Captain
Join Date: Aug 2012
Posts: 12,461
# 11
09-12-2013, 09:08 AM
Course, it would be kind of funny were they to add a 5s gap to everything, eh? No chaining of anything...5s gaps everywhere. Could you imagine?
Lieutenant
Join Date: Jan 2013
Posts: 41
# 12
09-12-2013, 09:16 AM
Ok... I have a few questions.

First, claiming that something is OP without mentioning whats part (or the whole) is OP about it is kinda meaningless. So, what is OP about a2b in your viewpoint? I myself run an a2b engi in the regent class, while its good, i dont outdps escorts at all, which in my opinion means i'm not OP at all.

Furthermore, "normal builds arent interesting anymore.". Would u tell me whats exactly is a "normal build"? I this a reference to any build that dont use a2b at all? Or ships that do less than a2b even as the only difference is using a2b?

Well, no offense, but until u represent us YOUR a2b build with details how and why its OP, I'm afraid all i can tell u is to STFU till then. Random claims on something to be OP without telling us (or the devs u asked to review it), is kinda meaning less, i should start talking about how "this" and "that" is OP, just because they do more than my ships/builds. IMHO an a2b build isnt OP in any way, yeah gives more weapons power, 30% less cd on running skills (IF they not close to their global cd and/or global is less than 66% cd), and only uses 2 Lt. eng station (in exchange for any other Lt. eng skill), all u have to give up is 3 doff space (out of 5!), and thecnically your aux related skills, mostly those eng skills that SHARE CD with a2b, however i look at it, i have to pretty much give up a lot options for a a2b build for that 30% cd reduce and higher power in other than aux subsystems.
Rihannsu
Join Date: Jun 2012
Posts: 1,492
# 13
09-12-2013, 09:21 AM
I think some one already talked about this... didn't they?

Quote:
Originally Posted by adjudicatorhawk View Post
I think purple aux2batt technicians are probably a little too strong in general, but they've been in-game as-is for so long that touching them is high-risk. Technician procs should only be affecting Bridge Officer abilities as far as I'm aware, although this proc predates my tenure here so I could be wrong on that. I suspect though that any consoles affected by Technicians are a bug.
Oh yes.. they did.... in this thread..:

Sugestion because of Beam Overload Stack Post #285

So thars yer answer..Arhh...
You think that your beta test was bad?
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Career Officer
Join Date: Jun 2012
Posts: 2,695
# 14
09-12-2013, 09:23 AM
Also Tactical captains running FAW in an Aux2batt build will throw out very high numbers but it's mostly fluff/Spam clearing dps not focused pressure most of the time.
Captain
Join Date: Aug 2012
Posts: 12,461
# 15
09-12-2013, 09:29 AM
Quote:
Originally Posted by webdeath View Post
I think some one already talked about this... didn't they?

Oh yes.. they did.... in this thread..:

Sugestion because of Beam Overload Stack Post #285

So thars yer answer..Arhh...
It's also why things like BO/HY/TS can be neutered while other things won't even be looked at...

Quote:
Originally Posted by adjudicatorhawk View Post
Therefore, any change to combat math that also affects PvE is extremely high risk...
Lieutenant
Join Date: Jun 2013
Posts: 42
# 16
09-12-2013, 09:38 AM
Quote:
Originally Posted by masterkeychnk5 View Post
i think aux2bat is cheesy and way to overpowered atm, could adjuncthawk please look into this because every1 is running aux2bat these days

Yes, aux2batt need a nerf.
Now there is no point to biuld a cruiser without a2b. We need other options to have good dps on cruisers.
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 17
09-12-2013, 09:39 AM
Quote:
Originally Posted by virusdancer View Post
It's also why things like BO/HY/TS can be neutered while other things won't even be looked at...

Well that generally leads to my other thread.

The reality is that players who aren't very good or have less skill than another will be annoyed when they die, or die fast.


They don't mind so much that they couldn't do enough damage or score a kill.

But explode their little space-ego and they've got something they want to complain about.


It's always easier, and better PR, for the Devs when they fix something that feels like an unfair kill.

How do you pick 1 particular scapegoat for "surviving lots" in a game with 20+ sources of stacked mitigation?


You don't, you can't.


They also aren't about to go and nerf Roms yet, they're too new. They need people to continue to make and play roms, they have more Warbirds to sell.

Instead they nerf a mechanic, a mechanic,not a power.

They have every right to do so as the developers, and nerfing a mechanic makes sense even if other mechanics that should be nerfed get left alone.

I agree with A.Hawk's sentiment on this, and his desire to tone down the extremes and unravel/unwind some of the out of control mechanics we have.

I have hope, but I do have expectations as well. That the other side of the coin, the "1-click" wonder 0-skill required consoles, or endless layers of mitigation, will at some point find their heads in the guillotine of balance.


When all is said and done this kind of change is easy, makes more players happy for all the wrong reasons.

No one wants to die.


Unfortunately, in PvP, Someone has to die.


Last edited by ussultimatum; 09-12-2013 at 09:42 AM.
Lieutenant
Join Date: Jun 2013
Posts: 42
# 18
09-12-2013, 09:50 AM
Quote:
Originally Posted by ussultimatum View Post
in PvP, Someone has to die.

Nerf healing - problem solved. PVP need to be fun for all players, and kills shoud be easy to score by new players to, not only by elite double tapers.
Career Officer
Join Date: Jun 2012
Posts: 2,695
# 19
09-12-2013, 09:55 AM
Quote:
Originally Posted by inexplicabletim View Post
Nerf healing - problem solved. PVP need to be fun for all players, and kills shoud be easy to score by new players to, not only be elite double tapers.
Great players die less and kill more. Less experienced players kill less and die more. Nothing will change that no matter how much you nerf an ability. The only way a players pvp experience will improve is to get more experienced. But then they'd fall more towards the first category and leave the latter.

There should be a PvP light mode where new players can go in and only fight other inexperienced players. Once you progress to the next level there is no going back. This have been recommended in other threads in order to better help new players not always get Rolfstomped immediately after hitting lvl 50.
Captain
Join Date: Jun 2012
Posts: 855
# 20
09-12-2013, 10:05 AM
Quote:
Originally Posted by inexplicabletim View Post
Yes, aux2batt need a nerf.
Now there is no point to biuld a cruiser without a2b.
How about being an effective healer? An A2B build makes HE and A2SIF rather pathetic, especially the latter due to the higher station rank requirements.

Quote:
We need other options to have good dps on cruisers.
I'm not saying DPS cruisers don't exist, but I haven't seen one that's very effective in PvP. Those that have been effective have usually been "pro" players vs newbies or escorts that aren't built for tanking. Heck, the Borg 2-piece set pretty much negates a cruisers pressure damage.

As for 5 men DPS cruiser premades, yes they'll pwn a pug easily... Just as a T4 escort premade will own pugs.
Previously Alendiak
Daizen - Lvl 50 Engineer - Fleet Avenger
Selia - Lvl 50 Tactical - Fleet Avenger
Toval - Lvl 50 Tactical - Fleet Mogai

Last edited by orondis; 09-12-2013 at 10:07 AM.
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