Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 T5 combat over in 2 seconds
02-17-2010, 10:23 AM
So whats the point of playing if a T5 ship dies in 2 seconds flat? 100% shields, RSP on, FB1 running and 39k Hull points gone in 2 seconds.

Attacking players claim bleed through dmg, Shield Modulation and Anti-Proton weapons.

Why am I paying to play this ****? Really can a developer answer that?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-17-2010, 10:25 AM
Seems someone disabled your shields and used torpedo barrage after. But i think 2 seconds is exaggerating..i think i can do it mostly in 5-6s.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-17-2010, 10:31 AM
Quote:
Originally Posted by bellatormonk View Post
So whats the point of playing if a T5 ship dies in 2 seconds flat? 100% shields, RSP on, FB1 running and 39k Hull points gone in 2 seconds.

Attacking players claim bleed through dmg, Shield Modulation and Anti-Proton weapons.

Why am I paying to play this ****? Really can a developer answer that?
You again? No need to die in 2 second in T5, my team can FF someone in 3 seconds in T3. L2P
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-17-2010, 11:34 AM
The lack of beta testing at the higher levels is really starting to show. Some T5 battles will just run on and on with no apparent end, because the players involved are so absurdly difficult to kill. Other times, even the sturdiest ships will be mowed down in just a few seconds, by just a single enemy. I am not exaggerating, I have seen both of these events happen just yesterday.

On one hand I just read a thread complaining that Carriers are near invincible. I might be the very person they are complaining about, as I play my carrier in favor of high survivability.

On the other hand, just yesterday thre were a few times where a single Escort dropped me from full hull and shields to dead in about 3 seconds flat.

It is entirely a matter of your playstyle and how you have built yourself.

I expect to see a major rebalancing patch in the coming weeks, and everyone will feel the nerf bat. Not just one ship type, or one faction, or one power stacking exploit. A lot of weapons, skills and abilities need to be taken down a notch.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-17-2010, 11:38 AM
Quote:
Originally Posted by Vobe
On the other hand, just yesterday thre were a few times where a single Escort dropped me from full hull and shields to dead in about 3 seconds flat.
Hi Vobe! That seems very familiar! If there was lots of mines also, it was me :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-17-2010, 11:52 AM
Quote:
Originally Posted by Dalnar
Hi Vobe! That seems very familiar! If there was lots of mines also, it was me :p
I can't hate someone for scoring a good kill. But it does bother me that someone can pull off that much damage. I mean we are literally talking about dealing roughly 60,000 damage in just a few seconds, on someone with good resistances and other defensive stuff in play. Spike damage or not, that is one hell of a spike.

On the other hand, one of my teammates in a Negh'Var ended up in a stalemate duel with a Science ship. Neither was making any progress in the fight. It only ended because I happened across their fight and helped to destroy the science ship. Apparently, that science player sent a bunch of nasty tells to my friend, because I helped him. But the truth was, that fight wasnt going anywhere, and my friend was happy to finally get out of it.

The point I am making here is that certain offensive and certain defensive abilities need to be toned down. They are just too overboard.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-17-2010, 11:55 AM
Someone just was lucky in disabling your shields and made torpedo barrage after.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-17-2010, 11:55 AM
Quote:
Originally Posted by Vobe
I can't hate someone for scoring a good kill. But it does bother me that someone can pull off that much damage. I mean we are literally talking about dealing roughly 60,000 damage in just a few seconds, on someone with good resistances and other defensive stuff in play. Spike damage or not, that is one hell of a spike.

On the other hand, one of my teammates in a Negh'Var ended up in a stalemate duel with a Science ship. Neither was making any progress in the fight. It only ended because I happened across their fight and helped to destroy the science ship. Apparently, that science player sent a bunch of nasty tells to my friend, because I helped him. But the truth was, that fight wasnt going anywhere, and my friend was happy to finally get out of it.

The point I am making here is that certain offensive and certain defensive abilities need to be toned down. They are just too overboard.
My usual tactic against carriers is to burn their shields down with cannons, tractor them when half the shield is down, pump an aux battery in, hit subnucleonic beam, and then fire a tricobalt torp through the hole and follow up with HYT2. Usually equals a dead carrier.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-17-2010, 11:57 AM
Quote:
Originally Posted by AidenPryde View Post
My usual tactic against carriers is to burn their shields down with cannons, tractor them when half the shield is down, pump an aux battery in, hit subnucleonic beam, and then fire a tricobalt torp through the hole and follow up with HYT2. Usually equals a dead carrier.
Haha how complicated !!! :-)) Im just disabling shields in couple of seconds with beams, and then doing torpedo barrage on hull. With some dmg debuffs/buffs, its one dead carrier in 2-3s. And if he survives that, i drop 16 quantum mines above his naked hull, and they will make the rest.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-17-2010, 12:00 PM
Quote:
Originally Posted by Dalnar
Haha how complicated !!! :-)) Im just disabling shields in couple of seconds with beams, and then doing torpedo barrage on hull. With some dmg debuffs/buffs, its one dead carrier in 2-3s. And if he survives that, i drop 16 quantum mines above his naked hull, and they will make the rest.
Well the objective of my strat is to prevent him from moving (ie keep my front facing the shield hole) or doing anything that would get his shields back up. Subnucleonic beam is almost as good as VM and I don't believe there is any counter to it.
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