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If your class got a 4th sub-skill, what would it be and why?
http://www.starsonata.com/forum/viewtopic.php?f=9&t=52084
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Author:  kanescreed [ Sun May 13, 2012 11:11 pm ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

it lost its fun long ago.

Author:  Zekk [ Mon May 14, 2012 12:56 am ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

Arkainon wrote:
The reason your concerned is because you thing current ubers will become too easy. Yes, that is the case but saying you need to beef the ubers so they fit with new power is silly. It's like saying we need to boost Speedy gonz and scortch, if someone with t21 gear came and did them it'd be a synch. But just because its easy doesn't make it a bad thing.


Your argument completely misses the point; if we added a fourth subskill that added to the classes core focus, essentially everyone over level 1800* or so would be able to instantly get it and become ~20% more powerful. T21 shit is balanced because its rare and hard to get.

*I know people of all levels have spent all their SP, but most of that is in Zens/Neurotweaking; simple skill reset and you get all those back to spend on more important things like this new OP 4th subskill.

Author:  Fallen- [ Mon May 14, 2012 1:03 am ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

Hmmmm 4th sub skill for a SD....


Rather then a 4th skill..... i would recomend a Interdiction item become available. (making aggrod' target unable to warp)

Or a skill involving such.

example (not to be taken literal)

(w/e item name) Field A generated 2000
affect (warp interferance to enemy) (fld A)
affect (allie and self visibility +15 %) (fld B)
Field B generated 500
Or///

something involving Improving warp devices cool down time

hmmm be creative....


(Warp Augementation)

-2 % warp item cool down time per level
0.0025 % Fail chance removed per level
2 % increase to warp item's efficiency in distance

Author:  NewFound [ Tue May 15, 2012 3:58 am ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

I don't think they should be anything combat related. Something class specific to bases or a new ability of some kind.

Author:  ping101 [ Tue May 15, 2012 4:14 am ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

For Seer..
Beef to mines making them hit for more damage, possible a reduce in size the more you put on. Similar to Combat Focus and weapons.

Or.. increase in micro warper stats/effectiveness. Maybe even a random tweak effect after warping.

Author:  anilv [ Tue May 15, 2012 12:15 pm ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

The one Jeff mentioned for Berserker really strikes me as something that would be better realized through a class-locked super item. (Bonus to elec regen and speed when at full shields.)

Author:  Bacchus [ Tue May 15, 2012 12:16 pm ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

I really enjoy the delquad SSS, but its really useless compared to the absentis one. Id like the delquad SSS to be some sort of sniper/zerker only SSS, its really intersting...

Author:  redalert150 [ Wed May 16, 2012 5:38 am ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

The only problems i have with my zerk are hull and shield regain, which is why i always have to bring amonk with me. So more hull or way more resist or shield regain would be nice on zerk. TANKIER!

Author:  basebot [ Wed May 16, 2012 6:25 am ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

For seers, increased mine strength and taking less hull.

Author:  Bastamental [ Wed May 16, 2012 9:46 am ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

ping101 wrote:
For Seer..
Beef to mines making them hit for more damage, possible a reduce in size the more you put on. Similar to Combat Focus and weapons.


Also, commod crates that provide the initial commodites for the mobile factory.

"Adv Claymore Commod Crate"

Contains 3 metals, 3 jelly beans, or whatever the needed materials are.

But, reduced size for weps would be glorious. We need to carry lincins and all different damage type weps. Implementing something like this would allow seers to be less picky about what weps they can fit to bring to a certain battle situation.

Author:  zhuang281 [ Wed May 16, 2012 9:51 am ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

Not sure the hull thing for seer is too good of an idea. All classes could benefit with less hull usage by weapons. Also don't think that seer was designed with massive ranges of weapons in mind.

Author:  Bastamental [ Wed May 16, 2012 1:02 pm ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

zhuang281 wrote:
Not sure the hull thing for seer is too good of an idea. All classes could benefit with less hull usage by weapons. Also don't think that seer was designed with massive ranges of weapons in mind.


You for realz? Seer needs all kinds of weapon type damages.

Energy for panthers and tactical seer vs SD pvp.

Surg for wattages, absentis, ect.

Lazer (Ares Sapper) for ranging, blind, stupid targets.

Mining Capital ships, without mining, its generally a lost cause.

The list goes on!

Also, recently I have been training alot in colo with tweaks, in fact, tweaks make seer so incredibly powerfull its amazing. I also always considered tweaks to be seer's best friend. With that in mind, I would like to suggest something completely different.

Seers 4th sub-skill

Tweak Efficiency +2.5% chance tweak wont be used.

With this skill at 20, you will have a 50% chance that your tweak wont get used up. This, is a powerful, yet a non statistical beef to seer. With this, it will open a new door to seer's power. Working with tweaks instantly filled my hotkeys, made me more focused on finite actions like adv blocking, or using an afterburner, or PPGT in tactical moments.

Author:  anilv [ Wed May 16, 2012 1:16 pm ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

Basta, you're making the mistake of supposing that it should be possible to gear your ship to be competitive against any possible adversary. Let's think for a minute about Speed Demon.

-Burning Mallet against stealth targets
-Caduceus or Blazing/Flashing/Paring Hammer against Speed Demon (depends on diffusers)
-KMW or Dark Flaming Excomm against capital ships
-3-shot or VPulse against tough stationary targets

Hello? You can't carry a weapon for every possible scenario. For Speed Demon you're lucky if you can cover two of those listed above.

Author:  paxiprime [ Wed May 16, 2012 1:36 pm ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

I already told him this. But no hes too much of a gangster to listen to us.

Author:  Bastamental [ Wed May 16, 2012 1:38 pm ]
Post subject:  Re: If your class got a 4th sub-skill, what would it be and why?

Just suggesting what the 4th subskill should be :|

Id' prefer +2.5% chance of tweak not getting used up.

Like gear glue.

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