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Changes to Pilot Bridge Officer Abilities

Thanks to Jonathan for deciding to do something about it, pilot abilities needed a buff. It's a win-win situation, it brings more options for players, and there will be more interest in pilot ships.

I don't have the abilities in my hand yet, but at first look I can see that 225% haste at Reroute reserves is too much. For Deploy countermeasures, I'm still missing the control ability tag (and as Unconventional systems proc). Lock trajectory still seems like something I wouldn't want to use, the buff needs to be much bigger.
Other abilities will want to test, but they look promising.

Comments

  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    edited February 2023
    My two cents, clean getaway would be better if it took you out of combat immediately that way it would have cool interactions with entering and exiting combat traits.

    I don't know if Reroute Reserves to Weapons change was the right way to go about it, I think it should have been shifted to work more like suppression barrage allowing it to be simply a static haste buff while usable with other firing modes maybe with some other minor bonuses to put it on par with attack pattern omega. Because right now you have basically replaced Energy Weapons: Exceed Rated Limits as the go to haste firing mode, making it mostly irrelevant.

    Though you could change exceed rated limits to be a buffing power instead of a firing mode that might be good with FAW and BO builds, or even others if the haste buff does not increase with rank but instead the negatives go down.

    coolant ignition,Eject Metreon Gas, eject warp plasma should not share cooldowns this would allow some cool builds the revolve around flying around and flying close to grouped enemies burning them with your exhaust.

    Lock Trajectory just needs to have synergy with other pilot abilities by making it so they treat what ever your speed is as max so even if you reduce your thrust your abilities have max effect and have this effect linger for longer then the ability it's self Like say 30 seconds after you cancel it.


    Note: on the shield power changes Extend Shields should prevent shield penetration for a short duration, this is another reason why shield tanking not a thing many attacks go strieght to hull rather quickly even without drain. There is also the fact shields hitpoints haven't scaled as well as hull and damage when we transitioned to tier 6 much less fleet tier 6x.


    On some different ability feedback I also want to say the main problem with engineering abilities is they lack AOE for the most part some abilities either have no aoe or too low.

    Examples: Overload Integrity Field 5km is low for most group content please consider uping to 10km. Deploy Construction Shuttle Wing why is this single target I think if it were a ability that launched shuttles that each had 5km healing radius and Seaked out the lowest HP ally in a 10km range it would much better. Endothermic Inhibitor Beam, Structural Integrity Collapse, Aceton Beam would all be better if they had a aoe around their target.

    The lack of aoe really does make most engineering abilities even more selfish then tactical ones which even with the attack patterns beta and delta have a group support aspect.
    Post edited by cryptkeeper0 on
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