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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
02-03-2010, 06:22 PM
Quote:
Originally Posted by nzdeathtoall View Post
I fixed that for you.

@OP, if they are pounding you get out of their firing arc; you say "but how? my ship is teh slow!" and we say evasive maneuvers and engine batteries. Get out of dodge by getting out of their front firing arc, then open up a broadside against them. Don't expect to be able to go toe to toe with them when they alpha strike you.

You also say "they kill me before I can activate my skills, 3-4 seconds and I am down to hull" we say that is plenty of time to activate your abilities. If it's hard for you, reconfigure your keymap so everything is close to your WASD. Assign ~ (tilde) to balance shields, Q to emergenty power to shields, E to your customised engines/shields/utility energy preset, R to engine battery, and T, F, Z, X, C to your commonly used abilities and.

Do that and I guarantee you won't be a "clicker" any more or have to take your eyes off the screen (which is actually where you are failing) and begin to survive these encounters. Go further by assigning other abilities directly to F1, F2, F3, F4 and everything is within range; within a week or so it will be second nature.

Overall, from playing both sides, everything actually feels pretty balanced. The difference is that feds tend to not work together, whereas Klinks do, and it shows.
THIS IS what i like to see... someone who isn't whining or complaining that "my side is more leet" or "We are all equal" ... it's just a matter of someone trying to help another person out by giving advice.. and properly telling people how to do things the right way. (other then ur last paragraph)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
02-03-2010, 06:23 PM
Quote:
Originally Posted by antilles1 View Post
Other Feds don't have a problem owning Klingons I assure you. I lose as many as I win.
An organized premade has more contrast with a pug, than night and day. Feds really kick my butt a lot when they know what they're doing. When I've steam rolled over Feds in T1 it just seemed like the Klings at the beginning of OB, unorganized, no focus fire, not staying together, not regrouping, etc. When I was in matches where Feds did those things right, we either lost or had a very close fight.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
02-03-2010, 06:38 PM
Quote:
Originally Posted by SpaghettiMonster
On the contrary, Fed shields are over powered and over used.
In tier 2 they do get a lot better shields as quest rewards and the science ship and cruisers get a bonus to shields. For tier on they have a 5% bonus to shields that i can see, which is 181 extra shield on the best MK 2 green. That is 1/3 of a single cannon shot. Out of curiosity i compared my fed and klingon character DPS. Here are the results for tier 1 only.

Max for Tier 1 Light Cruiser Federation is 100% energy and Minimum is 25%
Green MKII Phasers beams at 100% 230dps and 25% 58 dps
Green MKII Phasers beams at 100% 230dps and 25% 58 dps
It works out to 460dps at 100% and 116 dps for 25% energy

The Tier 1 BoP has innate extra power to weapons so All power to weapons for Tier 1 BoP klingon is 110% instead of 100% and BoP minimum power to weapons is 40% instead of 25%
Green MKII Disruptor Turret at 110% 190dps and 40% 72 dps
Green MKII Disruptor Cannon at 110% 423dps and 40% 161 dps
It works out to 613dps at 110% and 233 dps for 40% energy

If BoP didn't have the extra innate weapon power it would look like this
Green MKII Disruptor Turret at 100% 173dps and 25% 44 dps
Green MKII Disruptor Cannon at 100% 384dps and 25% 98 dps
It works out to 557dps at 100% dps and 142 dps for 25% energy

I'm still on the fence about what needs to change. It is certainly worth a look to see if the BoP at tier 1 really needs the extra innate weapon energy. Right now they have a significantly higher dps, significantly higher turn rate, cloak, universal statons BO stations and the same number of BO's.

The downside is they have 15% less hull, 5% less shield then the light cruiser. Their main weapon has a smaller firing arc but with a 23 turn rate it isn't really a downside as you can easily keep the clumsy light cruiser in your sights. Almost everyone i know has jam sensor at level 1 so a tractor beam is out of the question too. With the lack of DPS if you jam sensor by the time it wears off they are still alive and jam sensor you and you are probably near death by the time it wears off.

A light cruiser could use cannons and a turret but with a turn rate of 11 good luck keeping the enemy in your sights. The effective DPS of a light cruiser with cannons will be a lot lower then a BoP because a BoP can keep the enemy in its sights so much easier. To me that doesn't seem balanced at first glance. I could be missing something though.

It is worth looking into to see if the BoP really needs the extra innate weapon energy in tier 1.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
02-03-2010, 08:56 PM
Quote:
Originally Posted by Delphya
I am not a Klingon, I am Orion and I am also a Science Officer and I drive a Science ship.
But I support my Klingon allies who are ALL running around in Escorts.
I'm an Orion Science Officer too, but I'm flying around in the scout ship the Klingons call a Bird of Prey. Guess I should call you Admiral.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
02-03-2010, 09:09 PM
Quote:
Originally Posted by Meat_Machine
Which is also why one of the most effective defenses feds have in pvp is positional. Tractor beam, and defensively using evasion when the KDF attack are both important advantages. If you can force the KDF to blow evasive to attack, they can't use it to get away.
I agree.

Cannons are basically a 45' cone (iirc) on the nose of the ship. Thats ~22.5 degrees off center. So inorder for you to get hit, you have to be in that narrow arc. That basically means that if you are anywhere in the other 315' of deadzone, the cannons cannot fire on you.

So master getting out of that 45' arc, and you will find the weakness, imo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
02-04-2010, 04:16 AM
Kinda have to agree with OP. Heavy cannons combined with cloak to line-up and charge-up does pack a whallop. Especially with an organized Klingon team.. its rather a rather easy /win tactic.

They need to have a bit better range degredation or drain more energy or something. Either way, they need to be tweaked because I seen some teams do it and its nearly impossible to counter.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
02-04-2010, 04:42 AM
Quote:
Originally Posted by antilles1 View Post
Klingons generally lose to organized well balanced Fed teams. Keep this in mind.
That is true.

I was a horrid complainer about the cloaks, but I have seen the light.

Cloak = Fed ball
Fed ball = Hit and run
Hit and run = Fed ball

Then again keep in mind that the casual fed is going to join a pvp que and know nothing, get smoked in 3 seconds and cry about it. So our klink friends spend more time pvping so they are going to be the vocal ones about how much it sucks WHEN they lose, but a bigger issue is not the pvp balance. Its the fact that half of the Klinks want to lose at pvp so they can level up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
02-04-2010, 04:46 AM
Quote:
Originally Posted by unmort View Post
That is true.

I was a horrid complainer about the cloaks, but I have seen the light.

Cloak = Fed ball
Fed ball = Hit and run
Hit and run = Fed ball

Then again keep in mind that the casual fed is going to join a pvp que and know nothing, get smoked in 3 seconds and cry about it. So our klink friends spend more time pvping so they are going to be the vocal ones about how much it sucks WHEN they lose, but a bigger issue is not the pvp balance. Its the fact that half of the Klinks want to lose at pvp so they can level up.
Just wait up till higher tier. Klingon ball vs escorts...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
02-04-2010, 04:48 AM
Quote:
Originally Posted by Sephirius View Post
Kinda have to agree with OP. Heavy cannons combined with cloak to line-up and charge-up does pack a whallop. Especially with an organized Klingon team.. its rather a rather easy /win tactic.

They need to have a bit better range degredation or drain more energy or something. Either way, they need to be tweaked because I seen some teams do it and its nearly impossible to counter.

The damage over range already degrades way faster than with beams. For good effect you need to be under 5km, preferably under 3km. With Evasive it is not really difficult to get out of the 45 cone at this range. If you are afraid of getting tractored, use Polarize Hull.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
02-04-2010, 04:50 AM
There is many ways to remove tractor beam. The mentioned polarize hull, jam sensors works also, and you can always use engine battery and evasive maneuver to get out of it.

Dmg of cannons is fine, because of its narrow angle.
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