Lt. Commander
Join Date: Dec 2007
Posts: 120
# 371
03-14-2011, 02:09 PM
Quote:
Originally Posted by cenovita View Post
This reminds me to Starcraft 2, which has units for PvE and others for PvP or Skirmish.

Good idea.

It may be done with some power also.

Regards.
I was severaly disappointed by that actually. It was not a good rule, it meant that PvE play was fun with all the different ships and PvP (or Skirmishes) were disappointing with a lot less options.

It's the lazy way out. Maybe it's the only way to do it, but it's still lame.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 372
03-14-2011, 04:27 PM
Quote:
Originally Posted by MustrumRidcully View Post
I was severaly disappointed by that actually. It was not a good rule, it meant that PvE play was fun with all the different ships and PvP (or Skirmishes) were disappointing with a lot less options.

It's the lazy way out. Maybe it's the only way to do it, but it's still lame.
Also, this is an MMO, it's all the same setting. Why would my weapons and equipment suddenly work differently? IT has to remain consistent (though there's already a lot of inconsistency in the game - too much already, in fact).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 373 wow just wow
03-14-2011, 05:07 PM
Quote:
Originally Posted by Chaddington
Oh, almost forgot!!!!

We have our software team working on a way to prioritize players over created objects when tab targeting.

This will drastically increase the effectiveness of targeting in pvp.

Thanks,

-Chad
So hippie music does work its magic ..... wohoot this is actually good news proper
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 374
03-14-2011, 05:19 PM
Quote:
Originally Posted by amidoinitright View Post
They mostly come out during the day............
Mostly
I wouldn't be too sure about that...

I'm mostly on after midnight-EST, and that god-awful sound, can be heard till the wee hours of the morning....


<tosses AMIDOINITRIGHT a portable transporter> ...fly like the wind..., little gingerbread man...,

beam away..., beam away..., just as fast as you can....!


Lt. Commander
Join Date: Dec 2007
Posts: 120
# 375
03-14-2011, 06:28 PM
Quote:
Originally Posted by Chaddington
As far as making powers work differently or be disabled in pvp and pve, this isn't something we want to turn to as of yet. We think that balancing the powers will and should be possible for both aspects of the game.

Yes, these changes effected PVE. Mainly to fix the pet spam that causes server strain this needed to be addressed and fixed. That is why we will be addressing the other mines and entity creating powers as well in the future.
Like I stated before, I understand the theory that PvP balancing benefits PvE. I was in fact a devout advocate of this doctrine. After a year of STO, however, I am no longer a believer. The true end results have been numerous changes to PvP gameplay and a PvE experience that is less epic than it ought to be, since all aspects of the game must be shoehorned into the Rock Paper Scissors gameplay of PvP. Don't even get me started on how often I have to respec, or how many hundreds of thouasnds I've spent in Starfleet Merits doing so.

I endorse adjustments being made to reduce server strain, but I now wholly disagree with PvE gameplay balance being altered to suit problems that only arise in PvP. That said, I've made my point on this matter, and will go back to earning enough starfleet merit to once again respec after the nerf takes affect. I already foolishly spent my 400 day token on a Tractor Mine / Scorpion build for PvE.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 376
03-14-2011, 10:42 PM
Thanks, Chaddington. These changes to mines and targeting look like good solutions.

I'm not as positive about the changes to fighters: all ships getting fighters feels less Trek, more Star Wars or BSG, and diminishes the uniqueness of ship classes like the carrier. With missions getting (character) class-specific objectives, maybe we can have (character and ship) class-specific rewards. In this case, maybe mines for escorts, fighters for cruisers, and something else for science ships would have worked. It's probably too late to do something like that with a released item like the Scorpions.

Quote:
Originally Posted by Chaddington
Scorpion Fighters:
Reduced cooldown of Scorpion Fighters to 60 Seconds from 180.
Reduced the amount of Scorpion Fighters to 3 from 5. Per Launch allowing a total of 6 out instead of 10.
What about reducing per-launch and total-out to 2 per launcher and allowing ships to equip as many launchers as they have device slots. Each launcher could have a longer individual cooldown with a shorter global cooldown, allowing larger ships with more device slots to field more fighters in total while controlling the replacement rate if enemies make killing fighters a priority. A cruiser could "go carrier" but at a loss of battery load-out flexibility.

When PDS comes, perhaps fighters could be designated--on a per-launcher basis--as providing cover: they would stay near the ship and preferentially attack other fighters or targetable torpedoes. That would make even a single launcher valuable in combat, and larger ships would have the luxury of having both cover and offensive capability with their fighters.

On a related note, I've started up a new Klingon character and seen a problem twice where a few fighters have orange-colored names, attack me, and I can't attack them back. I'm not sure if they were launched by Feds or by KDF and got "turned" by something like a Scramble Sensors without reverting. I can't destroy them, and I can't cloak because they're attacking me. Please keep an eye out for it in testing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 377
03-15-2011, 06:26 AM
If PDS becomes the norm then no torpedo should be targetable. PDS would render Plasma HYT and tricobalt torpedos moot and impotent. I see PDS turret being a variation of the plasma turret that takes a tactical console slot from pre-order.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 378 Somewhat disappointing
03-15-2011, 11:28 AM
Quote:
Originally Posted by Chaddington
The Tractor Beam FX were fixed and will be pushed tribble asap.

The Fighters AI has been tweaked a little and should act a bit more appropriate and no longer follow cloaked played.

"PDS system" Discussion Yes... Implementation Not yet. Possibly in a future update. We wanted to fix mines a a whole first before putting in a PDS system.

As far as making powers work differently or be disabled in pvp and pve, this isn't something we want to turn to as of yet. We think that balancing the powers will and should be possible for both aspects of the game.

Yes, these changes effected PVE. Mainly to fix the pet spam that causes server strain this needed to be addressed and fixed. That is why we will be addressing the other mines and entity creating powers as well in the future.

They do last 7 seconds but they also do a slightly lower potency version of tractor beam.

ODD numbers are making a comeback... just like 80's.
I understand having to deal with server load and the fact that there are probably lots more fighters and mines total in pve than in pvp, so both need some kind of nerf. But you guys sticking to your guns that pvp and pve should stay the same is a mistake in my opinion, one that will cause much dev time, many respecs, only to eventually go this route anyway. The metagame in pvp changes, if you keep nerfing things for everyone because of an almost dead pvp community you'll hurt the game as a whole, and in the end I think you'll do what Guild Wars did after 4 years of trying to do things your way and make skills work differently in pvp for balance and pve for fun. At least you used the word "yet".

Fewer fighters hurts somewhat but maybe you could give them more hp each and tell them to run away from a warp breach in progress? I often lose most of my fighters because they decide to hang around 1km from a ship about to explode. If the now-fewer fighters just blow up right away they'll soon not be worth the device slot in pve.

And if we're still going to have every ship have fighters, maybe you can give some love back to the Vo'Quv carrier? The several nerfs at once given to it have made it simply no longer a valid choice for pve. The Kar'fi also got nerfed but is still superior to the Vo'Quv, as is the Negh'var and the Vor'cha retrofit. I want valid choices for each ship in pve, eliminating those choices for pvp just fosters resentment and limits player choice.
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