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View Full Version : Change in Shielding Space PVP that would make it more of a Battle then a zergfest


Archived Post
01-30-2010, 11:25 PM
Space PVP is turining out to be a bit shallow with the ball of ships and focus fire instagib, so i'm proposing the devs make a slight change to the way shielding works.

Energy weapons would do reduced damage based on the amount of ships that are firing at you.
A reduction that would cause a significant drop in damage from say 3rd of 4th player targeting the same ship to zero or near zero.
Non Energy weapons would be unchanged, so torpedoes, mines etc would not be affected in any way.

This i think would make space combat a LOT more dynamic, and would create a tactical and strategic space battles that would encourage teamwork and coordination.

Fire away

Archived Post
01-30-2010, 11:28 PM
Space PVP is turining out to be a bit shallow with the ball of ships and focus fire instagib, so i'm proposing the devs make a slight change to the way shielding works.

Energy weapons would do reduced damage based on the amount of ships that are firing at you.
A reduction that would cause a significant drop in damage from say 3rd of 4th player targeting the same ship to zero or near zero.
Non Energy weapons would be unchanged, so torpedoes, mines etc would not be affected in any way.

This i think would make space combat a LOT more dynamic, and would create a tactical and strategic space battles that would encourage teamwork and coordination.

Fire away

Wait so your saying the fedball has returned?

Archived Post
01-30-2010, 11:31 PM
Your solution would be ok if it took into account that players 3-5 in any focus fire attempt are only there for the torpedoes. Short of having all cooldowns up prior to the alpha, shield facings don't stand up to 2 escort type ships,whether they're fed or klingon.

Archived Post
01-30-2010, 11:32 PM
There are lots of good ways to deflect focus fire. Making that automatic takes the fun out of it.

In fact, suckering the focus fire to a ship that doesn't die from it is half the game.

I remember in beta there was a time when the kdf were crying nonstop about the unbeatable fedball. Every single kdf was a tactics captain hotdog who flew in unassisted to gib a fed, and was shocked when they decloaked and were blown into spacedust in seconds by 10 fed ships (fights were 10 vs 10 at the time)

We started changing up our tactics out of necessity, and found ways to not make attacking the fed ball be suicide runs - amongst them are having the 'bait' be an engineer with reverse shield polarity, rotate shield frequency, engineering team etc. with other people backing him up.

5 vs 5, the initial 2 losses determine the outcome, so keeping your first people alive is crucial. There's a -lot- of game there, thought it might not be obvious yet.

Archived Post
01-31-2010, 09:23 AM
There are lots of good ways to deflect focus fire. Making that automatic takes the fun out of it.

In fact, suckering the focus fire to a ship that doesn't die from it is half the game.

I remember in beta there was a time when the kdf were crying nonstop about the unbeatable fedball. Every single kdf was a tactics captain hotdog who flew in unassisted to gib a fed, and was shocked when they decloaked and were blown into spacedust in seconds by 10 fed ships (fights were 10 vs 10 at the time)



This has not changed. De-cloak near space ball = instant death. I was in beta too, i remember all the QQ on the fed side that continues still about cloak and how OP it was that they couldn't tab pop KDF in afk mode. Generalizing statements how stupid the "other side " is blah blah they were all window washers etc. doesn't contribute to the discussion sorry.

The point you're making requires that every KDF captain dedicates a slot to reverse shield polarity. And even then they would at most survive the duration of the buff. Having to use a specific power or item or mechanic just to survive longer then 2 seconds in a PVP makes the it sort of pointless.

BTW I posted this in regards to all the issues on the Fed side with Escorts lifespan ball or otherwise. This is an issue that affects both sides equally, and no i don't play Fed. Just long enough to unlock my Klingon. Alpha strikes are a HUGE issue at the moment.



5 vs 5, the initial 2 losses determine the outcome, so keeping your first people alive is crucial. There's a -lot- of game there, thought it might not be obvious yet.

We started changing up our tactics out of necessity, and found ways to not make attacking the fed ball be suicide runs - amongst them are having the 'bait' be an engineer with reverse shield polarity, rotate shield frequency, engineering team etc. with other people backing him up.

This is so not true, I've had plenty of matches where we went from 5/0 or 10/<10 to winning due to alpha strikes. To say the match is determined by the first 2 deaths shows you don't really know what you're talking about.

Archived Post
01-31-2010, 09:29 AM
I support the OP but I dont think this is the solution. I dont know what is but there must be one. Maybe if we had objectives the feds couldn't sit in one massive ball of death.

Archived Post
01-31-2010, 09:59 AM
This has not changed. De-cloak near space ball = instant death. I was in beta too, i remember all the QQ on the fed side that continues still about cloak and how OP it was that they couldn't tab pop KDF in afk mode. Generalizing statements how stupid the "other side " is blah blah they were all window washers etc. doesn't contribute to the discussion sorry.

The point you're making requires that every KDF captain dedicates a slot to reverse shield polarity. And even then they would at most survive the duration of the buff. Having to use a specific power or item or mechanic just to survive longer then 2 seconds in a PVP makes the it sort of pointless.

BTW I posted this in regards to all the issues on the Fed side with Escorts lifespan ball or otherwise. This is an issue that affects both sides equally, and no i don't play Fed. Just long enough to unlock my Klingon. Alpha strikes are a HUGE issue at the moment.




This is so not true, I've had plenty of matches where we went from 5/0 or 10/<10 to winning due to alpha strikes. To say the match is determined by the first 2 deaths shows you don't really know what you're talking about.

I think when you use the phrase ALPHA strike you might be using it wrong. ALPHA strike normally means one toon/vessel/ what not, using spike damage to destroy a target. Your talking about decloaking or wandering in to a ball of feds and getting primarily and then QQing when you pop in 5 secs.

This whole area is full of crap. No one even has played around with different eq, bo skills, ships, or really seen how the T2 - T5 areas are playing. I've been playing PvP Klingon and DONT HAVE THIS PROBLEM. I suggest rethinking you actions. If you want a game where you get to cruise in and blow everything up play borderlands.

thank you.

Archived Post
01-31-2010, 10:03 AM
The point you're making requires that every KDF captain dedicates a slot to reverse shield polarity. And even then they would at most survive the duration of the buff. Having to use a specific power or item or mechanic just to survive longer then 2 seconds in a PVP makes the it sort of pointless.

No just the bait ship, go re read it.


This is so not true, I've had plenty of matches where we went from 5/0 or 10/<10 to winning due to alpha strikes. To say the match is determined by the first 2 deaths shows you don't really know what you're talking about.

5v5, first 2 kills, other 3 fall. He's talking about the engagement not the whole match.

Archived Post
01-31-2010, 10:04 AM
I support the OP but I dont think this is the solution. I dont know what is but there must be one. Maybe if we had objectives the feds couldn't sit in one massive ball of death.

So go play the objective maps.

Feds win those loads because most of the klingons just fly around killing not capturing.

Archived Post
01-31-2010, 10:18 AM
Honestly, this is my main concern about PvP and well this game in general. With all of the "nerf Reverse Shield Polarity" posts at the end of open beta, I'm wondering if the power will escape the nerf sledgehammer.

Alpha-striking is mainly a problem in the arena maps. Assist-training is the real problem you are looking at, and one that I take issue with as well. Personally, I think if damage was reduce a tad, that this problem would be less of an issue.

Admittedly have only played to the end of T3, but the damage there was really starting to get out of hand. I think if damage was reduce a tad that we would have more time to utilize more defensive powers and abilities which would lessen the overall impact of assist training. At least the "always go after the escort" assist-training.

This is definitely a MMO where you go after the DPS first and the healers last. ;)

Archived Post
01-31-2010, 10:21 AM
Seriously? Have damage reduced because you're getting shot at by to many people? How about, I dont know, try something diffrent then parking your BoP with its paper armor in front of the Feds. I dont know maybe use Emergency Power to Engines + Emergency Manuevers to shoot and scoot. You dont have to stick around to see the Fed blow up, if your team of 5 all did that against 1 target, its dead you all are alive.

It's pretty simple hit dps cooldowns, break stealth at 5k, shoot everything, then pop your speed cooldowns. You are a target for all of 3-5 sec. Wait for cool downs to reset then repeat.

Archived Post
01-31-2010, 10:22 AM
You know, some point soon the feds are gonna learn to take 5 cruisers and spider tank. Probably before release. And then we'll have an influx of new klingons and they'll be moaning feds are the OP ones.

And the only thing that needs to happen for that 180 is for you guys to research skills and BO abilities alittle.

Archived Post
01-31-2010, 10:27 AM
Space PVP is turining out to be a bit shallow with the ball of ships and focus fire instagib, so i'm proposing the devs make a slight change to the way shielding works.

Energy weapons would do reduced damage based on the amount of ships that are firing at you.
A reduction that would cause a significant drop in damage from say 3rd of 4th player targeting the same ship to zero or near zero.
Non Energy weapons would be unchanged, so torpedoes, mines etc would not be affected in any way.

This i think would make space combat a LOT more dynamic, and would create a tactical and strategic space battles that would encourage teamwork and coordination.

Fire away

do you even know Star Trek ? usually ships where knocked out within seconds in any battle.

Focus fire is how you kill stuff. played any other MMO ever ??

or to say played any other game ever ?

Archived Post
01-31-2010, 10:34 AM
Seriously? Have damage reduced because you're getting shot at by to many people? How about, I dont know, try something diffrent then parking your BoP with its paper armor in front of the Feds. I dont know maybe use Emergency Power to Engines + Emergency Manuevers to shoot and scoot. You dont have to stick around to see the Fed blow up, if your team of 5 all did that against 1 target, its dead you all are alive.

It's pretty simple hit dps cooldowns, break stealth at 5k, shoot everything, then pop your speed cooldowns. You are a target for all of 3-5 sec. Wait for cool downs to reset then repeat.

I'm speaking from open beta experience. By the end of Tier 3, the DPS on my Klingon team were averaging 300k each for a 15 kill match. We got to the point where we didn't care if we were picking escorts, science vessels, or cruisers. They all melted like butter in seconds.

Sure, in T2 and in the early T3 game we still went after escorts first, but damage ramps up considerably and soon the battlefield will drastically change. So yes, I think damage scales up too high when cruisers can only last about 6 seconds even with extend shields 2, engineering team 2, unless they use RSP.

Archived Post
01-31-2010, 10:39 AM
do you even know Star Trek ? usually ships where knocked out within seconds in any battle.

Focus fire is how you kill stuff. played any other MMO ever ??

or to say played any other game ever ?

I would agree if we were in space and this wasnt a game, a game that is supposed to be fun. What is the point of playing anything if it gets insta ganked over and over.

Ever been spawn camped? Thats what playing an escort is like now :)

Archived Post
01-31-2010, 10:41 AM
I'm speaking from open beta experience. By the end of Tier 3, the DPS on my Klingon team were averaging 300k each for a 15 kill match. We got to the point where we didn't care if we were picking escorts, science vessels, or cruisers. They all melted like butter in seconds.

Sure, in T2 and in the early T3 game we still went after escorts first, but damage ramps up considerably and soon the battlefield will drastically change. So yes, I think damage scales up too high when cruisers can only last about 6 seconds even with extend shields 2, engineering team 2, unless they use RSP.

MES leveled the field for escorts in T3 and up, yes once you dropped it you were a target but the point was you were able to drop it when you chose to now be seen 18km or better away.

Archived Post
01-31-2010, 12:12 PM
MES leveled the field for escorts in T3 and up, yes once you dropped it you were a target but the point was you were able to drop it when you chose to now be seen 18km or better away.

Yes, it was the norm for the cruisers to be sitting out there "all by themselves", and for the klings to send in the K't'ingas first.

Archived Post
01-31-2010, 12:43 PM
I made it to T4 in beta, and one thing you'll learn is that as more BO's are being used in higher tier ships, the less effective alpha strikes actually are. There are ways to counter alpha strikes, and they become more robust as the game progresses. If they did what you suggested, it would be literally impossible to take down a Galaxy in T4.

Archived Post
01-31-2010, 12:55 PM
I'm speaking from open beta experience. By the end of Tier 3, the DPS on my Klingon team were averaging 300k each for a 15 kill match. We got to the point where we didn't care if we were picking escorts, science vessels, or cruisers. They all melted like butter in seconds.

Sure, in T2 and in the early T3 game we still went after escorts first, but damage ramps up considerably and soon the battlefield will drastically change. So yes, I think damage scales up too high when cruisers can only last about 6 seconds even with extend shields 2, engineering team 2, unless they use RSP.

Yes, I was in the Tier 4 area and made Tier 5. But, no one to fight in that one.. I was fllying a Tier 4 BOP and I was kicking out over 300K damage a game. Get this, I was not the one with all the kills. The Raptors had alot more damage then I. The same for the Federation side..

With the proper Skills, You can withstand HUGE amounts of punishment from several ships at once..

The Battles are Intense in the later Tiers..

Just wait and see

Archived Post
01-31-2010, 01:41 PM
I think when you use the phrase ALPHA strike you might be using it wrong. ALPHA strike normally means one toon/vessel/ what not, using spike damage to destroy a target. Your talking about decloaking or wandering in to a ball of feds and getting primarily and then QQing when you pop in 5 secs.

This whole area is full of crap. No one even has played around with different eq, bo skills, ships, or really seen how the T2 - T5 areas are playing. I've been playing PvP Klingon and DONT HAVE THIS PROBLEM. I suggest rethinking you actions. If you want a game where you get to cruise in and blow everything up play borderlands.

thank you.

You might be correct ... what i mean by Alpha strike is the initial spike / burst DPS directed at a ship imedietly coming out of cloak/MES or in range of an unoccupied ball of ships, be it klingon or fed.

Archived Post
01-31-2010, 01:42 PM
Yes, I was in the Tier 4 area and made Tier 5. But, no one to fight in that one.. I was fllying a Tier 4 BOP and I was kicking out over 300K damage a game. Get this, I was not the one with all the kills. The Raptors had alot more damage then I. The same for the Federation side..

With the proper Skills, You can withstand HUGE amounts of punishment from several ships at once..

The Battles are Intense in the later Tiers..

Just wait and see

I hope that stays true T4, 5 and up, so far t1, t2 and t3 have been the same, ball of ships or death...
There just doesn't seem to be any incentive in the current PVP mechanic for a single or couple of ships to be off capping etc. the ball moves from point to point capping and destroying any opposition.

I suppose larger objective maps "might" make it a slightly less of a problem, and I'll have to wait until later tiers to judge those, so I'm strictly speaking from the t1/2/3 experience I've had so far. Almost made T4 in OB so up to late T3.

Archived Post
01-31-2010, 01:44 PM
do you even know Star Trek ? usually ships where knocked out within seconds in any battle.

Focus fire is how you kill stuff. played any other MMO ever ??

or to say played any other game ever ?

What i'm suggesting is a technical/scientific explanation for a process that discourages focus fire. As for the other baits, grow up some son