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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 551
03-15-2010, 03:38 PM
Quote:
Originally Posted by The_Stig View Post
You have absolutely no idea about what you are talking about. Yes ST cures the VM, but SNB adds 17 seconds to all of your ability cooldowns at T3. If you are hit by SNB+VM you can't do sh(i)t about it for the next 17 seconds because your ST is locked down for 17 seconds. If you are not sure how this works, hit my T3 character with PM and I will demonstrate.
Increases to 28-35 seconds by T5 depending on gear and skill minmaxing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 552
03-15-2010, 03:49 PM
Quote:
Originally Posted by ReynoldsCK
Regardless, science team fixes the most important, viral matrix. I haven't had a problem since using that ability all the time now.
VM is not the most important, look without being rude if you don't actually really know what you're talking about, please don't post "facts" claiming everything is okay.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 553
03-15-2010, 10:53 PM
There is another issue with all this problems of SNB and VM that only few have expressed thus far.

If we are to have a combat system like a fantasy game with CC abilities and the such, then we have an issue due to the inherent differences between the factions.

In a game such as WoW or other where abilities prevail over normal damage of your hack and slash or auto-shoot, at least both sides have the same number of hit points, same speed and maneuverability etc.

A paladin on the Aliance has same speed and hitpoints (provided same gear) as a Paladin on the horde side.

Is that the case in STO? Not t is not, a Tactical officer in STO on the Klingon side has considerably more speed and maneuverability, plus the cloaking device which may balance out the differences in hull points.

But that still leaves an inequality in maneuverability....same goes with all Classes in STO and the mismatch can be greater when compared against the slowest vs the fastest.

Which means that all other things being equal, this difference handicaps one of the sides in a match up.

So while there may have been great thought in to designing the ships and their stats, these are actually causing the issues.

Only in a game with a more tactical and less ability oriented Combat system would the differences in stats actually be important. But in a system where both sides have access to the same abilities, that is also ability oriented any differences in stats constitute an inherent imbalance from the get go.

The system clashes wit its own self, and I think Cryptic just needs to make a choice here and decide which way they want to go with it before it all blows up in their face.

Either you make both sides ships same in stats and only different in appearance, and give both sides access to the same gear too, and then let em have it in ability competition.

Or you drop the importance of abilities and let people have a tactical play where one tries to pit their strengths against the other sides weakness, in tactical competition.

Having both is just a recipe for trouble and makes the game unfun for the handicapped side.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 554
04-08-2010, 08:00 AM
Quote:
Originally Posted by btm
SNB cannot be countered.
Some players are countering SNB , anybody know how this is being done ?

They are also players that seem resistant to VM now, I know it can be countered by omega and science team , but it doesn't even stop them in the first place, any ideas how they do this ?

Thanks
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 555 So how did that go
04-12-2010, 10:01 AM
Quote:
Originally Posted by Jackalope View Post
On it. Talk to the guys on Tuesday (I think Monday is a holiday).
So how did this conversation go?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 556
04-12-2010, 10:40 AM
I started saying ouchie each time it happened and then the enemies started complaining about me spamming the chat lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
Quote:
Originally Posted by Christopher Lloyd
Email to Cryptic explaining why I cancelled my account:


Viral Matrix and Sub Neucleonic Beam are grossly overpowered and must be taken out of the PvP game. In T1-T3 play I won and lost about half of the time each and it seemed balanced enough and FUN (as a Klingon player).

Viral Matrix having no self counter is awfully overpowered and Sub Neucleonic Beam is even worse and has no counter. Premade Team play makes no difference. Klingons will just roll Science Captains and have a boring MezFest to counter Federation play.

These are not Science abilities/skills, they are Magic Spells right out of WoW and ****. Get rid of these Mezmerize spells. They don't belong in STO.

Since starting T4 I haven't won a single match and it's not because I don't know how to play; I'm not a Science Captain in a Science Vessel is the reason, and I choose not to be one. The PvP game is no longer fun to play with these overpowered and FUN BREAKING abilities/skills.

Again, whereas the game was fun before, even when I lost, the game is NOT FUN now. Now I just sit back as my console grays out and watch my ship get blown up. Your fan base, if it's going to die in PvP space combat, wants to die fighting, not watching the screen passively.

When you remove these Fun Breaking "Spells" from the PvP game send me an email and I'll resubscribe.



****EDIT 1 Kindly note that this was a response to Cryptic's "Why are you leaving the game" question. I felt I had to "get it all out" and not be very concerned about how I "let loose." I don't know if I adequately expressed my feeling of frustration regarding the 22-25 second "Can't Do Anything" skill, if you wish to call it a skill. I realize I could have worded it better and given more concrete examples but I was out of cement (unglued) and decided to give them the bricks and have them sort it out.


**** EDIT 2 Since Jackalope from Cryptic Studios Team has paid this thread a visit, I thought it would be good form to resubscribe to STO. I do so out of courtesy, and for no ulterior reason. I was also advised by a fleet mate that it is better to post about correcting a perceived problem without any remarks about quitting the game. I apologize for breaking the forum etiquette regarding that.


****EDIT 3

After reading the replies to my OP (and cooling down as well) I regret posting such a severe and absolute sounding diatribe. I would change it into something that sounds less like something a child who has had his candly taken away would say, but several people have copied parts or all of it in their responses.

Hopefully this third edit (or addition) will suffice. The above mentioned skills certainly need adjustments, however, removing them from the game may not be the best solution. I'm still concerned about the fun factor and PUGs. Implementing a Voice Chat system in the game would go a long way to make PUGs more competitive and fun to play.

I also apologize for posts I made inside the thread while I was hot headed.
Hah, BLOOD OF KAHLESS is one of the most respected Klingon Fleets in the game. Good luck on your future gaming decisions. No game will be perfect.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 558
04-12-2010, 01:30 PM
People don't understand this is a balancing mechanism, Viral Matrix really isn't an issue, since it can be cured.

However, Subnucleonic Beam however needs to done something with, and this coming from a Science/Science guy. Part of the problem with it is this, its value can change based upon Aux and Consoles. And here we go again mentioning how they should have changed all old and new science consoles modifiers when they changed science consoles. Another problem is being chain SNB'd, I was chain SNB'd 4 times last night.

So, what will happen when they change SNB. They will just make Science/Science officers even more destroyed. As it stands right now, SNB with say 8 Seconds cooldown to target is ideal against Any KLINGON and Tactical ship that load up on Dual heavy cannons. So if you take away SNB, you might as well make science ships have little fighters like IKS Carriers. (Besides Photonic Fleet, unless you want to drastically increase cooldown to say 1 minute)

And MOST mmos have crowd control, sometimes even worse then 30 seconds, cite the real issues, them being used together to completely disable you so that you can be 8 second face palmed by everyone on the opposition.

So a real viable solution is to nerf cannons. (My poor attempt at sarcasm)

Seriously, they need to balance the classes and sides, that's the real issue.

In Example: IKS Carrier - With Mines, Fighters, Power Syphons, SNB, and Photonic Fleet, with RSP and FBP. These are the guys that really need the spanking.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 559
04-12-2010, 01:38 PM
^ Right now, they're making SNB more of a Despeller, which will seriously make SNB more powerful as it is now. So if you see someone pop RSP or Feedback Pulse, you can negate it.

Quote:
Originally Posted by Suraknar View Post
There is another issue with all this problems of SNB and VM that only few have expressed thus far.

If we are to have a combat system like a fantasy game with CC abilities and the such, then we have an issue due to the inherent differences between the factions.

In a game such as WoW or other where abilities prevail over normal damage of your hack and slash or auto-shoot, at least both sides have the same number of hit points, same speed and maneuverability etc.

A paladin on the Aliance has same speed and hitpoints (provided same gear) as a Paladin on the horde side.

Is that the case in STO? Not t is not, a Tactical officer in STO on the Klingon side has considerably more speed and maneuverability, plus the cloaking device which may balance out the differences in hull points.

But that still leaves an inequality in maneuverability....same goes with all Classes in STO and the mismatch can be greater when compared against the slowest vs the fastest.

Which means that all other things being equal, this difference handicaps one of the sides in a match up.

So while there may have been great thought in to designing the ships and their stats, these are actually causing the issues.

Only in a game with a more tactical and less ability oriented Combat system would the differences in stats actually be important. But in a system where both sides have access to the same abilities, that is also ability oriented any differences in stats constitute an inherent imbalance from the get go.

The system clashes wit its own self, and I think Cryptic just needs to make a choice here and decide which way they want to go with it before it all blows up in their face.

Either you make both sides ships same in stats and only different in appearance, and give both sides access to the same gear too, and then let em have it in ability competition.

Or you drop the importance of abilities and let people have a tactical play where one tries to pit their strengths against the other sides weakness, in tactical competition.

Having both is just a recipe for trouble and makes the game unfun for the handicapped side.
Well pretty much the Klingons are the Federation with another skill, because both sides have the same equipment and abiities. Escept the BoP's weak hull and shields are easly countered by powerful offensive abilities, being able to be anEscort / Science Hybrid. And all Klingon ships but the Vo'Quv able to load up cannons and practically all be Escorts.

So even in a PUG full of Klingon newbs can quickly do serious damage to Federation players

Then on the Federation side, Science ships tend to have the weakest offensive and has to rely on their abilities, which the majority are being nerfed.

Then there is the Federation Cruisers, whose firepower is medocre i DPS (even with full Beams). And their manuverability is a massive weakness. So they should get the best Shields, but instead their shields are weak and if it wasn't for RSPs, then they would be most unwanted ship to play in PvP in the game.


I honestly think Cryptic needs to:

1) Reduce firepower all across the board (which would actually make PvE more of a challenge) than easy kiills.

2) Replace the Raptor's Ensign Tactical with an Ensign Engineering postion (for slightly better surviability with Engineering Teams).

3) Make Heavy Cannons on the Klingon side, be avabile only to Battlecruisers (and limited to 1), and increasing the damage output, but at the expense of reduced DPS (more bang, slower reload). This would reduce DPS to something managable.

4) Increase Cruiser Beam output by 10%

5) Increase Federation Cruisers shields by 25%.

6) Some abilites are not available in PvP (that way, it won't effect PvE). They just don't get that the less abilities would make PvP funner and more Trekish.

7) Give Klingons and Federation unique (and not overpowering) abilities, which will aslo make the two factions more dissimilar.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 560
04-13-2010, 09:24 PM
Cryptic seems to have missed the huge, compiled MMO Game Design Manual on CC. Stuff other companies have learned a decade ago.
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