish, but by then he will be so restricted by the meta-of-the-month that no player interested in the high end challenges will select anything but the cookie cutter build which produces the best results.

    In the end there will be fewer viable choices because so many options will become obsolete. (Who remembers the name of that sci ability that decloaked klinks?)

    Off Topic:
    I would have loved it if Klingons had been a class rather than a race. They could have been Tac/Eng hybrids, and Romulans Tac/Sci, with each added race bringing its own unique flavor to the mix.
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