Career Officer
Join Date: Jun 2012
Posts: 1,247
# 21
08-26-2012, 09:00 PM
Personally, I am fine with the Isometric Charge... I think the Borg in general need to get their teeth back.

BTW: It has a 90 Degree firing arc, as soon as you know the Neg is about to spawn (and they always spawn in the same place), get into position behind it and blast away.

Edit: They (the Neg and Raptor) spawn immediately following the destruction of the first upper level probe. They don't fire the isometric right away, so there is time to scatter, and focus fire on the Neg.
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Career Officer
Join Date: Jun 2012
Posts: 3,390
# 22
08-26-2012, 10:38 PM
Quote:
Originally Posted by johnny111971 View Post
Personally, I am fine with the Isometric Charge... I think the Borg in general need to get their teeth back.
More teeth in the form of consistently higher DPS and/or manageable burst damage would be good.

Abilities that can one-shot players are not (and seem to ignore shields, as well as hull resistances - this is ). This is the bad, visible, form of AI cheating - AI cheating should really remain under the hood and rarely be, if ever, visible to the player.


C'mon Johnny, when was the last time you braved CSE in the PUG queue?



As for the thread:

Aside from the other strategies posted here, Aceton Beam works on Isometric charge.

Whether you're a Cruiser or certain Sci ships and can actually fit this into your build is another thing, but the option is there.

Last edited by ussultimatum; 08-26-2012 at 10:41 PM.
Career Officer
Join Date: Jun 2012
Posts: 1,247
# 23
08-26-2012, 10:51 PM
Quote:
Originally Posted by ussultimatum View Post
More teeth is good.

Abilities that can one-shot players are not.


C'mon Johnny, when was the last time you braved CSE in the PUG queue?
Lol... I do run a few a week... mainly because I like the challenge... like the box of chocolates, you never know what you're going to get.

Don't get me wrong, set-team and channel games are fun... but predictable... the PUG Queue offers a bit of the unknown factor...

I'll agree that one-shots aren't good, but in general the Elite Level need a major overhaul. IMO the current Elite is really better termed as Advanced. I still think the Elite level should follow the Old STF style (even if you broke them up into the mini-missions we have today), those Borg had teeth (no one shots, but you really needed that healer, and tank)...
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Ensign
Join Date: Jul 2012
Posts: 4
# 24
08-27-2012, 02:16 AM
Quote:
Originally Posted by ziploc332 View Post
Clearly you haven't specced right, won't use Brace for Impact/Hazard Emitters, and don't have the shield enhancement consoles.

In an Escort, using those 3, I can survive long enough to reverse polarity and start healing. I also combine that with an early level defense device (can't remember the name) and I live fairly well. I still die on the times where I'm caught off guard, but that's my fault, not the game's.
I am not dying after one shoot, Hull has after that shoot 35-40% Power, but the Ship is so heavily damged thats it is easy for the Negh'var to shoot down the Rest. If you defend the Kang and a Negh'var fires on the Kang thats nice. Good, its a Bad Team or Teamwork if a Negh'var comes so close to the Kang, but it happens. As Exampel me, one other Escorts and a Carrier defending the Kang, the Negh'var fires on the Kang, from there to the other Escortship, then to my Ship then to the Carrier. LoL and all three Dead. And i start all Skills that Protect my Ship.

I didnt want easy Fights thats boring, but then the Ships should do more Regular damage and atack the Player. On Cure Space, most Borg ignore the Player and fly directly to the Kang.

There are better ways to make Spacefights intresting, as Example if your Ship gets 20% Hulldamage from the front, 2 Front Weaponsystems Failure for 1-2 minutes, they can be repaired but this takes Time, if you skill subsystem repairs it goes faste. If you get more Damage while System is in repaire the Weapons will failure completly, with an Maximum of 2 Weapons. Or if you get Damage from behind you only have 50-75% Enginepower, for a time. Thats much more intresting then Onehit shoots. If a technical Captain is in the Team he can help by repairs, so he is more needed then it is now. Birds of Prey should Cloak before they fly to the Kang and decloak only in front or behind the Kang, so an Sciens Captain is mor needed. If your Ship is completly destroyed you loos first time 10% Systempowers, second Time 15% , third time 25 % but after that it goes not lower then 50%. With that system Players will try to live longer, and flying and fighting with a damaged Ship, thats for me Spacecombat, you must look what can i do now, changeging systempowers or taking more Batteries.

But one Thing i must SAY, Elite is most Times to easy, but Onehit Kills are not the right Way.

Last edited by teruker; 08-27-2012 at 02:23 AM.
Lt. Commander
Join Date: Jul 2012
Posts: 190
# 25
08-27-2012, 02:43 AM
Quote:
Originally Posted by teruker View Post
But one Thing i must SAY, Elite is most Times to easy, but Onehit Kills are not the right Way.
Yeah, there is a difference between making something difficult and bad balancing.

Making something difficult means to give the player the chance to avoid the damage or somehow deal with it. Bad balancing is, when the player just gets killed by an onehit, that he often doesn't even see coming.
Commander
Join Date: Jun 2012
Posts: 348
# 26
08-27-2012, 09:47 AM
if you change your playerstyle 1 hit is not more possible.

and if you look in find out the right way for you to kill the ships its nice.

if not you will die and crying will not help.

there are alot ways to fight them solo without any dead.
Ensign
Join Date: Jul 2012
Posts: 4
# 27
08-27-2012, 02:23 PM
Quote:
Originally Posted by lostmoony View Post
if you change your playerstyle 1 hit is not more possible.

and if you look in find out the right way for you to kill the ships its nice.

if not you will die and crying will not help.

there are alot ways to fight them solo without any dead.
You did not understand the Problem, Problem is not to cry, the Problem is that the balancing of the Game is very poor. In stf noone will kill a good skilled player, only a few overpowerd weapons will do it. So Gameplay is reduced to avoid that damage and not on a good taktik or teamplay only 1 THING AVOID THE DAMAGE OF 2 or 3 WEAPONS.

Compare the Damage from the Negh'vars in STF vs Fleetactions. You will see in the Fleetactions, that a player can not die, because the ballancing is bull****. Now Cryptic must work on the Damage System, or much easier, build one or two overpowerd Weapons for Fleetactions.

1 Stoped playing Stf in the Past, while its to easy. It is now not much heavier, only 1 Overpowerd Weapon comes into the Game.
Lt. Commander
Join Date: Jul 2012
Posts: 190
# 28
08-27-2012, 02:58 PM
Quote:
Originally Posted by lostmoony View Post
if you change your playerstyle 1 hit is not more possible.

and if you look in find out the right way for you to kill the ships its nice.

if not you will die and crying will not help.

there are alot ways to fight them solo without any dead.
Yeah, why don't you just spam a WoW style "lol l2p!!112", if you don't plan to post something useful?

When you get aggro from a Neg'var, a Raptor or some of the other borg ships in other STFs, you will be destroyed nearly instantly, if you have bad luck.

Yeah, yeah, don't get the aggro, I know, someone should tank it, but even the ones that are supposed to tank it, seem to get destroyed pretty quickly or they don't generate enough threat.
Career Officer
Join Date: Jun 2012
Posts: 1,173
# 29
08-27-2012, 05:44 PM
So funny, I thought they fixed this?!?!?

Now when I get near NPC Negh'Vars, I activate Brace for Impact and the Devidian Supbspace Field Modulator, as these are the only things that will offer any meaningful damage resists.

I undersand they need to make it harder, but this is just silly.
Lieutenant
Join Date: Jun 2012
Posts: 31
# 30
08-27-2012, 06:36 PM
The isometric charge is pretty broken to begin with. It is awful in fleet events as well as STFs. It takes out 1/3 of your hit points regardless of any form of defense and it just gets worse from there as it gets more destructive withe each subsequent jump. Even if 1/3 is the max, it is still kinda bogus considering the sheer amount of damage it can build to across all ships. I think it would be better if it were a clear-able damage over time proc that takes a few seconds to jump to additional ships. This would actually make it kinda fun as it would give you more considerations for your maneuvering.

The klingon abilities and NPCs in general are kinda off balance. The NPCs seem to have the arbitrary ability to drop a given shield facing and completely drain weapon and engine power. This allows them to completely ignore you which is all they need to take out the friendly NPC. After the transphasic improvement, I noticed a lot of klingon NPCs using them, and when you are protecting something and they combine that with isometric charge, it is just instantly dead. And then there's battle cloak... any ability that causes you to break weapon lock on a target for more than a few seconds is broken... especially in PVP. Any vessel with battle cloak can theoretically be effectively invulnerable. Cloak impairing abilities just do not last long enough to effectively counter this.

NPC protecting basically comes down to NPC babysitting for at least one unfortunate member of every group. Protecting should involve some maneuvering, strategy, as well as the use of your guns. Your offensive abilities should not just be sitting there out of cool-down because you are stuck keeping a friendly as your focus target because they have no heals, resistances or any significant inclination to adjust their shield facings or maneuver to save themselves. An active ability to draw weapons fire to yourself would be a welcome addition, especially if it involved some maneuvering such as putting yourself between the friendly and the attackers.
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