Lieutenant
Join Date: Jan 2013
Posts: 86
# 21
02-19-2013, 10:40 AM
OP has been successfully trolled.
Captain
Join Date: Sep 2012
Posts: 1,315
# 22
02-19-2013, 10:42 AM
Common sense in an STO forum thread!?

No...NO I don't like it! NERF THIS THREAD, NERF IT NAOW!!!1
Kurov - KDF Tactical
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"Something everyone always forgets, all grind is optional"
Captain
Join Date: Jul 2012
Posts: 535
# 23
02-19-2013, 11:18 AM
Nerf everyone but what I like. Nerf everything but what I need. Screw everyone else. That is what nerf threads are.
Just say no to ARC
Empire Veteran
Join Date: Jun 2012
Posts: 118
# 24
02-19-2013, 11:26 AM
Every MMO player base has an element that seeks to nerf other classes in order to promote their own class/abilities to overpowered status.

The one class that has suffered the most in STO has been the Science captain. Very, very few buffs...and LOTS of nerfs...there is a reason for that -- SCI captains fill that role that every MMO has of a class that specializes in roots/holds and general esoteric nastiness that other players find difficult to counter -- mostly because it requires a bit of thought in how they set up their vessels and select their skills.

I wish that a game -- specifically an MMO -- could find some sort of balance in this regard, and not merely implement change based on the squeaky wheel principle...but that is a pipe dream for the most part...
Captain
Join Date: Jul 2012
Posts: 2,978
# 25
02-19-2013, 12:55 PM
Quote:
Originally Posted by ztempest View Post
Every MMO player base has an element that seeks to nerf other classes in order to promote their own class/abilities to overpowered status.

The one class that has suffered the most in STO has been the Science captain. Very, very few buffs...and LOTS of nerfs...there is a reason for that -- SCI captains fill that role that every MMO has of a class that specializes in roots/holds and general esoteric nastiness that other players find difficult to counter -- mostly because it requires a bit of thought in how they set up their vessels and select their skills.

I wish that a game -- specifically an MMO -- could find some sort of balance in this regard, and not merely implement change based on the squeaky wheel principle...but that is a pipe dream for the most part...
Agreed on all counts, I play all 3 main combos and have played 4 others and having done so I have a good idea how the other 2 would turn out and of all of them science/all are the weakest in all regards and with some ships Eng/Sci would turn out the best for versatility, this seems a little unfair when my sci can't work to the same effectiveness in her own speciality using the same ship.

I do feel that tacs benefit a tad too much from the game system, more so than the others (See the T5 rep skills) I would live with an entire season update replaced with a balance pass if the game benefited as a result.
Captain
Join Date: Jul 2012
Posts: 2,000
# 26
02-20-2013, 08:17 AM
Once again preaching to the choir adamkafei, however I will say that on azure nebula all science ships will get a higher score than all escorts as you can have 1 (2 for the 4-5 value ships) just push and CC the tholians away while one person releases all the tractor beams. Still an escort could slot tractor beam repulsers and do the same job...

I think AP:A and GDF should only affect weapon damage. Would also be nice if there was a way to redistribute shields fast enough to keep up with elite STF damage without the mandatory tactical team. As it is there is no need to use science or engineering team in PvE unless you play support and have so little damage you couldn't build aggro even if you were the only thing there.

I don't think nerf is the answer, well not as much of a nerf as people cry just close some exploitable loopholes by a slight reworking. Engineering and science with the associated ships do need a moderate boost but if you do the PvPers will be crying as borg hp and shields =/= player hp and shields.
Captain
Join Date: Jun 2012
Posts: 622
# 27
02-20-2013, 08:28 AM
Quote:
Originally Posted by bpharma View Post
Once again preaching to the choir adamkafei, however I will say that on azure nebula all science ships will get a higher score than all escorts as you can have 1 (2 for the 4-5 value ships) just push and CC the tholians away while one person releases all the tractor beams. Still an escort could slot tractor beam repulsers and do the same job...

I think AP:A and GDF should only affect weapon damage. Would also be nice if there was a way to redistribute shields fast enough to keep up with elite STF damage without the mandatory tactical team. As it is there is no need to use science or engineering team in PvE unless you play support and have so little damage you couldn't build aggro even if you were the only thing there.

I don't think nerf is the answer, well not as much of a nerf as people cry just close some exploitable loopholes by a slight reworking. Engineering and science with the associated ships do need a moderate boost but if you do the PvPers will be crying as borg hp and shields =/= player hp and shields.
Frankly, I just wait until the Tholians are busy then decloak under the asteroid and release the tractors.
All cloaks should be canon.
Captain
Join Date: Jun 2012
Posts: 1,902
# 28
02-20-2013, 08:46 AM
Frankly I'm tired of seeing "Nerf Everyone that Knows How to Play the Game" threads.
We could have everything nerfed to have everything absolutely equal, every aspect, every ship class, ever character class and there would still be people who are good at the game and those who are bad at the game with the later claiming that it's the games fault.
Part of the challenge in this game is learning how to spec your captain, how to pick and assign your Boffs and Doffs, how to equip your ship and how and when to use everything available to you.
Learn how to play every aspect of the game before asking for any more damn nerfs.
I don't want this game dumbed down anymore than it already has been.
Captain
Join Date: Jun 2012
Posts: 622
# 29
02-20-2013, 09:01 AM
Quote:
Originally Posted by maxvitor View Post
Frankly I'm tired of seeing "Nerf Everyone that Knows How to Play the Game" threads.
We could have everything nerfed to have everything absolutely equal, every aspect, every ship class, ever character class and there would still be people who are good at the game and those who are bad at the game with the later claiming that it's the games fault.
Part of the challenge in this game is learning how to spec your captain, how to pick and assign your Boffs and Doffs, how to equip your ship and how and when to use everything available to you.
Learn how to play every aspect of the game before asking for any more damn nerfs.
I don't want this game dumbed down anymore than it already has been.
^This. Also, you can teach synergy but you can't teach skill. Both can be improved by learning proper ways of playing the game. However, when either is ignored through ignorance or stubbornness, you see another balance thread of which this thread is a parody.
All cloaks should be canon.
Captain
Join Date: Aug 2012
Posts: 3,553
# 30
02-20-2013, 11:42 AM
Quote:
Originally Posted by maxvitor View Post
Learn how to play every aspect of the game before asking for any more damn nerfs.
I don't want this game dumbed down anymore than it already has been.
But... but... actually LEARN TO PLAY ??? Well I never... XP

This a thousand times over. I too am rather sick and tired of hearing screams for nerfs. There are obvious imbalances to the game, but the nerf-bat (which probably doesn't even look like a bat anymore due to insane over-usage) really doesn't need to be applied more.

Hence why I proposed in another of these threads to ADJUST as opposed to NERF. There actually is a difference. Change how things work, not outright smack them into nubsauce. For example, instead of just straight nerfing tacs and escorts, why not first undo that heinous crime that was put upon science (I saw footage from season 2 and 3, science was quite incredible...), and then bolster cruisers slightly to be useful in something (not saying buff their damage, but do something to them) and adjust engineer captain abilities and science captain abilities to make them somewhat more on par with tacs IN CURRENT GAMING CONDITIONS (since in a much more PERFECT WORLD they would work wonderfully as they are... but current gaming conditions do not require a CC/drain heavy ship-type or a dedicated tank).

Bleh. Or you can leave things as is and eventually all we'll be seeing are Tacs in Kumaris with the occasional drain sci ship (one of the only viable builds really left) and stubborn DPS/tank cruiser (like me).
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
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