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Lt. Commander
Join Date: Dec 2007
Posts: 120
First of all, "exploits" is in quotes, because, in all likelihood, they're "working as intended." Also listed are "Issues" that seem to have a loud voice behind them.

Be that as it may, some skills and situations are being horribly abused, so I wanted a master list of things I've experienced/seen/read that are being used excessively to everyone's detriment. So, let the QQ begin...

SPACE ABILITIES AND ISSUES

Boff power stacking is becoming horribly excessive. Worse known examples include..
  • Rapid Fire: Due to it's duration, you can rotate two rapid fires to keep this buff going with a up time of nearly 70%. It's a awesomely great ability, but there's no downside to it, save missing a single tactical slot. No ships can withstand power of that magnitude
  • Reverse Shield Polarity: Ahh, next to rapid fire, one of the worst offenders. Almost as bad as chaining Rapid Fire, but it's long cooldown helps to limit it. However, in combination with photonic officer, it becomes nearly as bad.

Other Abused Powers
  • Combo: Viral Matrix/Subnuc beam: As if VM wasn't bad enough, using Subnuc before a VM guarantees that the target cannot preload Science Team on themselves, and if used after, just prolongs the pain. No one likes long CC periods. Perhaps the change to Science Team will help the situation.
  • Ramming Speed: So fun, so cool, so horribly abused. I've seen Fed Escorts one shot cruisers in PvP and major bosses in PvE. Cloaked ships can stealth run Feds and insta pop them. The combination of full impulse/evasive/ramming can one shot anything if it connects. Solution: Limit kinetic damage to a factor of Inertia. Smaller ships do less damage, larger, slower ships do more. And Cryptic, fix the full impulse/evasive maneuvers bug already!
  • Feedback Pulse: This can be a ridiculously overpowered ability. And I don't use the word overpowered lightly. With high deflector skills, maxed AUX, and someone with decent dps hitting you, this can strike the attacker back for 3,000+ damage per pulse. This is not an exaggeration. So let's do the math. Say a cruiser is hitting you with 5 beams, and you pop this just as he hits spacebar, so he can't stop one salvo. 5 beams x 4 auto pulses per beam=20 pulses. Multiply that by the damage done, and, let's say, for more typical purposes, the damage per pulse is 1.5k. 20 x 1500= 30,000. Ouch. For your opponents sake let's hope he didn't hit spacebar again.

Ships and Issues
  • The poor Raptor: This class really needs some love. Slightly more durable than a BoP, yet can't battlecloak or do anything unique or special. Only people that loved the look or got stuck speccing into em in T2 keep em around. Give this class an extra science slot or something.
  • Fed Cruiser turn rates: Also includes the Klingon Carrier. Yes, beating a dead horse here. To know the REAL reason why such an abysmal turn rate is, in fact, a bad thing, please see this forum thread (props to Red.Line for the math and pointing this out). Summary: Due to Cryptic's diminishing returns system (a decent system mind you, at keeping stat inflation and exploitation down), if you have a low base value for any given stat, like turn, there is no possible way to boost it high enough to actually show/matter, i.e. if you stack 4 30% turn consoles, full points in all turn abilities in the skillsheet, AND use full power to Aux, you will get a total of about... 8.5 to turn. That's even less than the Negh'Var BASE turn rate. Klingons, if you ever get the chance to fly a carrier, do it. You'll understand the pain.
  • Science Vessel Detection: This poses nearly no threat to any cloaker, save a few sci vessels who max detection in absence of most other stats. And even they can't detect much farther than 6k with sensor sweep. And even THAT depends on if the target keeps a low AUX setting, like most do. I can count on one hand the number of times my BoP was caught in cloak, and that was usually after battle cloaking, and within 3-4k of the sci vessel who popped sensor sweep. The only solution I can think of besides just flat buffing sci detection is to make some new power or equipment that temporarily extends detection range, like shooting detection probes, or dropping buoys. Make em destroyable. Make em time limited. It'll at least make things more interesting and less brain dead.

I'm sure there are more "exploits" and issues, but for now, this is enough QQ, and imo, some warranted. Whether you agree or disagree, show some love, but do try to at least back your opinions. No one likes a troll.

I was gonna add a "ground" section, but after I realized how many issues there are, I got really tired.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-10-2010, 11:30 AM
you need to add the escort in with the raptor changes as they are the exact same ship, except the Raptor is stronger with stealth.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-10-2010, 11:33 AM
There could be a simple change, that same BO powers have 1min system cooldown. That would remove most of the awful builds like 3xRPS etc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-10-2010, 11:41 AM
I agree on most of the points.

Rapid Fire is fine as it currently is. Without it, there would be no reason to use Cannons at all given the advantage in average engagment time for Beams.

Not sure about Ramming Speed, I am 36 now and have not seen it getting abused even once.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-10-2010, 05:12 PM
Quote:
Originally Posted by Dalnar
There could be a simple change, that same BO powers have 1min system cooldown. That would remove most of the awful builds like 3xRPS etc.
It shares a GCD with extend shields as well... that might be a little awkward.

But eh, people hate extend shields too, and the fact you can use two extends at once is silly. (30s duration ,15s global cooldown)

30s-1m would probably be totally reasonable.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-10-2010, 05:29 PM
Nothing wrong with Extend Shields, Face. It gives people a chance to live, compared with quick deaths at the hands of 5 Klingons.



Right now, the Full Impulse + Engine Battery + Evasive Manuverse + Ramming Speed Exploit needs to go in both PvP and PvE (those who seen it in action with the Crystal Entity knows all too well). It should only be activatable when under 33% Hull.

And for Viral Matrix, it shouldn't be nerfed, but there needs to be somekind of anti-hacking Science console that gives you a chance to resist it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-10-2010, 05:44 PM
Science vessel detection is fine IMO, about 7 or 8 times out of 10 i'm the one that initiates the attack on the Klingons when i'm on my fed toon as it pops them up to 11km away, it just takes an educated guess for when the initial attack is due and they'll be in range or for how long before they make it back after dying. Max power to Aux at the start of a battle + sensor scan gives that range, EPS consoles make it painless to switch to a saved attack setting once i've locked on.

It would be nice if it was a little better yes, but if it's increased much more it would probably become overpowered.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-11-2010, 05:04 AM
Quote:
Originally Posted by Azurian View Post
Nothing wrong with Extend Shields, Face. It gives people a chance to live, compared with quick deaths at the hands of 5 Klingons.



Right now, the Full Impulse + Engine Battery + Evasive Manuverse + Ramming Speed Exploit needs to go in both PvP and PvE (those who seen it in action with the Crystal Entity knows all too well). It should only be activatable when under 33% Hull.

And for Viral Matrix, it shouldn't be nerfed, but there needs to be somekind of anti-hacking Science console that gives you a chance to resist it.
Wasnt saying the ability was OP, saying the GCD should be as long as the ability, it just doesnt look right using two extend shields at once.

Since it shares a GCD with reverse shield polarity, which is a 15s buff with the same 15s GCD, upping it to 30s would solve an issue with chain RSPing and make it so you can only use 1 extend shield at a time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-10-2010, 05:50 PM
All really good points. I think you're calculating feedback pulse incorrectly in your made up math though. I seriously doubt it procs 4 times per 'fire.' I've never even been threatened with it in pvp and I've already maxed my Klingon character and am working on my fed. I might just need to find someone stacking deflectors.

Especially agree with RSP right now. In tier 5 PvP everyone has at least one, and many players have 2 or even up to 4 if they're using photonic officer. Space combat at that level has become a joke because you're just racing around to find who has RSP on cooldown.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-11-2010, 03:28 AM
They're not going to "fix" science team as a self-heal VM break. VM would be almost entirely useless if it could be broken by a level 1 skill. VM is already only mildly useful at higher tiers against coordinated pre-mades.
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