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Lt. Commander
Join Date: Dec 2007
Posts: 120
Klingons dont have a good shield and hull as fed shps ... BUT they dont need it anyways ... they just need to buff they ships long enough to attack and cloak back .. than they just wait till their timers are ready.

If you do a post about cloak, what you will get is bunch of Klingons whining about how week their shields and hulls are .. thats nonesense

they just formup, All decloak at the same time and kill one or two guys and cloak back as soon as their shields go down. So dont run around thinking that they have this perfect cloak, because of their bad hull and shield, they just aux out and cloak .. and there not a damn thing a fed can do to detect / tract / find them.
unless they get into handshaking distance.

They have the advantage of picking their fights, focusng on a target, and than disapearing

Nomather how mny mines you put around, they can still cloak away, and they can avoid the mines since they can also see them.

What i recomend is, Fed ship abilities or items to balance the PvP [Not BO abilities]:

Pulse wave - Decloaks any ship within 10km and prevents any cloaking for 30 sec. [90 sec. cooldown]

Invisible Mines - [cant be seen because they are quite small ] Mines that cant be detected on overview, they have a 3km effect/detecting range that when they blowup, enemy ships in the 3km radius gets decloaked. Does very small or no damage.

Sensor grid - Combining in a team when ships narby form the sensor grid ability, its cretes a decloak field, every additional ship added to sensor grid adds 3km to view range [should be in team, so max 5 ships = 15km], and ship withing that distance can be targeted by ships that are contributing to sensor grid. [its an ability with no cooldown and requires ships to stand still].

And/or

Give 90 sec. cooldown after decloaking before they can cloak agan.

with this they will still be able to idle out cloaked when they dont like the numbers they are up against, (because nobody wants to fight 4 vs 5) As usual.
or will be able to coordinate cloaked strikes on a single target, like they always do when teamedup (not hard when you are the only 5 ppl in the map)

Any klingons are wellcome to mention how weak their shields and hull are, and that they need to cloak when their shields fail, beause otherwise they will die once their coordinated cloaked strike is over and if they dont boost their speed and get away and/or cloak.
i am total ok with you guys wanting to keep winning all the space PvP battles you enter.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-04-2010, 05:03 AM
In other words, you want to make cloaking a liability for klingon ships so that they will not bother cloaking?

*edit*
Will you agree to the klingons getting an AoE weapon (5km radius should be just fine, say 10k damage) to combat the fedball in return for one of your suggestions?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-04-2010, 05:07 AM
Quote:
Originally Posted by Triare
In other words, you want to make cloaking a liability for klingon ships so that they will not bother cloaking?
No, They will still be able to make their sudden strikes and all that waiting for backup crap, or cloaking when they get in trouble, but what i am suggesting will bring a bit balance and maybe help fed captains kill a few klingons for a change.
Can you tell me how terrible system it is to hope to have a balanced PvP experiance when your enemy can simply wanish when they dont want to stick around once they make their coordinated strike.

Quote:
Originally Posted by Triare
*edit*
Will you agree to the klingons getting an AoE weapon (5km radius should be just fine, say 10k damage) to combat the fedball in return for one of your suggestions?
Doesnt klingons already have plent of AoE abilites .. with their nice number of tactical officers
There already exists AoE and klingons get to spread them around their increased number of tactical officers [Qin Class, Hegh'ta class]
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-04-2010, 06:41 AM
I really think the best way around this whole cloak debate is let the Klingon faction get access to Gorn and Orion ships that don't have cloak but better hull/shields. We still get cloak but maybe the other ships have something more to offer.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-04-2010, 06:50 AM
hmm this will work well... i mean its not like theres a dozen threads on here moaning because we already take a couple of minutes to prepare and heal between attacks, add a guarentee that after death we'll be waiting at least another minute for cloak to cool down before we even think about looking for you and see how they vanish!

And you want all fed ships boosted to be sci ships?

And what buff to BoP are you suggesting after you make Battle Cloak completely useless? (very situational as is, leads to death as many times as saving you) How about BoP have Rapid Fire, RSP and Jam Sensors built in? No? Why? because it sounds stupid, unbalanced and there to make up for bad players that cant work out how to setup for pvp.

You really need to talk to the feds that can play, they manage to overcome all the problems you seem to be stuck at.
Just because you suck and lose every match dont assume that all feds are as bad as you. Premade Vs Premade, Feds likely win. The unbalance is player skill and knowledge, and while cryptic could make skills easier to understand and which abilities they affect, i doubt they can come around and give you all lessions.

So ask for help, not nerfs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-04-2010, 06:51 AM
My advise, play a Klingon at least to T3 and then come back.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-04-2010, 07:15 AM
Quote:
Originally Posted by davelantor View Post
they just formup, All decloak at the same time and kill one guy, BoPs cloak back as soon as their shields go down as long as that's after 20sec, while the raptors and other ships that can't cloak in combat burn. So dont run around thinking that they have this imperfect cloak, because of their bad hull and shield, they just aux out to improve their cloak and so can no longer alpha strike .. and there not a damn thing a fed can do to detect / tract / find them because we can't be bothered to max aux or use science
There we go, fixed that for you
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-04-2010, 07:35 AM
Quote:
Originally Posted by Kulgur
There we go, fixed that for you
Lol, fantastic. No matter what you do, you should never be able to see us at 10km cloaked. It would insta-death to the entire team and make cloak useless. Actually, any single one of the changes you mentioned, besides mines (which I'd be fine with) would make cloak terrible and not worth using. I'm just glad you're not a developer or there would be no klingon faction.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-04-2010, 07:42 AM
Quote:
Originally Posted by davelantor View Post
.. and there not a damn thing a fed can do to detect / tract / find them.
unless they get into handshaking distance.
Science captain
5km scan ability with a short cooldown, received during T1

Science Ships (any Federation player regardless of captain's class)
Target Subsystems - All 4 subsystems, use of these will knock out shields, engines, aux or weapons. Proper timing and you can defeat that enemy before it can recloak.

Science Bridge Officers
1) Charged Particle Burst (T2+)- disables cloaking devices for a duration (from 15 to at least 23 seconds that I know of thus far) depending on captain skills, equipment and aux power setting as well as dealing a decent amount of shield damage to all facings on up to 50 enemies within 5km. All levels share a 20 second cooldown and all have as short as a 30 sec recharge. One player in T3+ can easily have enough disable cloak duration (20+ sec disable) on the CPB1 and CPB2 alternate between them and effectively prevent anyone from engaging battle cloak as long as they're within the 5km range. *Hint* Optimal range for cannons is less than 5k, so those cannon jockeys want to be within 5k to attack.

2) Gravity Well (T3+) - slows/stops all enemies within range, drags them all towards it, deals kinetic damage and reveals cloak. With proper timing can prevent the enemy from running out of CPB range.

3) Tractor Beams - Slow target, prevents turning and prevents cloaking.

As for the surprise attack, as soon as they declaok and attack, use those heals/buffs on the one getting attacked. Science Team, Engineering Team, Hazard Emitters and Extend Shields to name just a few of the several types. This is 2 shield and 2 hull repair/buff. With practice you can save that first target. Combining these with the skills mentions above you can and will win the battles a lot more often.

There's a lot more skills out there to counter cloaking and/or counter that initial surprise attack.

For the record, I've been playing my Federation Engineer in a Science ship almost exclusively since headstart. Last night I made it to T3, took a couple of Lt Commanders in Escorts with me on a Commander level explore mission to see how well I could keep them alive and how fast we could mow through the NPCs from me dropping their shields with CPB 1 and CPB 2. I know this isn't the same as PvP, but if you use your PvE missions in a group to practice tactics and strategy for PvP you can do better.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-04-2010, 07:56 AM
Quote:
Originally Posted by Monthar
Science Ships (any Federation player regardless of captain's class)
Target Subsystems - All 4 subsystems, use of these will knock out shields, engines, aux or weapons. Proper timing and you can defeat that enemy before it can recloak.
I'd be interested to know if knocking out aux stops cloaking
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