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Captain
Join Date: Jun 2012
Posts: 3,289
# 11
03-13-2014, 07:42 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
the only problem with the EPt skills right now is the size of the EPtE bonus speed, and the fact that it persists through holds, snares, and even offline engines. that nonsense needs to stop, and the bonus speed should be cut in half. the difference between EPtE ships and ships that dont run it is far to vast.


pretty much agree on all the rest
Seems like only you and me supported nerfing epte in my thread about it awhile back. A lot of others either wanted all EPTX powers to also be nerfed the same way or left alone. I don't know why most of the pvp community doesn't see this as a huge issue, it makes either technicians or DCE mandatory and restricts a lot of the options you can use for builds, making it less interesting as a result. So many escort builds I could have fun with if only I could ditch those stupid DCEs.
Tala -KDF Tac- House of Beautiful Orions
Captain
Join Date: Jun 2012
Posts: 2,051
# 12
03-13-2014, 07:59 PM
Quote:
Originally Posted by marc8219 View Post
Seems like only you and me supported nerfing epte in my thread about it awhile back.
I wouldn't say you are the only ones. I suppose I could say I "called it" back in May, that change did disrupt Space PvP gameplay, and not for the better. Funny how things change with time. I hadn't even considered Cruisers or Battle Cruisers at that time because there were no Cruiser commands. RCS changes were still new and the meta was just reforming.

Quote:
Originally Posted by marc8219 View Post
A lot of others either wanted all EPTX powers to also be nerfed the same way or left alone. I don't know why most of the pvp community doesn't see this as a huge issue, it makes either technicians or DCE mandatory and restricts a lot of the options you can use for builds, making it less interesting as a result. So many escort builds I could have fun with if only I could ditch those stupid DCEs.
I am of the opinion that it should be impossible to run two versions of EPtX at the same time with 100% uptime on both abilities. The Devs had it right with Legacy of Romulus before the community started crying: 20 second uptime, 45 second cooldown, 15 second shared between different types of EPtX, and 30 second shared between identical types of EPtX.

I also believe that using Technician Auxiliary to Battery duty officers should add a 5 second shared cooldown with all versions of EPtX per Technician duty officer (15 second shared with 3 Tech doffs). Lastly, Technician duty officers should not decrease Auxiliary to Battery's own cooldown. The fact that this does lower cooldown on itself allows ships to use a single copy of Auxiliary to Battery to almost the same effect as using two copies of Auxiliary to Battery.
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--->Ground PvP Concerns Directory 4.0
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Career Officer
Join Date: Jul 2012
Posts: 65
# 13
03-13-2014, 08:23 PM
PvP is currently fine, except for the unlinked cooldown on team abilities. Before they did that, everything had a counter and every counter had a counter. Now with the team change, it makes to many abilities almost unusable due to a clear being ready way before the skill cd is ready. FoMM has been like that for a while, and needs a rework in itself.

People who complain about things being OP or to much cheese, just need to understand that this game is about building a ship to counter another type of ship.

And on the palisade dethroneing the wells...no...just no. The wells is still the no1 sci ship in the game. Sure the palisade can tank a hell of a lot more, but the wells is still better all around. Its faster, can turn better, can throw out more sci stuff faster, and looks better.
Captain
Join Date: Jun 2012
Posts: 3,289
# 14
03-13-2014, 08:24 PM
Quote:
Originally Posted by majortiraomega View Post
I wouldn't say you are the only ones. I suppose I could say I "called it" back in May, that change did disrupt Space PvP gameplay, and not for the better. Funny how things change with time. I hadn't even considered Cruisers or Battle Cruisers at that time because there were no Cruiser commands. RCS changes were still new and the meta was just reforming.
I am of the opinion that it should be impossible to run two versions of EPtX at the same time with 100% uptime on both abilities. The Devs had it right with Legacy of Romulus before the community started crying: 20 second uptime, 45 second cooldown, 15 second shared between different types of EPtX, and 30 second shared between identical types of EPtX.
I also believe that using Technician Auxiliary to Battery duty officers should add a 5 second shared cooldown with all versions of EPtX per Technician duty officer (15 second shared with 3 Tech doffs). Lastly, Technician duty officers should not decrease Auxiliary to Battery's own cooldown. The fact that this does lower cooldown on itself allows ships to use a single copy of Auxiliary to Battery to almost the same effect as using two copies of Auxiliary to Battery.
Well I am not sure if techs/a2b will get nerfed, too many Fed cruiser captains would scream bloody murder lol, but I agree something should be changed with it, even though I use it a lot too, I'd rather not have to for my big ships to be competitive.

As for EPtx cooldowns interesting enough even though you saw it as a problem for sci ships, I mainly play tac in space and saw it as a problem for me too. I never used to use DCE doffs before the changes, my tac builds all took advantage of other doffs and those builds all became mostly obsolete after being forced to run DCE and EPte to be able to keep up with others using it. I don't play sci ships as much but don't like it either then, makes tractors and GW very hard to use. Anyway even though I'm on a tac much more I still wouldn't mind being more vulnerable to sci just to be able to ditch my DCE's on my escorts and get 3 doff slots back.
Tala -KDF Tac- House of Beautiful Orions
Captain
Join Date: Aug 2012
Posts: 14,468
# 15
03-13-2014, 08:59 PM
C'mon, don't nerf EPtE...it's great for when you forget to slot engines - cause it works great even without engines.
Captain
Join Date: Jun 2012
Posts: 1,460
# 16
03-13-2014, 09:23 PM
Quote:
Originally Posted by virusdancer View Post
C'mon, don't nerf EPtE...it's great for when you forget to slot engines - cause it works great even without engines.
When you use Emergency Power to Engines without engines.....where is the power going? What is making you move??!!?

*twilight zone*
Take it easy!

Ishmael@scurry5: A Nibbling Sci
"Squeak?"
Commander
Join Date: Apr 2013
Posts: 460
# 17
03-13-2014, 09:31 PM
1. I don't have a sense of war. It makes no sense to me that I can stroll into Romulan space without a fleet trying to kill me.

2. The Romulan faction is so powerful that it's not even funny.

3. No real difference between the three classes. That's why I only have one toon. I noticed that from all the videos I watched while downloading the LOR (that's when I started playing this game, last April).

4. It doesn't feel like my ship is a "home away from home". I should only be in a star base one a year. Not whenever I want. I don't have a sense of exploring the galaxy when everything is so close.

5. Sector space is a joke. It should be a giant PVP war zone. But because of casual players,...it isn't.

6. Eventually these ships will be so powerful they can solo the Special Task Force missions. Oh wait...scimitars can already do that.

7. They way Cryptic uses the Jem'Hadr Attack ship as a cash cow, instead of using customization options to make money. For so long we've been begging for customized universal ship interiors. We've had long discussions about how to do it (I've even offered to make it using my Cinema 4D).

8. Unless it can generate a profit, Cryptic will not do it.

9. How for almost one year I've been on this forum, I see the same complaints and concerns being voiced. Yet I hardly see a response from the developers. Which tells me that they don't care what we say.

10. I'll be shocked if Season 9 isn't a complete overhaul of this game. Because right about now, the only reason I still play is because of the name "Star Trek". This game has become nothing more than a disrespectful slap in the face to the illustrious history of Star Trek.

That is all
Psst!,...new Executive Producer. Please remove that old and retarded requirement to have a Jem'Hadar Attack ship, before I can use it as a carrier pet. Didn't I give you enough of my money just to get the Jem'Hadar Dreadnought Carrier?
Captain
Join Date: Jun 2012
Posts: 3,800
# 18
03-13-2014, 09:35 PM
Well, once in a while a developer pops up and answers or gives a hint of stuff being fixed. Example, the Romulan T4 placate is "being looked at". Hopefully that one gets hit by the nerf stick.
Captain
Join Date: Aug 2012
Posts: 14,468
# 19
03-13-2014, 09:45 PM
Quote:
Originally Posted by scurry5 View Post
When you use Emergency Power to Engines without engines.....where is the power going? What is making you move??!!?

*twilight zone*
It's kind of funny, but I've not used EPtE outside of dorking around on Tribble during the LoR beta in an Ody running 2x EPtE3 with the Chevron - that was just epic! But the first time I launched the boat, I did forget to slot engines. EPtE got me back in range to dock and slot weapons...pretty zippy too.
Captain
Join Date: Nov 2012
Posts: 4,274
# 20
03-13-2014, 10:22 PM
Quote:
Originally Posted by dontdrunkimshoot View Post
the only problem with the EPt skills right now is the size of the EPtE bonus speed, and the fact that it persists through holds, snares, and even offline engines. that nonsense needs to stop, and the bonus speed should be cut in half. the difference between EPtE ships and ships that dont run it is far to vast.


pretty much agree on all the rest
Is the exact same thing not true for EPTS ?

Lets all face it the only EPTx you HAVE to run is EPTS... so really nothing has changed there. If they are going to halve EPTE they can do the same to EPTS while there at it.
Dignity and an empty sack is worth the sack.
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