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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
05-02-2010, 12:56 AM
Quote:
Originally Posted by Ted_Turner_3rd View Post
I have to agree with this, I nearly killed my self in 2 seconds against a sci ship while i was in my escort. How is that useless? Also, some sci ships have become super tanky since the patch. Been in plenty of matches where one will be incredibly hard to take out, often requiring 3-5 other people to take them down.
I may be wrong but it seems like the 'useless' comment is based on how it used to operate against the much slower firing beam weapons. If you're nearly killing yourself now on the poor relative of the original then you can see why it's being called useless. Cruisers running beams have virtually nothing to fear with this now, I know I don't pay attention to it any more.

Imagine if you'd gone up against FBP3 with your cannons and the old version reflecting damage back to you. You'd likely be a smoking wreck after one weapon cycle, if that. I think where it's at now is a good place since escorts were the ones that really needed to be put off attacking science ships with their massive damage output, yet they had no worries about it. Cruisers were roasting themselves very easily and that made no sense to me. Now, at least from my perspective, it's the other way around as it should be.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
05-02-2010, 01:48 AM
You can still bring FBP over 100%. It now takes resistances into account, so using Sensor Scan and Attack Pattern Beta can get you back to nearly old values. This reflected damage on an escort is an instant kill in one of his volleys.

I got a science ship too and do amazingly well after 1.1. I seem to benefit the most from the % resistances to shields now added.

I just wish they would put Tykens Rift on the spatial anomaly system-global cooldown (with gravity well), and not deflector dish. But hey, you can't have everything.

The easy 2-skill combos are gone maybe, SNB+VM for example, but I didn't rely on them anyway, too easy, made your skillevel dump to zero after a while, and still got a rich plate full of holds and heals and power drains-what do I want more?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
05-02-2010, 02:19 AM
I had a sci captain which i stopped using because as rota said i was becomming very lazy in the way i played. However, while using almost no sci cc now i found with the exception of sub i suffered very little from cc only once in a blue moon was i unable to deal with being VM'd, in fact i almost forgot it was there as a skill to worry about.

FBP, now i have taken some damage from it but many times have just decided i can ignore it or pop hazards and continue, one or twice i have decided to swap targets ass hte damage was a bit high, and i can wait 15s before comming back.

In the end i think all cryptic needed to do was add a counter to sub, i always liked the tac team option as it would have given that skill some value and maybe sepertated the cooldowns on the teams themselves, that alone would have been more than enough balancing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
05-02-2010, 04:43 AM
/signed

I've said this over and over since open beta. While science captains' abilities are the best in comparison, science class ships are the worst, mainly due to crappy BO skills.
Our role should have been crowd control and buff / debuff, because we have the least dps and hull. But they removed cc from the game, and made all tactical skills more viable for buff / debuff.

Also, I'm thinking about changing from DSSV to RSV due to the new turn-rate. In my DSSV I have to sacrifice the extra engineering slot for a +30% turn-rate console, so what's the point.



Quote:
Originally Posted by Ted_Turner_3rd View Post
I have to agree with this, I nearly killed my self in 2 seconds against a sci ship while i was in my escort. How is that useless? Also, some sci ships have become super tanky since the patch. Been in plenty of matches where one will be incredibly hard to take out, often requiring 3-5 other people to take them down.
I never kill anyone with my FBP3 unless they are stupid. Stacking -resist debuffs is almost impossible if you get sneaked up from behind, by the time I target them with APB my facing shield is already down. Usually I don't even get the 100% out of FBP3, usually it's ~50% reflect because resist is so much easier to stack than debuffs. What kills me then is, most of the time, not the cannons, but the HYT3 which can't be reflected anyway (33k kinetic damage? thanks, that was my whole hull. and that's with a kinetic resist console.).
I can tank quite well, but only a bunch of cruisers or other sci ships. Once an escort joins the fight, it's over. And what's the point in tanking if I'm no threat anyway, they might just as well leave me alone.
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