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Career Officer
Join Date: Jun 2012
Posts: 197
# 71
04-24-2013, 12:11 PM
Quote:
Originally Posted by virusdancer View Post
That's so wrong on so many levels. Like I said, I can completely see the logic when it comes to Tac Consoles. Yeah, I loved that the Infusers buffed my torps and warp plasma too - but I knew eventually it would change.
My sentiments exactly, if anything STO has trained me anticipate these types of changes
Lieutenant
Join Date: Jun 2012
Posts: 34
# 72
04-24-2013, 01:26 PM
Quote:
Originally Posted by maicake716 View Post
you do realize that the only major compliant we (the pvp community) had about tricobalt mines were when you used a dispersal pattern and they all crit'd because of the old "one crit they all crit" game feature.

when they annoucnced that tric mines/torps would be reduced in damage and cooldown the pvp community was pissed.

look it up.

field generator console? thats the extra free shield console right? they "nerfed" it so they could then release new versions that had the same effect but where higher "gear" level. thats the same damn thing they did to science consoles way back in the day. the pvp community had no say on that, we've been complaining about sheild resists. not sheild strength.

energy siphion? i cant ever recall the community saying it was too powerful.

siphion drones... yes we said they were too powerful and you know what. they fracking were.

the tier 4 rep was a disaster, cryptic needs to come out and say "we screwed that one up". no one in this game NEEDED to have an extra 600-1000 shield regen every second for no reason.

i saved the shockwave for last because you know what, frack you. the pvp community (mainly us science guys) were pissed that cryptic reduced shockwave 3s damage for no reason. yeah, it was out of wack, we pointed that out. we asked the other 2 shockwaves have their damage increased as a result... guess what cryptic did... they REDUCED the damage of 3 making it all but useless.



actually read the forums, actually take part in what the pvp community is asking for before you come here and accuse uf of actually having any say in this fracking game.


Good day sir.
I like that, you basically just confirmed what i was saying in your rant. You just confirmed that at the very least yourself of the pvp community, was complaining about several issues that they did something about.

your complaints=cyptic nerf

im not complaining about the pvp community...im part of it. im complaining about the whiners.

STOP COMPLAINING AND ADAPT
Captain
Join Date: Jun 2012
Posts: 3,203
# 73
04-24-2013, 02:09 PM
Quote:
Originally Posted by borticuscryptic View Post
The set bonus ability is basically Energy Siphon, just with a different name. It inherits all of its data from that power, with a few exceptions. So it's always had the same firing arc as Energy Siphon (360).

It wasn't touched in either of these sets of changes.
Tnx, haven't been able to logon to test the last change, but weirdly I don't ever remember being able to 'fire' it outside the forward 90 deg arc. Maybe it's that ungodly long cooldown overlap with acetone beam that keeps me from using it more often.
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Captain
Join Date: Jun 2012
Posts: 1,465
# 74
04-24-2013, 03:47 PM
Quote:
Originally Posted by lordkundo View Post
I like that, you basically just confirmed what i was saying in your rant. You just confirmed that at the very least yourself of the pvp community, was complaining about several issues that they did something about.

your complaints=cyptic nerf

im not complaining about the pvp community...im part of it. im complaining about the whiners.

STOP COMPLAINING AND ADAPT
More often than not the things I complain about get buffed.

Fyi, the Field Gen was changed to a stat based console which stacked when they did the skill changes (not a PvP thing at all). People (mainly PvEers) whined so they changed it back to % based, but let people keep equipping more than one. Eventually they got around to diminishing returns to encourage use of other Sci consoles. This had next to nothing to do w/PvP.

While the alpha is down, there is no net DPS loss w/tric torp changes. This basically means it's just as effective in term of dps in PvE (since most PvE NPCs have large HP buffers). It's less effective as a spike abilitiy in PvP, but it gains greater frequency of interrupts as a tradeoff (which benefits both PvE and PvP).

The rep system shield regen was broken and fixed.

The fleet shields were/are just poorly designed. Anything that's based off of accumulation of hits will be weak in PvE w/the the low NPC rate of fire and auto on in PvP w/the much higher rate of fire.

Not sure if you were around w/the original VM/SNBs/Ram Speed/Auto destruct, but lolz if they were put back in the game now.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
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Captain
Join Date: Nov 2012
Posts: 1,416
# 75
04-24-2013, 07:27 PM
Quote:
Originally Posted by lordkundo View Post
I like that, you basically just confirmed what i was saying in your rant. You just confirmed that at the very least yourself of the pvp community, was complaining about several issues that they did something about.

your complaints=cyptic nerf

im not complaining about the pvp community...im part of it. im complaining about the whiners.

STOP COMPLAINING AND ADAPT
i like how youre selective reading = me being a whiner when all i agreed that the community said was too powerful was siphion drones.

good job in selective reading. you get a gold star.
Quote:
Originally Posted by mancom View Post
Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
Science pvp at its best-http://www.youtube.com/user/matteo716
Do you even Science Bro?
Career Officer
Join Date: Jun 2012
Posts: 1,725
# 76
04-24-2013, 09:54 PM
lol at the 'adapt' chant of the RPers posting here.

I'm gonna love the buff to my Sci, it's going to be lazy-boy nukes for all very soon.

The one class that didn't need a buff and it got it.


Click here and here if you are interested in learning more about PvP.
Captain
Join Date: Nov 2012
Posts: 585
# 77
04-24-2013, 09:57 PM
Quote:
Originally Posted by snoge00f View Post
lol at the 'adapt' chant of the RPers posting here.

I'm gonna love the buff to my Sci, it's going to be lazy-boy nukes for all very soon.

The one class that didn't need a buff and it got it.
Hey now, don't forget Tac's are getting a trait that lets them reduce the accuracy of their targets by shooting 'em. Helps to keep the two Captains in STO on par with each other.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Empire Veteran
Join Date: Jul 2012
Posts: 5,433
# 78
04-24-2013, 10:39 PM
Quote:
Originally Posted by thegrimcorsair View Post
Hey now, don't forget Tac's are getting a trait that lets them reduce the accuracy of their targets by shooting 'em. Helps to keep the two Captains in STO on par with each other.
Wait! What about engineers gaining a trait that lets them use Miracle Worker slightly more often?...Even though it provides no cleanses and can't be used on others...



...Ok, ok...umm...what about the other trait that lets them gain more power anytime they use a battery or EPTX abillity?...which doesn't stack with itself...and engineers still have to deal with the 125 power cap.


...Those are useful...right?

RIGHT?!?

Captain
Join Date: Aug 2012
Posts: 12,464
# 79
04-24-2013, 11:18 PM
Quote:
Originally Posted by mimey2 View Post
Wait! What about engineers gaining a trait that lets them use Miracle Worker slightly more often?...Even though it provides no cleanses and can't be used on others...

...Ok, ok...umm...what about the other trait that lets them gain more power anytime they use a battery or EPTX abillity?...which doesn't stack with itself...and engineers still have to deal with the 125 power cap.

...Those are useful...right?

RIGHT?!?
Put that Engineer in a Warbird. Compare the amount of subsystem power the Romulan Engineer will have compared to the Tac/Sci in that Warbird.
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin
Empire Veteran
Join Date: Jul 2012
Posts: 5,433
# 80
04-25-2013, 12:33 AM
Quote:
Originally Posted by virusdancer View Post
Put that Engineer in a Warbird. Compare the amount of subsystem power the Romulan Engineer will have compared to the Tac/Sci in that Warbird.
Hmm, that is a good point. They would have an interesting advantage compared to the other classes.

Unfortunately, that still only applies to engineers, and only ones flying Warbirds. That still wouldn't count for lockbox ships, along with all the Fed and KDF ships. Plus beams are still junk in PvP, and an engineer wouldn't be bringing in anything majorly special still.



Don't misunderstand, not trying to tear your example apart, it is a fine example of what an engineer can do to boost a ship, and it's given me ideas on my eventual Romulan engy, but...it's also not a lot to help the ship out.

Spec and gear can undo much, if not all of that -10 power across the board, regardless of class. We haven't seen min-maxed Warbirds yet. We could find out that -10 could be a major hurt for them, or barely even worth mentioning with how the ship might end up being. With how easy it is to achieve high power with any ship and any class, I guess we'll find out, eh?

At least maybe flying a D'deridex won't be such a pain though.

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