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Rebalancing of Ships.

leemwatsonleemwatson Member Posts: 5,463 Arc User
Now that powers have been balanced, how about rebalancing ALL the ships!

I find it ludicrous beyond belief that a T6 Miranda that is 5 times smaller than a Jupiter should be as tough and do more damage. Shouldn't it make sense that the larger the ship, the more HP and Hardpoints it should have!?. Like the T6 TOS Connie before it, the Miranda is way OP for it's size and there is no way it should be pumping out more damage than even a Universe Class which is over 10 times it's size!

Can Dev's please start using actual Engineering common sense please when designing ships!? Ships need proper weapon hardpoints and arcs that make sense, and not fire through ourselves!! For reference, just play Starfleet Command 3!

Also, how about using some better live damage mechanics so we can properly disable ships if we wanted, instead of neutralising an enemy ship once it hits a certain percentage. The current 'get a damage' award is a very poor mechanic. Having systems get damaged live improves the experience and will introduce better strategy. Include gradual live damage maps and scorching too. The current damage maps are pretty substandard.
"You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.

Comments

  • david#5676 david Member Posts: 43 Arc User
    That's one thing that bothered me when I finally earned the T6 Vengeance from Into Darkness. The thing is supposed to be the most powerful and terrifying ship in the quadrant but it is no more powerful nor more durable than a run of the mill cruiser.
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  • leemwatsonleemwatson Member Posts: 5,463 Arc User
    coldnapalm wrote: »
    Because game balance says no. And game balance trumps your head canon for games any day of the week.

    But my head canon hurts!! Lol.

    But seriously, with regards to canon hardpoints, arcs, and live damage, the Starfleet Command series rules the roost and that game is what, 15 years old.

    And there was none of the magics too. Transporters, Shuttle Invasions and Tractor Beam was as 'exotic' as it got. Even the enemy ships weren't HP sponges, although STO's AI is a bit better.

    There was nothing more satisfying than 'trying' to take on a Borg Cube and barely surviving, with lots of scorch and damage marks that weren't uniform or HP triggered....lol.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • aeieaeie Member Posts: 57 Arc User
    edited May 2017
    Yup, I'm right there with you on this topic.
    In PvP it's even more blatantly "wrong" no matter how you look at it.
    Zoom zoom escort flies by and kills the largest "Mobile Starbase" in the game with out any effort.

    I say this as someone who has put forth the effort to actually make a "large ship" useful in PvP, but it's completely pointless.
    This games mechanics and balance are so far gone in this game they will never be able to fix it at this point.
    Valkis-stats_zpszlpqnq5s.png

    Bottom line, until they either add some form of multiplyer for larger ships (damage and/or defense), escorts will continue to be the go-to ships for almost all aspects in the game. Cruisers are a close second, but still no where near as popular as escorts right now (PvE or PvP). Reason for saying a multiplyer is needed, is simple, if an escort has 4 fore weapon slots, just how many should a DN really have? That or add more hard points (which they wont do) for larger ships so some semblance of ship size actually mattering re-enters the game.
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