Career Officer
Join Date: Jun 2012
Posts: 1,730
# 21
09-10-2013, 11:19 AM
Quote:
Originally Posted by dontdrunkimshoot View Post
double and triple taps were an exploit to a loophole, period. did premade meta call for spike that strong? yes, but thats not the point.
That style mostly catered to one or two teams. The other teams managed to spike kill without doing the BO stacking just fine.


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Captain
Join Date: Aug 2012
Posts: 12,708
# 22
09-10-2013, 12:12 PM
I was typing out a longer post, but then it hit me...sure, I looked up and saw I was wearing a tinfoil hat, but it hit me.

Until they put BO in a lockbox, in the Lobi store, in a Rep grind, in a Fleet grind, or outright in the C-Store... /cough
Career Officer
Join Date: Jun 2012
Posts: 597
# 23
09-10-2013, 12:28 PM
It is what it is, we will adapt as always, no help from Devs as usual, just quick nerfs without looking at the reasons behind it all... sigh
Now found frequenting MWO short term and then Star Citizen long term. Raged Quit PVP long ago
- Gohan (House of Beautiful /Sad Pandas)
Lt. Commander
Join Date: May 2013
Posts: 135
# 24
09-10-2013, 12:32 PM
Quote:
Originally Posted by virusdancer View Post
I was typing out a longer post, but then it hit me...sure, I looked up and saw I was wearing a tinfoil hat, but it hit me.

Until they put BO in a lockbox, in the Lobi store, in a Rep grind, in a Fleet grind, or outright in the C-Store... /cough
marion begat the true power of double tap. only thanks to temporal doff sales was this quirk ever a profit for craptic. now truly the game had priced out this play, with little hope for anything to reignite demand for such spike.

in the end i will be able to change my builds and in the end it will mean more healing and a "proper"style. just a damned shame the overall effects are going to bring torps down too, when no one was crying about that.

/waiting it out
Captain
Join Date: Jun 2012
Posts: 1,941
# 25
09-10-2013, 01:02 PM
Quote:
Originally Posted by jjgrands420 View Post
marion begat the true power of double tap. only thanks to temporal doff sales was this quirk ever a profit for craptic. now truly the game had priced out this play, with little hope for anything to reignite demand for such spike.

in the end i will be able to change my builds and in the end it will mean more healing and a "proper"style. just a damned shame the overall effects are going to bring torps down too, when no one was crying about that.

/waiting it out
Don't think for a minute double tapping torpedo high yield IIIs weren't a problem. That's how B'Rel bird of preys were able to drop unsuspecting players from 100 to 15% in about 4 seconds though shields. (That along with cluster torp + DPB) Sure it took a lot of skill to do that well, but it did remove a problem from the game. B'Rel and T'Varo players will actually need to stick around for a few seconds longer to deal real damage, making them more vulnerable.
Career Officer
Join Date: Jun 2012
Posts: 597
# 26
09-10-2013, 01:10 PM
Quote:
Originally Posted by majortiraomega View Post
Don't think for a minute double tapping torpedo high yield IIIs weren't a problem. That's how B'Rel bird of preys were able to drop unsuspecting players from 100 to 15% in about 4 seconds though shields. (That along with cluster torp + DPB) Sure it took a lot of skill to do that well, but it did remove a problem from the game. B'Rel and T'Varo players will actually need to stick around for a few seconds longer to deal real damage, making them more vulnerable.
So players who took a build, optimised and made it into a torpedo killing machine through skill and your saying it s a good thing to nerf them. I must emphasize skill as it takes alot of timing and skill to execute it right same with double taps. Your more of an advocator of 1 hour 1vs 1 fights then?

So you love head banging against a zombie build then
Now found frequenting MWO short term and then Star Citizen long term. Raged Quit PVP long ago
- Gohan (House of Beautiful /Sad Pandas)
Captain
Join Date: Aug 2012
Posts: 12,708
# 27
09-10-2013, 01:23 PM
Screw "proper" builds...

Ar'kif Tactical Warbird Retrofit w/ Reman Tac Captain (either Fed or KDF)

Traits - Infiltrator, Singularity Specialist, Crippling Fire, Accurate, Astrophysicist, Elusive, Helmsman/Inspirational Leader, Reman, Techie

Reputation
New Rom - Precision, Emergency Secondary Shielding, Quantum Singularity Manipulation
Omega - Omega Weapon Training, Superior Shield Repair
Nukara - Enhanced Shield Penetration, Auxiliary Power Configuration - Offense, Refracting Tetryon Cascade

TT1, BO2, CRF2, APO3
TT1, TS2
EPtS1, RSP1, DEM2
EPtE1
TB1, HE2

(5x Sub/Sup Op - getting Infiltrator from the Reman captain)

DOFFs - 2x DCE(EPtX), SE(DEM), 2x EWO(BO)

Deflector - Borg Mk XII
Engine - Borg Mk XII
Shields - Elite Fleet Resilient Mk XII [Cap]x2[ResA/B][Adapt]
Core - Elite Fleet Reinforced Mk XII [SingA][OLoad][WCap][AMP][SSS]

Weapons
Fore - Subspace Torp, Romulan DBB Mk XII [Acc]x2, Experimental Array, Plasma QHC
Aft - Nanite Turret Mk XII [Acc]x3, Kinetic Cutting Beam, Hyper-Plasma Torp

Consoles*
Tac - 3x Infusers Mk XII, Leech
Eng - Borg, 0Point, Tachyo, E-Neut Mk XII [+Turn]
Sci - Singularity Stabilizer, Focused Singularity Modulator

*10th slot on the Fleet version - Bioneural Infusion Circuits

Devices - RMC, SFM

Other - Nimbus Pirate Distress Call

Attack Run Components
APA3
APO3
TacFleet2
TacInit3
FoMM3
BO2
CRF2
TS2
DEM2
TB1
Refracting Tetryon Cascade
Energy Weapons - Singularity Overcharge
Singularity Jump/Warp Shadows/Plasma Shockwave/Quantum Absorption
Singularity Stabilizer
Annihilation Mode
Focused Singularity Beam
Plasma Hyperflux

There's going to be a specific order to using them, some will only be used if the engagement lasts longer than expected. The intended audience for the game won't be able to do it. It's a skillgap issue. Cryptic will nerf it accordingly...regardless of the viability of it.
Captain
Join Date: Jun 2012
Posts: 1,268
# 28
09-10-2013, 04:25 PM
Quote:
Originally Posted by thishorizon View Post
ah yes.... oh how i love those torp kills.....

when you pop someone with a torp hit...it means you really got your timing down.

here recently on my defiant and bop builds i have had good success with 1 bo, crf, and a high yeild. while still running dem or a well timed "old school" style weapons battery.

its still my favorite way to fly a fighter in STO.

yet will all the insane passive shield regen out there thanks to rep passives and the like....those kills have long lost their way in consistent effectiveness. on top of just plain old res bonuses on someone running fleet elite shields and being hardened by someone on my side of the table firing off the same type of energy weapon while im trying to decloak pop.

which is why i am fully against any kind of change like this. i seem to survive just fine against double tappers in my sci and engineer builds. sure...you will get hurt often, but isnt that the name of the game? and with only a handfull of tacs in the game that can pull off this kind of playstyle with close to 75% effectiveness....whats the problem?

i see this kind of change just pushing further towards....OMG ha ha you tried to kill me with that? im a fed cruiser! and ill kirk all over you!


all in all....stacked spike damage is needed in the game right now to combat insanity healing......the time of the DHC CRF grind kills has long passesd us.....with this change it will further reduce a tac officers options of how to get off a kill shot without a friendly sci nuking the target first...

it really....well.... takes both burst and grind damage off the table for tacs....so....what would they be left with?

have fun kill bad guys

-thrusters on full-
That BO + HY build is pretty much all I run in PvP (I've never claimed to be amongst the best or most innovative or responsive to change), and believe me it's gotten MUCH harder to make it work. Not only does BO seem to miss more often (especially against Romulans), but the torpedoes are really iffy to time. Having lag spikes doesn't help, either. My kill/death ratio has suffered as a result. I often have to rely on teamwork to take a lot of targets down.
tIqIpqu' 'ej nom tIqIp
Captain
Join Date: Jul 2012
Posts: 2,729
# 29
09-10-2013, 05:10 PM
It shouldn't be too hard to kill people after the nerf... Coordinate, this is a team game!!! We still have BO +THY + CRF + the OPness of teamworking.
Reality is WAR
KHG Klingon Honor Guard
Captain
Join Date: Aug 2012
Posts: 12,708
# 30
09-10-2013, 05:22 PM
Quote:
Originally Posted by deokkent View Post
It shouldn't be too hard to kill people after the nerf... Coordinate, this is a team game!!! We still have BO +THY + CRF + the OPness of teamworking.
EWO(BO) DOFFs!
Enhanced Shield Penetration Passive!
Elachi DBB!
Elite Fleet and Nanite Disruptors!
And more and more and more and more...

Face it, it won't be long before Engineers will kill folks in 1s without using any abilities at this rate!
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