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  • Hi Cryptic! Bravo on attempting to make Science Ships and Cruisers useful on the new Mirror Universe event. I can see you gave some cursory thought to a mechanic that makes non-escorts feel necessary. Unfortunately... it doesn't seem to have the effect you aimed for. I'll explain why: if there are ships near a rift (and…
  • Just give them a cap on the damage they can receive from a single attack/impact. At the moment they blink out of existence far too quickly, especially when they decide to park next to an exploding ship. Either make them survive long enough for us to heal them, or let us deploy them more than once every 5 minutes.
  • I've managed 1st twice in my Odyssey with Engy. Parked bow-on at 4km, firing hyperplasma with projectile officers, 3 beams and cutting beam. Tips: -Try and tag damage onto everything. Every shard wave or Tholian reinforcement, try and put some damage on each ship. Fire at Will helps here. -Be quick in healing others. You…
  • If my Odyssey can outrun the shards by orbiting at 30 base engine power, I'm pretty sure anyone can... CE has a good difficulty level for public games, and is downright easy with fleetmates. It also encourages (and rewards) participation by all three classes. It's nice to get a 1st place with a support build for once.…
  • Shorter cooldown would also be nice. It's just great fun having my little Aquarius zipping around and I just don't get the chance to do it often enough in late game content. 5 minutes is a long long time to wait.
  • Those are good ideas. If you're going to leave/revert these Emergency Power to X weapons as 100% uptime cycles, at least save me from clicking the damn button.
  • All your thoughts on abilities I agree with 100%, making them a conscious choice for the player are great. Do I give him shield strength or do I need it myself? Do I take ensign engineering team or risk having broken components? I guess at the end of the day I just want to see more of those decisions in the game. This…
  • Looong post Virus Dancer! Will try not to omni-slash too much. I acknowledge that EPTS being considered (almost) mandatory is actually caused by other factors. The main one that comes to mind is the general "flat" damage coming from enemies (such as cubes), rather than manageable spikes or patterns that players can…
  • An awful lot of people here are getting carried away with the flow on effects of these changes, and using that to justify that the change is bad. This approach will result in STO never receiving any major gameplay improvements. Fix this issue, then deal with issues that result. The core problem is that EPTS is mandatory,…
  • I said this in the other thread, repeating it here because it needs to be said. These changes are a good first step to fixing the "EPTS as a passive" problem, and making other Emergency powers more attractive. I agree with Eradicator and Jaturnley that they could be made even better by making higher levels of the ability…
  • Brave change, thanks for having the guts to try it, hope it works for you/us. More dynamic gameplay is always a good thing. Better than the existing auto-choice of EPTS with endless cycling. If you're going to design an ability to have a 100% uptime with cycling, just make it a passive and be done with it. I really like…
  • And if the rewards reflected that it took longer to do, it would be. Unfortunately the current reward structure means your Dil/Gear/Marks per hour are directly proportional to how many Tac/Escorts are in your team. No, the playerbase wants their Cruiser and Sci ships to have as much impact as the class of ships that only…
  • I agree with this 100%. This is exactly what I have been mulling for quite a while. 1) Make the "divert power to X shield" order last longer. Preferably until I give a different order, but at least make it last for a minute or so. Ideally, if I divert shields to port, it would keep ticking until that shield reached 100%,…
  • Agreed. The crew system needs some serious work before any other balancing is based on it.
  • No thanks. DEM is worthless for me and NI is quite useful, even on such a long cooldown.
  • Totally agree with your point that Starbase 24 is an example of how good things CAN be. All three strategies CAN work. Unfortunately pure DPS still finishes in half the time and therefore nets you more rewards. Also having bosses immune to your level 3 science ability is just stupid. Want to know why people abandon…
  • While DPS-ing things into oblivion remains the most efficient way to achieve objectives in STO, cruisers and science ships will continue to feel lacklustre. Making people feel like they're slowing down the team by playing anything other than Tac Escort is a good way to drive away players that enjoy the tactics and teamwork…
  • Oh man, your 100% DPS build doesn't fair so well when you park it right in front of a warbird and roll your face against the keyboard? Sad stuff. How much do we need to buff Rapid Fire for you to pass the mission? I'll get the devs right on it.