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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
05-01-2011, 07:50 AM
Quote:
Originally Posted by mvs5191 View Post
Betas shouldn't stack, amongst other things.
Anyone have hard numbers? Does beta stack, and if yes how? (Only different levels, same levels, ...)

I thought beta stacking was removed from the game and is - just like TSS:S3 terror - only a faint memory of the DOB era of this game.


For the scramble issue: If easy self-clearing reduces the effectiveness of the skill too much, then why not have ST reduce SS's length by 15 seconds per level, i.e. ST1 reduces the duration of the scramble by 15s, ST2 by 30s, ST3 by 45s?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
05-01-2011, 07:57 AM
Quote:
Originally Posted by mancom
Anyone have hard numbers? Does beta stack, and if yes how? (Only different levels, same levels, ...)
I know that Betas of the same source (e.g. your own beta) don't stack with each other anymore, which used to be the problem with AP:B - if you triggered APB, you could stack your own APB on your target.

Resistance stacking in general is a little odd when it comes to negative resistances. I haven't quite figured out how it works, particularly when you combine positive and negative resistances.
But aside from that - Theoretically, the number of debuff icons should show if APB or Sensor Scan stacks with itself... But does it?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
05-01-2011, 08:13 AM
Sometimes - when the moment of reflection is coming - I think how PVP would look like if powers as SS and FAW didn't exist in STO? Which other skills would be exploited as the ones causing the fast victory during premade / premade or premade / pug matches? Whether the outstanding majority of these "best" fleets in the game, still would fly all day long in Intrepids or Energy Cruisers?

Even I - I state it with distress - I use SS on my FED SCI, since during some match with TSI - ages ago - I was scrambled 95% of the time. I thought then - awesome - I must have it.

Funny thing is that last time I looked on my friends list i saw that many people are leveling new SCI toons so i guess there will be more "interesting" in STO.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
05-01-2011, 08:29 AM
Quote:
Originally Posted by MustrumRidcully View Post
Theoretically, the number of debuff icons should show if APB or Sensor Scan stacks with itself... But does it?
The target subsystem icons "stack", but the abilities don't. Sadly, icons are not a reliable way to gather information about beta stacking.

Quote:
Originally Posted by startrekfan View Post
Sometimes - when the moment of reflection is coming - I think how PVP would look like if powers as SS and FAW didn't exist in STO? Which other skills would be exploited as the ones causing the fast victory during premade / premade or premade / pug matches?
CPB and Tachyon Beam. Shield stripping is the future.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
05-01-2011, 09:26 AM
Quote:
Originally Posted by mancom
CPB and Tachyon Beam. Shield stripping is the future.
Yes. And it would really have the same solution - some kind of temporary immunity/resistance buff after its expired. And - boom, diversity requirement for science-heavy teams.

Just avoid ability chaining/stacking, and you can avoid any "easy" team builds that quickly become unfun. But the individual player with this skill is still an asset. You just don't need two of them. (Or if you have, they need good timing, to avoid using the same skill at the same time.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
05-01-2011, 09:55 AM
Quote:
Originally Posted by mancom
Anyone have hard numbers? Does beta stack, and if yes how? (Only different levels, same levels, ...)
Open up your ship status. Get 2 people using Betas to shoot on you. You'll see that 2 APBs or FOMMs of the same type or of different types do in fact stack. I don't recall the exact numbers, but it was quite noticable.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
05-01-2011, 10:07 AM
Max aux / power / rank SS has always been ridiculous.

This post has been edited to remove content which violates the Atari Community Rules and Policies ~<GM Jahia>
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
05-01-2011, 01:12 PM
Quote:
Originally Posted by MustrumRidcully View Post
Yes. And it would really have the same solution - some kind of temporary immunity/resistance buff after its expired. And - boom, diversity requirement for science-heavy teams.

Just avoid ability chaining/stacking, and you can avoid any "easy" team builds that quickly become unfun. But the individual player with this skill is still an asset. You just don't need two of them. (Or if you have, they need good timing, to avoid using the same skill at the same time.)
What's next? Temporary immunity/resistance to phasers, disruptors and torpedoes? Chaining and stacking of energy weapons is used by almost every good premade in the game. Exploit?

Requiring diversity makes playing in PUGs more difficult, because then you not only have to get lucky and have a decent mix of sci/cruiser/escort on your team, but you also need a good mix of abilities within these ship types/roles. There is already another player with CPB on the team? Guess what, your ship just became useless.

Diminishing returns yes, but hard resistances... not a good idea.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
05-01-2011, 01:22 PM
Quote:
Originally Posted by mancom
What's next? Temporary immunity/resistance to phasers, disruptors and torpedoes?
No. We already touched weapon damage with forbidding similar buffs to stack. Pure weapon damage as it is can be handled.

Quote:
Chaining and stacking of energy weapons is used by almost every good premade in the game. Exploit?
I didn't say anything about exploits.

Of course, I always liked the idea of a kind of "suppressive fire" mechanic - the more shoot at a target, the weaker the targets attacks get, but the more resistances it build up as well... With the current amount of healing (and even one slightly lessened), this isn't really a problem, focus fire is a necessity.

Quote:
Requiring diversity makes playing in PUGs more difficult, because then you not only have to get lucky and have a decent mix of sci/cruiser/escort on your team, but you also need a good mix of abilities within these ship types/roles. There is already another player with CPB on the team? Guess what, your ship just became useless.
Or his. :p

Quote:

Diminishing returns yes, but hard resistances... not a good idea.
Diminishing returns might also work, though they still don't change anything on a qualitative level - the PuGger with two instances of the same power is still at disadvantage.

Or maybe he isn't. It's not like the immunity will last the entire remaining power cooldown. Again, then timing is demanded. It might very well be that you can run a team of 2 Charged Particle Burst Guys. If the immunity lasts 15 seconds or so, Only people double-ranking CPBs have to get into conflict with each other. Two guys timing their skills should work fine.

It is hardly as if having two people with PSW is currently a liability, and we have an immunity in place here.

The best thing of such an approach is that it doesn't affect your standard fare PvE at all. Most players play solo anyway, they will never get into conflict with their own-created immunities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
05-01-2011, 01:30 PM
Quote:
Originally Posted by MustrumRidcully View Post
I didn't say anything about exploits.
My flamebait FAILED!
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