Are combat and non-combat skills being separated? For example, I can understand how tier of ship, warp core (tier,rarity), and engineering department would affect sector travel speed, but making people put points into a skill that could have gone into combat related skills just seems weird. maybe have a non-combat skill…
So this threat control and threat stance toggle is interesting. Does this mean we can only choose between off and +Threat. Or can we choose -Threat, off, and +Threat when trained in this skill?
This may be the best time to redo Threat skill and how Threat works in STO. I think a -Threat skill would be much more useful than a +Threat. Also healing a team member should generate Threat not just damage being done. This would give a nice teamwork effect for healing tanks that have not figured out how to do enough…
Not really an argument. Choice is my point. Buff these ship consoles so people might want to use them. Or if not buffed, make this special slot allowing for the use of a single ship console without interfering with the rest of the build. If someone wants set bonus from multiple ship consoles, then they have to start using…
ah. Are you saying it should accept any ship console for that ship or class, not just the one that came with the ship? Yeah I should probably clarify that. Ok I updated it.
Reading some of these posts, I like the idea of changing BFAW mechanics. I don't like the firing at two targets per beam. Is there an explanation for how that could be possible anyway? I know we currently pay for it with more drain. But I do kinda find it silly. How about FAW change the base weapon mechanics. Currently a…
Loosing damage at range for beams makes sense. https://en.wikipedia.org/wiki/Beam_divergence But Cannons. I read on memory alpha that phaser cannons were not supposed to loose damage at long distances. Maybe it is time for cryptic to scratch the damage loss for cannons over distance and instead factor "distance to target"…
I listened. No pvp updates is not what was said. Pvp is considered low priority investment in dev time. Their metrics don't show the interest rewarding the time put in. After the skill revamp is when the interview mentioned reconsidering it. And, they did mention some solutions for current pvp. As OP, this post was about a…
Starship traits are good. Also, T6 could still be more attractive, since they could use the specialization better. Less cooldown or more bonus of some sort.
I'm ok with re-balancing pve that is too easy/fast. I'm not ok with time limit fail conditions. That is not a good idea. This will discourage many who have not mastered dps builds, and eliminates choice of builds. Also, it is not consistent with trying to make the pve hard/longer. Consider any other fail condition, it…
I'm ok with re-balancing pve that is too easy/fast. I'm not ok with time limit fail conditions. That is not a good idea. This will discourage many who have not mastered dps builds, and eliminates choice of builds. Also, it is not consistent with trying to make the pve hard/longer. Consider any other fail condition, it…
+2% bonus all dmg per Teammate at Full health/hul I think this is a great first step to encouraging healer support and aggro taking roles in pve. It probably needs to be increased to actually see these builds in pve, as 2% per teammate is unlikely enough. Especially true since someone focusing on keeping team at full…
+2% bonus all dmg per Teammate at Full health/hul I think this is a great first step to encouraging healer support and aggro taking roles in pve. It probably needs to be increased to actually see these builds in pve, as 2% per teammate is unlikely enough. Especially true since someone focusing on keeping team at full…
Also brings up a good point. Maybe solution for some of these NPC deaths is to double their shield hitpoints. In the planet blockade run, the Troop carrying ships are very hard to protect when they can be one shot AOE killed. The high shield HP would give them more burst damage resist, and give the team time to buff, heal…
Sorry for confusion. I really think this is a Bug. What I mean are my arrays refuse to even try to fire if Fire-At-Will is used while targeting (or near auto-targeting) the Tri-lithium missiles. So I have to make sure to use normal firing when going after the Tri-lithium missiles. If i accidentally trigger FAW, I have ten…
Cool yeah, would also like to see more than DPS builds in there too. Just to clarify, was saying the 10 minute thing should be a bonus not requirement.