Commander
Join Date: Sep 2012
Posts: 394
# 21
12-04-2012, 08:35 AM
Quote:
Originally Posted by scurry5 View Post
Yeah, it seems like it's pretty high, if we're going by the standard 15-minute match. I got a little confused, as I've only seen Arenas go up to 15 kills. I'd sure like to see those scorecards!
Good. Higher than expected damage is always good. Well, when I'm the one dishing it out at least, lol. They might have been Arena matches. I'm not too sure tbh. Like I said, it was two teams, whichever got the highest kill count won. I do know that you can change the number of kills needed for victory though.

I'll post the links to the scorecards when I get home. I don't have them here

Quote:
Originally Posted by scurry5 View Post
In-game, the explanation is that they're transferring power from the deflector fields to shields. Yeah, they're apparently two different things. IIRC, the deflector field is what stops stuff punching holes through your hull at significant fractions of c/warp speed, while shields protect you from weapons fire. Screwy, I know.
Hmm, that makes about as much sense as Super Tac Team, lol.
Empire Veteran
Join Date: Jun 2012
Posts: 363
# 22
12-04-2012, 08:58 AM
Quote:
Originally Posted by bortjinx View Post
Hmm, that makes about as much sense as Super Tac Team, lol.
Well using tac team on yourself probably means you are beaming you people around on your ship. Something like:
"Our aft shields are failing, we need to distribute our shield power!"
"But... The console to do that is way over there... can't you just beam me there?"
"No, transporter needs to recharge."
"Well... guess we die then."
Commander
Join Date: Sep 2012
Posts: 394
# 23
12-04-2012, 09:04 AM
Quote:
Originally Posted by aetam1 View Post
Well using tac team on yourself probably means you are beaming you people around on your ship. Something like:
"Our aft shields are failing, we need to distribute our shield power!"
"But... The console to do that is way over there... can't you just beam me there?"
"No, transporter needs to recharge."
"Well... guess we die then."
Actually, I think beaming people around the ship is a good idea. I just think it is silly that it takes time to clear the transporter room before you can let your next team in. I mean, you beam all of your scientists to where they need to go. Really, how long does it take to get your Tactical staff in position before you can beam them out too?

If I was that transporter chief, I'd have races.

"Science Team away. Come on people move! First person ready on the pad I'll buy a drink for after the fight."
Commander
Join Date: Sep 2012
Posts: 394
# 24
12-04-2012, 10:34 AM
Here are the links I said I'd post, to the scorecards for the two matches I was talking about...

Match 1

Match 2

In case you hadn't guessed from my forum name, I'm Jinx.
Captain
Join Date: Jun 2012
Posts: 1,495
# 25
12-04-2012, 10:56 AM
Quote:
Originally Posted by bortjinx View Post
Here are the links I said I'd post, to the scorecards for the two matches I was talking about...

Match 1

Match 2

In case you hadn't guessed from my forum name, I'm Jinx.
Dieing 5x w/o a single repair is gonna annoy your PuGmates.

To your original question I've had as low as under 200k to over 1 million in arena using the same set up. There's too many variables based on who you're teamed w/and who you're fighting to look for a set amount.

For example your 1st volley could strip away a target's shield while a BO crit from an ally takes the target out before your 2nd volley lands. In this case you've been productive, but the damage isn't counted.

Also, I've had lolz transphasics builds w/a sci b'rel which do a lot of damage, but don't kill often. It's decent pressure damage at times, but really it's not as valuable as the scoreboard indicates.

Imo, the only scoreboard chasing you should do is who won and did you have fun while doing it.
Commander
Join Date: Sep 2012
Posts: 394
# 26
12-04-2012, 12:02 PM
Quote:
Originally Posted by p2wsucks View Post
Dieing 5x w/o a single repair is gonna annoy your PuGmates.

To your original question I've had as low as under 200k to over 1 million in arena using the same set up. There's too many variables based on who you're teamed w/and who you're fighting to look for a set amount.

For example your 1st volley could strip away a target's shield while a BO crit from an ally takes the target out before your 2nd volley lands. In this case you've been productive, but the damage isn't counted.

Also, I've had lolz transphasics builds w/a sci b'rel which do a lot of damage, but don't kill often. It's decent pressure damage at times, but really it's not as valuable as the scoreboard indicates.

Imo, the only scoreboard chasing you should do is who won and did you have fun while doing it.
They didn't really mind my lack of repairs - it was my fleet introducing me to PvP. They suggested I picked up a few self heals, which I did, but am not happy with and will be changing based on feedback in this thread.

I thought the damage counts would include shield damage, but if not, I see what you mean about damage being circumstantial. Thanks for explaining that part to me
Commander
Join Date: Jul 2012
Posts: 363
# 27
12-04-2012, 01:00 PM
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Career Officer
Join Date: Jun 2012
Posts: 374
# 28
12-04-2012, 04:44 PM
Quote:
Originally Posted by bortjinx View Post
As for ****ing off the people I am flying against, why not? The more attention they are forced to spend on keeping track of me and what I am doing means that less attention is on my teammates. Besides, annoyed people make mistakes.

While the criticisms about my build are appreciated, what I really want here is perspective. I'm getting that I have an unusual build, but rather than just say something like 'Get some new consoles' (and I assume you mean stack damage consoles, resists, and shield strength), tell me, how does your ship perform in PvP? In an average 15-kill match, how much damage do you do? (Yes, I know damage isn't everything, but DPS is my primary purpose as an Escort, so I think it applies over healing here).

Also, why does no-one use RSP in their builds? I find that combined with TT, it can fully recharge my shields in a matter of seconds. That should be more effective than EPtS, surely?
What happened to common decency and playing with a bit of self respect?

It's impossible to put a number on 'how much damage do you do in a 15 kill arena' because exactly 0 arenas are the same as another arena.
And yes, by sort your consoles I mean put all damage type consoles of whatever your cannon damage type is. sci and eng are less important, but you are genuinely doing it wrong as an escort without all damage consoles in tac.

Nobody uses rsp without a spare slot to put it in because it's a ridiculously bad opportunity cost power, especially with no resist powers at all elsewhere in your build. I would only slot rsp in my build if there was literally nothing else to put there.
To put numbers on it. RSP is 10 seconds immunity and a 0 resist heal every minute and a half or 2 mins (I can't remember) in addition to being a subnuke magnet, as opposed to epts, which is 20-30% resists on your shileds for 30 seconds and has 100% uptime if you have 2 copies.
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Sign up (heck, it's free for almost a full month, using the link) and see what you think.
Captain
Join Date: Jun 2012
Posts: 1,123
# 29
12-04-2012, 05:19 PM
It would be best to grab a damage parser and use that to gauge your damage. But, looking at the scorecard at the end of the match is also helpful in giving you a bigger picture.

A ship can have a low damage output according to the parser and the scorecard, but you could have a high kill count.

That means you either just helped someone else kill a target and didn't do that much damage, or you killed them faster than they could be healed.

If you have a high scorecard damage or high overall damage from the parser, but your kill count on the scorecard is low, it means you dished out a lot of damage, but lacked the power to finish off your target.

Damage on the scorecard is determined by damage to the hull, not shields. The parser will tell you the damage to the shields and hull. But, the parser doesn't keep track of the number of kills you had (not from the one I use, anyways).

So, look at them both and determine your effectiveness.

For instance, there is a certain infamous PvPer that likes to brag about how much damage he does in the Arenas with his Sci ship, but if you look at his kill count it is usually very low. Most likely, he was using DEM to increase his hull damage, but he did not have the capability to actually kill very many targets.
Commander
Join Date: Sep 2012
Posts: 394
# 30
12-05-2012, 04:21 AM
Quote:
Originally Posted by dantrainor View Post
What happened to common decency and playing with a bit of self respect?

It's impossible to put a number on 'how much damage do you do in a 15 kill arena' because exactly 0 arenas are the same as another arena.
And yes, by sort your consoles I mean put all damage type consoles of whatever your cannon damage type is. sci and eng are less important, but you are genuinely doing it wrong as an escort without all damage consoles in tac.

Nobody uses rsp without a spare slot to put it in because it's a ridiculously bad opportunity cost power, especially with no resist powers at all elsewhere in your build. I would only slot rsp in my build if there was literally nothing else to put there.
To put numbers on it. RSP is 10 seconds immunity and a 0 resist heal every minute and a half or 2 mins (I can't remember) in addition to being a subnuke magnet, as opposed to epts, which is 20-30% resists on your shileds for 30 seconds and has 100% uptime if you have 2 copies.
If by 'common decency' and 'self-respect' you mean 'Stick only to builds and tactics approved by the self-appointed PvP Masters' then, no, why should I? PvP is the competitive side to STO. Fun, yes, but competitive. So why not take advantage of what my ship can do and make my opponent's job that little bit harder?

"Genuinely doing it wrong"? Rofl... It's a GAME!!! How do you do it 'genuinely wrong' if what you are doing is successful? And I'd say contributing to 19 out of 20 kills with over 700k damage dealt is pretty successful. Maybe I didn't get the killing blow, maybe I did. That isn't the point. PvP arenas are a team effort. I'll grant you that maybe my build could have been 'more right', but I think 'genuinely wrong' is a little harsh just because I don't follow standard conventions.

As it is, following some of the advice in this thread, I have swapped out some of my skills (including RSP), and have been trying to identify which of my 'genuinely wrong' consoles I can remove to replace with damage ones. Three of them don't get used too often, or don't contribute that much to my play style, so I think I can lose the Isometric Charge, the Theta Radiation Vents, and the Graviton Pulse consoles and still be considered an annoyance by my enemies. Will 3 damage bonus consoles allieviate your feelings of me doing it 'genuinely wrong'? I will admit, I am kinda curious how much of a boost these damage consoles will give me.

My new skill setup is as follows:
Tactical:
2x TT1, TS1, 2xAP:O1, 1xCRF3, 1xCSV2, 1xTHY2
Engineering:
EPtS1&2
Science:
EH1, TSS2

I've not had a chance to try it out in PvP yet, but it does seem to make my ship nigh on immortal in PvE. The only trouble I had surviving in PvE was being swamped by a fleet of ships in the No Win Scenario, and being targeted by the gate in ISE. Even the gate probably wouldn't have been too much of a problem had I been paying attention, but I don't yet have the keybinds set up that was suggested in a post linked to earlier on in this thread since I wanted to get a feel for my new build instead of just automating a load of it.

Last edited by bortjinx; 12-05-2012 at 04:45 AM.
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