Problems with Space PVP forum
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Join Date: Dec 2007
08-13-2011, 05:40 PM
Originally Posted by
Problems with space pvp:
#1. Tactical Team: Change it to where there is an incentive to use tactical team 2 and 3. Make to where the distribution is low at 1, 2 at medium and 3 at high. Tactical 1 is currently like engineering team 3. The use of making everyone into tank is stupid and lazy.:
Skill points should definitely have more of an impact (an impact at all) but the shield distribution and debuff remover shouldn't last for 10 seconds.
#2. Sci Powers: SNB needs to have it when you are being sub nuke spammed there is a resistance chance. For example first sub nuke 50% to resist to the next sub nuke for 10 seconds. This seriously counter the constant problems of sci powers being the dominant in pvp espescailly 5 man scienece premades. Science Fleet lower the damage reduction effects because it's pretty much a RSF on the whole team. Say 10% to 20% At the moment sci is the dominant career to play at has been this way since beta.
SNB is fine until and unless they do something about resist/heal stacking as a whole. These two issues really need to be adjusted at the same time.
Lalalalalalala! I can't hear you
#4. Engineering Powers: Engineering Fleet is the worst power besides abandon ship in the game right now. Change to where it is on par with tactical fleet and science fleet with the proposed nerf.
It definitely seems like it could use something but these fleet powers shouldn't be too terribly powerful anyway, Sci Fleet certainly doesn't need to be as powerful as it is.
#5. Beam weapon mechanics: Beam weapons as of right now shoot many shots that normally do no damage. Change to where beam weapons rely on much slower recharge speeds but have more of a punch. This would help with cruisers and beam users try to make some use with non tactical based careers such as engineering captains and science captains. It will also benifit tactical captains as well and make to where it will more cannon to the star trek saga. Ever seen a galaxy class fire 6 beams at the same time doing no damage? I think not on both parts.
I would love to see this effect. Last time I brought it up there were some pretty serious balance concerns given the likelihood that this would make Cruisers slightly more bursty (as opposed to dealing damage over time). Visually I'd really like this to happen.
#6. Shield systems: One problem I've noticed is at no one uses the resilient shield or standard shield array system. Both of these shield system needs to be buffed because they offer no current incentive to use. The top three shields are the Covariant shield cap 3, aegis shield and the borg regen shield. These are in order.
I'm looking forward to seeing more item sets (I'd like to see a console to complete the Aegis Set
). Hopefully more sets, with proper balancing, will help to make this less of an issue too.