My main pvp concern is people not playing it and complaining about supposedly OP gear on the forums.
On every single game when something is OP in space people just start using it. Here when someone gets his ass kicked he starts a post about how OP something is because he didn't know how to counter it. Funny.
On the other hand, ground pvp is horribly broken. I've been able to OS or two-shot constantly a group of players with my new Romulan tactical kit and a cryo pulsewave. Engineers can play in god more for 6 seconds with their new doffs every 45 seconds too. There is no real counter since tachyon harmonic can't be used by tacs or engs.
I should make a video of myself having fun slaughtering other players on ground just to show how frustrated the other team can be. It's litteraly a gankfest when a tac with a cryo pulseave and the right kit (Romulan or operative) is on the map.
Of course the cryo gun isn't the major issue; the differences between NPCs and players are. NPCs are just meatbags with 10k HP. They don't need heals, they don't have heals, and take some time to kill. A player has at most 600HP. It's really easy to make a one-shot for a tac, and with a OS your nanites can't proc if you're a sci and you can't heal. Ground PVE is extremely fun but ground pvp is just like slaughtering catter if you have the right kit and gear.
Even with my fed sci with a grenade & cryo guns, a tricorder scan, a medic kit and nanoprobe infestation, it's just too easy.
Of course i'm folliwing my own rule: when it's op, use it and don't complain about it, but i'm also aware that it can be a frustrating experience for the other team.
I think the UI in this game makes it hard for new players to pvp too, lets just think if cryptic made colored icons to differentiate the different profession of the boffs and also the
captain powers could be abit more lively in colors. The old console called red matter capacitor had colors, and then frankly like the ability to scale the buffs without having to use in game command lines would be better.
Also a little box that showed current Flight speed / Defense rating / Turn rate, what else?? could be nice maybe some options like auto hiding "pve mission info" when its not in use.
I would just like more customization options all around like there can only be 1 chat box why is that? And the in game combat channel chat is really beyond worthless it doesn't stop if you scroll up.
I went out for a smoke to think about what I might post, and nothing else mattered compared to that. That's game-breaking for me. I won't queue with that. It's not fair to the other people on the team when that happens.
Tric bomb me, tractor spam me, drain me, outship me, drop nukes on me like they're a can of Pringles, I think I've been VM'd so many times at times that I'm not infected by VM - but VM's infected by me...and all of the countless other things that are so often brought up.
Tell you what - bring back the 2pc Borg set, bring back broken Rep shield regen, bring back the broken Elite Fleet Shield resists, bring back the broken Romulan DOFFs, and Hell - even add a Concentrated Tachyon Shockwave Torpedo...
...and I'd rather deal with having to fight that than dealing with the desync nonsense from the Temporal stuff.
Sure, maybe if that wasn't an issue for me - I might be bringing up or chiming in on other things being said in this thread...but there's plenty of folks that are more than willing to discuss those things.
I'd just like to be able to queue for PvP without thinking at some point I'm going to want to throw my keyboard through my monitor because I can't even manually redistribute my shields because the game's not recognizing that I'm hitting the spacebar.
I said this in another thread, but maybe I can mention it here too. Directed Energy Modulation needs a large damage/penetration buff.
I'll say this up front, I don't PvP much or at all. But the few times I have I've wished DEM had substantially more bleed through effect. In PvP as an engy in a cruiser I've no hope of downing a shield facing one on one.
I think direct to hull damage should be the cruisers speciality. Engies have 3 such Commander level abilites that do this, Aceton beam, eject warp and DEM.
Aceton beam is more about the enemies energy weapons debuff than it is the radiation DoT. EWP3 is the ONLY direct hull damage engy Com ability that does any sizable damage. DEM3 does nothing noticeable. No one uses it at the moment for a reason, it is fairly rubbish imo.
I'd go as far to say that with my setup, Aceton 1 does more DoT per tick (80 to hull off the top of my head) than DEM does per pulse (~36 according to tool tips).
That's why I reckon DEM, mainly DEM2/3 a cruiser only ability needs a makeover. Get through the shields and apply some meaningful direct to hull dps. Become a proper cruiser dps ability.
The excessive cool down time on it doesn't help either.
Dislike the forum theme? Try THIS. Dislike the STO home page? Try THIS. Devs, need Fleet Orion Marauder and Dacoit please! :-)
Please see my post right above yours. Which ships and why do you think this?
Definitely too much of a sweeping statement, the new Dom ships are almost definitely excluded from what I hear.
Il compare the minibug to fedscorts since many kinks consider them to be superior, plus majority player base and all that.
It has a turn rate of twenty, higher than any other escort. In exchange for this it gets almost zero losses. The one sci console is comparable in effect to half the fleet escorts thanks to the 1.0 shield modifier. It won't ever be a competitor in actual sci abilities, but you rarely hear people going for that in an escort anyways. Several respected players here were discussing the disadvantages of doing so in the FAW thread if I'm not mistaken.
It has more hp than every fleetscort excluding the armitage, and it has four eng consoles. So with shields better than or comparable to half the escorts, superior hull tanking to all but one, and bop level turn rate the bug becomes the best duelist in the game. A low crew count is a small price to pay for two universal boffs. The boffs make it very adaptable, science skills like tractor beam or hazard emitters don't take consoles to perform well, so it's hard to see why anyone would to fly anything else in the category.
I'm sure other people here could do a better job, and I don't give too much disdain for issues like this. Balance is an incredibly hard challenge to undertake. A pro star craft player once said the game will never be balanced because of a three race system that makes every race different. It will be tough, but many people also say brood war was perfectly balanced. So don't give up, don't be afraid to make a race or class harder to play if it means getting closer to the goal, don't sacrice balance at the highest level of play to make newer players think its balanced.
The Somraw, K'tinga, D'Kyr, D7, Kumari, and T'Varo are all older than the Constitution Refit and yet they are tier 5. The rule needs to change.
My biggest concern is (non-Vesta) Science Vessels' utter lack of viable offensive options, save Feedback Pulse and Polaron-based power drain builds.
Tachyon Beam is horrifically underpowered for a single-target ability. The innate resistance offered by six points in Power Insulators and the value added from virtually all endgame deflectors practically nullifies its effects. Even with 125 auxiliary power, six points in the Flow Capacitor skill, and a [Console - Science - Flow Capacitor Mk XI], the drain is negligible. That should definitely be on the list of powers that need to be re-examined. Perhaps convert it to drain by percentage and make it a hard counter to Reverse Shield Polarity.
The Leadership trait worries me. Now that it's actually working, and can stack, a ship using all human Bridge Officers can effectively shrug off a fully-buffed Viral Matrix. Considering the Subspace Decompiler skill requires a heavy investment, and Leadership essentially makes it worthless, I'd consider this to be a priority.
Last edited by starboardnacelle; 01-29-2013 at 05:23 PM.
KDF Vet ship console shield vamp effect: it's cooldown is reduced by aux2batt and it shouldn't be.
Photonic Doffs with PSWTorp Console: Seems to double the effect per doff, ~45 seconds left on cooldown when using 3 purp doffs. 180 seconds is it's base timer. It's further reduced to ~12 seconds after a PSW is used.
In general it was a previous Dev's design to have 3 purple doffs for max effect: There seem to be cases where 2 is all that's needed b/c of double effects. Team doffs used to be like this, though it's been awhile since I've checked.
KDF Vet ship console: The console sometime becomes locked into 1 state (eg Tactical) after being hit by a Tric effect. This is similar to the way weapons locked before.
Transphasic Cluster Torps: These seem to have the effect where they all crit if there's a crit instead of a roll for each mine.
Extend Shields: Idk, but have heard these stack better than they should. Ie, greater than the 75% max shield resists.
Passive Placate Procs: See the thread on this for those concerns.
Power Creep: There's been a drastic change to CritH potential along w/passive shield/hull repairs w/the Rep system. It's to the point where high alphas w/a a moderate to long cooldown such as BO are much stronger. Conversely, passive repairs have gone up as well from the Sci consoles to the Rep system choices. This w/other much of the lockbox influx leaves newer players farther behind and at too much a disadvantage when starting PvP.
I will say ideas like the time effects are good ideas in terms of introducing something new, but need to be hashed out prior to "going live". Things, like putting the 2 strongest procs on 1 weapon is just bad. Please stick to adding variety and a means of testing prior to "go live".
Aux2batt and other Cooldown reducers: Imo, it's overpowered and in the very least EPTA shouldn't remove the cieling of 5 aux power. 30% or more (depending on boff cooldown and # of aux2batts) reduction is just too much when it can be done more than 1x during an abilities cooldown. I'd suggest making it so an abilities cooldown can only be reduced once whether it's aux2batt, AP doffs, photonic doffs, or even Tac Captains power. Just use the greatest net cooldown reducer.
SNB Doffs: Too powerful. This needs to have a very high immunity and/or only effect a small number of buffs.
The new AP ability: Too powerful. Quite frankly it'd be borderline OP just effecting 1 ship let alone an entire team.
Fleet B'rel 4 Eng Consoles: This is crap and should be 4 Sci consoles.
Jem'Hadar Attack Ship
Highest turn-rate of all escorts, excluding raiders.
Aside from Escort Carriers, the highest HP of all escorts.
Shield Rating of 1, while most other escorts tend to have around 0.9
Two universal boff slots
5 tactical console slots
Benefits from Jem'Hadar Space Set
In other words, for an escort the ship has no flaws. Other ships at the very least tend to trade defensive stats for offense or turn rate etc. In this case... it's an OP ship and the whole community knows it.
The Jem'Hader attack ship, is what it is. It dosen't need to be changed, there are ways to deal with them. I've both squashed bugs, and been squashed by them. As to them having the perk of the Jem'hadar set, that makes them really squishy. If you want to solve this problem, attack the items giving the boost, not only to them, but the majority of ships. The items that need to be reevaluated are the 2 pc borg set. Thats what allows the bug, and most ships to stay really tanky in a fight.
Sollaf: Join date Sep 2009, Lifer. Supporter of Cryptic.
I submit, any power or device that is "mandatory" in order to survive in PVP is overpowered (or the competing powers are underpowered).
An example is Tac Team. Every single recommended PVP build I have seen has one or more copies of Tac Team listed. In my own experiences, my turn rate and manual shield rebalancing is insufficient to keep up under heavy fire; so... I must carry Tac Team or I am decimated within seconds. The only power that is even close is Reverse Shield Polarity, and its cooldown is too long to make it economical to replace Tac Team. The neccessity of carrying Tac Team hinders cruisers and sci vessels and their limited tactical BOFF slots.
Because everyone (sorry for the generalization) accepts that Tac Team is a requirement for PVP, no one questions how underpowered any competing powers are. Even worse, the need for a build that includes Tac Team hinders potential creative builds.
Although this sounds like a crusade against Tac Team, it is not. I am stating that any power, console, device, etc that is considered a requirement to be good at PVP is either overpowered or the alternate powers are underpowered.