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What is the Arc Client?
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haravikk

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  • This would be great for cruisers and other four device ships actually, as I only really need Weapon and Shield batteries anyway. Currently I have Metreon Gas Canisters slotted so I have an option for stopping enemy NPCs dead when I have to, but the rest of the time it's dead weight and if I didn't actually need it so often…
  • This; all we need is simple icons like that, grouped by hangar/wing so we can see when we need to launch a new wave.
  • How does doing normal damage against a ship's sides or rear make it easier to kill someone? The change makes it harder to hurt a ship's front, so you deal your normal damage instead by making flank attacks (as you should). If you're already focusing on sides/rear then great, change won't affect you, but if you're just…
  • If the ships are fairly balanced in PvP, then they aren't the problem in PvE. The problem in PvE is that the current missions do nothing to encourage tanking or healing as all the NPCs are just huge hit-point sinks that require damage, damage and more damage to bring down. Their attacks are also over-powered against all…
  • I'm not too fussy about leaving my ship lying around waiting for me, but simply switching to my shuttle from the character screen would be nice.
  • I'm not sure that that's the case at all; someone still has to put the time in to produce the ore, you're just buying it off them to fill your quota for the day. However, you could just as easily do the work yourself to fill that quota regardless, you're just letting someone else grind for you and giving them some Energy…
  • The point of this suggestion is that it isn't a straight-up nerf; yes cannons would lose damage potential against a ship's forward arc, but that's not where escorts should be attacking anyway. The purpose is to further enforce the need for escorts to manoeuvre to be effective; they'd still be just as powerful, hell, even…
  • I'd kill for a material that has non-shiny sections for my custom colours to go onto; right now you can't see custom colours half the time because the shiny effect obliterates them. But yeah, custom materials would be nice to see; it'd be especially nice if you could get type 6 material available for older ship variants…
  • My main wish for the Lobi store is that we get some way to just buy Lobi crystals; so long as they're only obtainable via lockboxes (I don't count the meagre number from mission replays) then I won't be buying anything from the Lobi store, especially since the only thing I want (temporal warfare set) is 600 crystals!…
  • Not really, I'm not talking about making flanking damage standard for everyone, but only for escorts. My thinking is that the easiest way to add this would be to make it a feature of cannons (possibly excluding turrets); i.e - all forward facing cannons would see their base damage reduced by 25%, but would have that damage…
  • Really? You're kidding, right? I specifically said my weapons were already firing, which means I didn't have time to shoot the thing down in time as I was too close to do anything but mash all my abilities and hope it didn't randomly do a ton of damage. The problem isn't stopping these attacks as, sure, a the heavy plasmas…
  • I got hit by a Tactical Cube's Heavy Plasma Torpedo while I had Reverse Shield Polarity, Brace for Impact, Rotate Shield Frequency and Emergency Power to Shields all active, with full shield and hull strength at the time of impact. Basically every panic button I have since I knew too many of my weapons were still cycling…
  • I think the first thing to do is fix how crew damage is applied (so that we can actually have some crew now and then) and tweak crew recovery to better scale for larger crews (who should have more medical staff to go with them). Hull repair is only meant to be part of the story; if more abilities, particularly engineering…
  • I'm not sure about worst, but it's main problem is the huge cooldown and the lack of focus; if it were beam oriented with a lower cooldown then it would be perfect. That said, I still love it as nothing else can give me the same level of damage as Emergency Power to Weapons + Nadion Inversion. It lets me do serious damage…
  • The fact that they don't fix it is pretty insane, as all that needs to be done first off is to just scale the crew damage based on the amount of kinetic damage, i.e - if your attack is worth 2,000 kinetic damage, but only 200 makes it through the shields then the attack does 90% less crew damage. I can't imagine that the…
  • Sure, I'd like Nadion Inversion to last longer, but I love it as an ability; with emergency power to weapons, EPS Power Transfer and Nadion Inversion it's very rare for me to actually be unable to fire a beam overload without one or several of those in effect to completely negate the power drain it causes. Beam overload…
  • I get exactly the same problem, you can still file tickets using the e-mail address customerservice@perfectworld.com, however you won't be able to view the tickets. I've reported this problem by every means available (including the e-mail address) and got no response whatsoever, even though they're responded to other…
  • This sounds like it would be perfect; I'd do it something like: * Shield distribution has its own shield transfer magnitude that is basically power transfer scaled by shield power setting. * Shield Distribution DOFFs provide a flat shield distribution magnitude bonus. * Tactical Team provides a larger flat bonus to…
  • I don't see what the problem is, it doesn't look all that different in layout from what we have now, but the styling looks a lot cleaner and more like the LCARS system that series fans want. I just hope they're using this as a chance to fix all the UI issues such as everything defaulting to your shuttle even if you're…
  • Try it with beam overload or a heavy graviton beam and you'll see ;) It's a pressure damage ability that allows you to deal consistent damage with almost no fall-off from number of weapons fired. It is useful for pretty much any build. The main problem is that it doesn't last long enough, and doesn't discriminate in what…
  • Not really; escorts should be avoiding damage by having tanks drawing fire and being healed. Even so, an escort can still turn to bear a flank, distribute shields forward then turn back, which means their uptime isn't reduced that much. The point is that under heavy, sustained fire they shouldn't be able to just sit where…
    in Trinity Comment by haravikk March 2013
  • When it comes to escorts, the main problems aren't damage, but:* Crew damage is broken, which means one of the biggest advantages cruisers should have (large hull self-heal, amplified abilities from crew) is essentially missing from the game. If Cryptic only give cruisers one thing, then it's this that would be number one…
  • What does Wrath of Khan have to do with Romulans? If you were going to compare movies relevant to the upcoming release then you'd be comparing the Star Trek reboot to Nemesis. Anyway, for my personal favourites; I'm not so fussy about Undiscovered Country, but First Contact and Wrath of Khan are vying for top position. I'm…
  • If the rumours of the KDF receiving more content are true, then I wonder if that means a big chunk of the Romulan campaign will be against the KDF? This would make it a lot more likely that the KDF can get much the same missions but in reverse, giving both sides some much needed content for their campaign. I'm mostly…
  • I never doubted that Romulans would get more a presence in the game, though I must say I'm surprised to see what looks like it may be a full Romulan faction. I was expecting something smaller such as a dual-citizenship type deal where you would start on the Romulan side but eventually start sharing missions with the…
  • I like the idea of ability combos for engineering and science; I think that science could really do with it more than engineers though, as most Emergency Power to X abilities already have great synergy with other abilities. I already frequently use Emergency Power to Weapons before a Beam Overload as it significantly…
  • The problems I see with STO's "trinity" is: * PvE content is all about damage; just about everything in an elite STF has the capacity to kill you, and the best ability to counteract that is a Tactical ability. * Crew damage is severely broken; this is one of the areas where cruisers are supposed to excel, but since crew…
    in Trinity Comment by haravikk March 2013
  • You could possibly help with the unbalanced numbers by giving disadvantaged sides NPC support, or implementing some kind of raid mechanic that favours the underdog. Basically each side could launch either raids or assaults; a raid is for a single team trying to cripple a strategic asset against several enemy teams.…
  • I like Nadeon Inversion; if it last a bit longer and had a shorter cool-down then it'd be perfect as it allows engineering captains to fire a full beam broadside with negligible power drain. I currently like to use it along with emergency power to weapons before firing a beam overload; it results in no discernible impact…
  • Sounds like that's what needs fixing then ;)