Empire Veteran
Join Date: Jun 2012
Posts: 5,926
# 161
02-13-2013, 10:50 AM
Quote:
Originally Posted by oridjerraa View Post
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.
______________________________________
Quote:
Originally Posted by lordlalo View Post
I just wanted to say, I've never seen a more disturbing avatar
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Empire Veteran
Join Date: Jun 2012
Posts: 959
# 162
02-13-2013, 11:08 AM
(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.
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Career Officer
Join Date: Jun 2012
Posts: 360
# 163
02-21-2013, 11:48 PM
As a support ship; a klingon engineer in a cruiser can do some nice pressure damage with beams when using EPS, but also FAW combined with plasmonic leach.
Rihannsu
Join Date: Jun 2012
Posts: 1,532
# 164
02-22-2013, 05:52 AM
Quote:
Originally Posted by rudiefix1 View Post
As a support ship; a klingon engineer in a cruiser can do some nice pressure damage with beams when using EPS, but also FAW combined with plasmonic leach.
agreed, *some nice damage* can also come from a full aux carrier with 6 turrets. Really nice healing for the enemy comes from the same set up when turret crits trigger heals. /sarcasm
Joined 06.10
PvP 2010-2011
PvP 2012-2013
Lt. Commander
Join Date: Jul 2012
Posts: 248
# 165
02-22-2013, 01:56 PM
if only someone had seen this coming(they did they screamed craptic must have good earplugs)

anyways the issue is as defined spikes high so healing is high so pressure is low

lower spike lower healing and pressure comes back into the picture

so simply even a monkey could understand it guess that makes cryptic squirrels ?
Andy@andy30
http://sto-forum.perfectworld.com/image.php?type=sigpic&userid=1615554000&dateline=1  365460663
Captain
Join Date: Jul 2012
Posts: 1,812
# 166
02-22-2013, 06:23 PM
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!
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Commander
Join Date: Dec 2012
Posts: 361
# 167
02-25-2013, 04:27 AM
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
Captain
Join Date: Jun 2012
Posts: 1,069
# 168
02-25-2013, 05:10 AM
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
Survivor of Romulus
Join Date: Jun 2012
Posts: 233
# 169 Pressure Tank
02-25-2013, 09:13 AM
Hey all

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.

http://www.guildportal.com/ContentCo...ctionID=330907

~The Eleventh Order~
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Captain
Join Date: Jun 2012
Posts: 1,212
# 170
02-27-2013, 10:37 AM
I thought some of you might be interested in an analysis of hull repair rates that I've posted here:

http://sto-forum.perfectworld.com/sh...31&postcount=3

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:

http://sto-forum.perfectworld.com/sh....php?p=8340991
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