If you want a real good across the board nerf to survivability, remove the shield redistrubution from Tac Team.
Cruisers and slow turning ships totally obsolete? Give a Damage Reduction modifier, much like the shield modifier, to ships based on turn rate. The slower, the higher.
all removing TT would do currently is make spike damage 10 times more dangerous. it would do basically nothing to prop up pressure, manual distribution can keep up with pressure. as long as there is DHC spike, there NEEDS to be TT.
Originally Posted by lordlalo
I just wanted to say, I've never seen a more disturbing avatar
(I like to beat on the same horse for quite some time
Set caps on the extremes. Limit how much you can boost damage. Limit how much you can regen hull, shields. Make hard caps per ship type on all these numbers, and balancing becomes easier.
[Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk]
Joined October 2009. READ BEFORE POSTING
I wanted to relate my personal experience of an Arena match I had recently. I do not PvP much at all and just took my tac defiant with his standard PvE build (posted under warship thread on fed ships too lazy to find it) to see if it was still as silly as I remember it.
I don't recall who or what was on my team. The enemy team had two players from fleets I recognize as being decent from these forums. Their was a kitty carrier, a timeship escort, two cruisers, and either an AFK or not worth remembering fifth.
That was the most boring half hour of STO in a long time for me. I died twice. Not sure if someone was healing me or not but literally I would get nuked, denoobed, drained, and focused and still get away with EM (had nothing to break tractors) typically.
Offensively I would slaughter the timeship with a well timed semi burst, could wear down one of the cruisers, but the other cruiser and the kitty carrier were pretty much invincible even with the entire team firing upon them. I pumped more than enough damage into that stupid carrier to kill a gate+tac cube and it was mildly annoyed.
We won by killing their escort more times than I died. It was boring. There was very little give n take beyond getting hurt and using an ability to fix it. No plans on going back for awhile.
Increase raw HP, decrease healing effectiveness, have fun game!
sustained dmg should be boosted a little, even if it is balanced with spike dmg in terms of dps, the spike damage is harder to out-heal, not to talk that if it crits, the dmg bonus will be bigger too, that's why people prefer dhcs to dcs
the sustained dmg is easier to heal even if it haves the same dps because it gives you time to use heals, skills to cool down, crew to regen the hull and shields to charge
Ive seen some tanky ships the only way to pop them alone (tac in escort with all energy) is to use spike damage between their heals or when all heals are on cd which can be once every 200 days in a well thought tank/healer ...even then its trial and error
About a month ago I started working on a new PvP toon Livevil@LIVIN, sick of the escort and a being a classic crusier fan i equiped him in the fleet advanced heavey crusier(Excelsior). It took a bit of messing around but i found a great build. Most cruiser builds u see are the Aux2Bat dem build with cannons, great shield stripper but found i didn't have the punch to finish the job.
I find that i can survive till about 3v1 then its fk,fight,or hold the light. On my Tactical if im dropped below 30% (I like to try for 15-20%) RSP,GDF,APA,APO,DEM3,TAC FLT, this combo gives out 120% sheild pen for the duration of gdf,apa dem i am running 8x beam focusing on keeping my weapon power high all the time useing the aux2bat,EptW and batteries.
here is the build i use with one change in the pic it shows EptAux i now have ET instead to help pop my hull up after i hit GDF.
Currently, the hull repair bonus granted by the leadership trait and the Borg set (2 pieces) is uneffected by combat status and crew. I'm not sure if this is intended or a bug. To discuss this issue, I've created the following thread: