I'm only answering this because I happened to look at the forum today. I no longer do Bug Hunting for Cryptic, and the same can be said for most the people in the group, and to tell the truth as far as initiatives go it is pretty dead now. You *might* get a response from @darkbladejk but I can't be certain of that either,…
I don't really see what the deal is, that speed is fairly easy to hit just by mashing speed buffs without any PvP aspect. I've done faster, but truthfully it has no actual use in game other than maybe quickly traversing the Dyson Sphere, and if you're building for that you're probably hurting your ship. Not to mention…
I find this thread comical. The TR-116B, sure its a good weapon in the right hands for single targets, but truthfully as some have already alluded to the best weapons in the game for general all out DPS are energy weapons. I recently worked on a build that uses purely energy weapons and kills groups much faster than any…
A few things I commonly use, especially recently with some experiments I've been running: * Jem'Hadar Armour * Honour Guard Armour * Kobali Personal Shield * Regenerative Tissue Trait * On tribble, the new health regen skill * Medical Nanites * Ironsides
Couldn't be bothered with the mini-game. With all the unresolved issues with it I was never going to get anything that reflected the time investment, so I just left it be.
I hate to keep hitting away at this, but I'd still like an answer to why we can't have a threat toggle for ground like you've given to space? Ground tanking is going to be impossible without it.
I sort of agree, I mean tactical consoles need looking at, I just don't think you should have to choose at any point. You should just have one skill that covers everything, and like you say consoles need to do that too. I just feel that as long as the game says 'you can have either energy or torps' and not 'we encourage…
@borticuscryptic any opinions on thoughts about amalgamating the torpedo and energy damage lines together? Also can we get a threat toggle for ground like you've done with space? I don't want to see ground tanking eradicated.
Adding more consoles is not the way to go, and making it possible to add slots to ships is probably not something easily done. I'd also be very weary of what kind of Pandora's Box we'd be opening as a result.
It says under the Ground Skills that health regeneration is reduced to 0 in combat, if its not intentional it kind of looks like it is from that. Just saying.
I like things being said how they need to be said. People don't appreciate how testing works, the fact people are complaining because we're having a levelling-based test is proof of that. It's also pathetic how people complain about this stuff when they haven't tested it, it really does suggest they don't care about what…
Okay, I have a theory for threat control on ground, and I think it could work. Firstly, we need to add a toggle that's given to everyone on a similar vein to what was done with space. You either toggle it to have '-100 Threat' or '+100 Threat', which means if someone is tanking they have an easier time of getting that…
It is indeed normal for ground combat to seem easier at lower levels, because it takes into consideration the lack of gear, powers and the like at that stage.
Okay, we've found a major flaw in the new system. Health regeneration in ground combat being set to 0 is not a good thing. I've just been discussing this with other Bug Hunters and I have this to say: For @sqwished and @jodarkrider this basically invalidates their builds in their entirety. In my case I use health…
Okay, well for kick off I have a few ideas to bounce around:* Stealth Detection Rating Increases. * Torpedo Flight Speed/Defence Increases. * Increased Weapon Proc Chance (think @mrtshead mentioned this as well). * Flight Speed and Turn Rate Strength. If I think of any more I'll say :)
The specific specializations are gone, which is good. However I agree the torpedo and energy base abilities could do with combining as well so long as we can find a suitable replacement for the other three points.
Just to say folks, we now have an official feedback thread for testing the skill revamp: http://www.arcgames.com/en/forums/startrekonline#/discussion/1212091/official-feedback-thread-for-the-skill-system-revamp
Doubtful, depends on how the combined kit performance works out. Also, what previous nerfs are you referring to, because ground has seen power creep like space has, just less pronounced.
They're also adding some in, the energy weapon damage drop off reductions for example. This is partly what I meant with the whole 'people need to test on tribble' line, because if this helps to balance out different types of builds then so much the better, and while this won't be the whole solution we can hope that it'll…
Remember some stuff is now an unlock or factored in via other methods like the Attack Patterns, so some things that you may have put points in before are now freed up for other things, which alters the scale a bit.