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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
02-08-2010, 07:59 AM
Quote:
Originally Posted by Naevius
One thing I agree on is that ships feel too fragile - more like canvas bi-planes than ships.
in space, no one can hear you scream. or die from explosive decompression.

but I digress, it would theoretically take very little to completely wreck a ship in space, ds9 and voyager really pushed the damage you can do to a ship and ENT just completely ignored it (I mean seriously? they swiss cheesed the ship completely!)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
02-08-2010, 08:01 AM
Interesting to see nobody pointing out that extend shields effectively puts a huge KICKME sign on the back of the healer, what with the light blue beam and all...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
02-08-2010, 08:02 AM
Quote:
All the klingon ships in Tier 1 2 are escorts using cannons with high turn rates...captains come to love rapid fire cannons and graduate in tier three to a battle cruiser that has access to cannons...and turn rates nearly as good as an escort.......mmm yeah I don't understand why they'd be more comfortable sticking with what they know.
Ahh, so nobody will player a Carrier in T5 because they're not familiar with it? And Federation players will stick with their T2 ship choice exclusively through all ranks? Right...

In reality, they use Rapid Firing Cannons because it's leaps and bounds above all the beam weapon skills. The single drawback to cannons is the firing arc, which is largely remedied by alpha striking from cloak.

Quote:
2) most players don't realize this is all beam weapons in a salvo and they are too lazy to take their beams off auto fire.
No.

Quote:
3) A broadside of beam overpower I hit me in tier 2 pvp in closed beta for over 8k damage each beam. that's at least 24k ...making me go from not being fired upon to BOOM dead. Not sure how many damage abilities he stacked to do it but I am certain there were science abilities adding to the -DR of me and attack abilities adding to his damage.
If this is in fact true, it's quite obvious that Beam Overload was nerfed sometime between this point in closed beta, and now. If it was really possible to currently do 24k damage with an Ensign or Lt. ability in T2, virtually everyone would be using it.

Quote:
4) using this ability regularly also requires adding in another officer with emergency power to weapons and or weapon batteries which many people aren't willing to do to keep the dps high..
1/9 Emergency Power to Weapons was +14 weapon power in my (stock) Galaxy Cruiser. Sure, I could spend thousands of skill points to buff the Emergency Power to Weapons skill, and I could use the Bridge Officer slot on that ability instead of something more useful. I could also carry around weapon batteries and use them every single time the cooldown was available. 'Course it still wouldn't be nearly as effective as Rapid Firing cannons, but hey, I could do it.

I've already said it a few times, but I'll reiterate again - I'm not calling for some massive nerfs to Rapid Fire and Extend Shields, but I feel that it's naive to think that they're both just fine the way they are.

There's only one ability that my teammates can get that makes me feel borderline invincible - and that's Extend Shields. The really fun part? Every single ship from T3 onwards is capable of having the skill. That's right, dps-focused Escorts can be support ships too, woo!

There's also only one ability that obliterates people within just a couple seconds - so fast that they sometimes can't react - and that's Rapid Fire. Should alpha striking be dangerous? Absolutely. Should it be possible to kill someone "quickly" when focus firing out of stealth with multiple buffs up? You bet! The problem with Rapid Fire is that it simply goes a bit too far.

Lifespans being measured in seconds does not make for healthy PvP.
Neither does near-invincibility provided by any and all classes of friendly ships on a relatively short cooldown timer.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
02-08-2010, 08:04 AM
Quote:
Originally Posted by Kulgur
Interesting to see nobody pointing out that extend shields effectively puts a huge KICKME sign on the back of the healer, what with the light blue beam and all...
it's the infuse health of STO. For those unaware of Infuse health, it's a guild wars skill that removes half your current health and then gives 115% of the lose to an ally (also casts in 1/4 of a second so you use it to prevent spikes). It's one of those skills that if an ally has it and uses it well it makes it much harder to die
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
02-08-2010, 08:06 AM
Quote:
Originally Posted by Wheem View Post

If this is in fact true, it's quite obvious that Beam Overload was nerfed sometime between this point in closed beta, and now. If it was really possible to currently do 24k damage with an Ensign or Lt. ability in T2, virtually everyone would be using it.
in open beta it's original form was akin to rapid fire, in that it buffed all the weapons and lasted just long enough to get at least every beam on your body to fire for the stupid high damage before it dropped your power.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
02-08-2010, 08:41 AM
Quote:
Originally Posted by Wheem View Post
At weapon power 105 I never saw anywhere close to 8k.
Make sure you're training up the appropriate skills.

I think a lot of people are skipping those skills that improve a specific weapon type (e.g., Disruptors), thinking they'll switch to a new weapon type later, but that's where a great deal of your damage comes from. I think where these massive hits come from is the nasty combined boost of platform training and energy type training up top of training for the skills themselves.


I don't know that Cryptic ever really did the math to realize how much damage players can do.


I agree with whoever it was on page 1 that said there's too much difference between level 1 of a rank and level 9 of the same rank. Skilling up increases your damage by way too much.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
02-08-2010, 09:40 AM
Quote:
Originally Posted by faithborn
in open beta it's original form was akin to rapid fire, in that it buffed all the weapons and lasted just long enough to get at least every beam on your body to fire for the stupid high damage before it dropped your power.
The way it was in Open Beta as you describe it sounds like the same bug that Torpedo: Spread had back then. Where you could fire a single launcher multiple times and get upwards of 12 Torpedoes out on a single spread with ease. Tier 1 BOff skill that could easily do 20-30k damage. Suffice to say that wasn't working as intended either.

At the moment I have 9/9 in Beam: Overload 1 which on my T2 Cruiser with Mk3 Phaser Beam Arrays provides about the same amount of damage as a Photon Torpedo against bare hull. For LC1 (69/65 weapon power) it deals between 1100-1800 damage consistently. With 100+ weapon power 2k damage is easily dealt. 8k damage at higher levels with proper training, doesn't seem that far fetched imho.
For PvE uses I certainly don't think it's lacking in power. It's basically an instant Photon Torpedo, with 360 degree arc, which does very decent damage against shields as well as hulls.
I use it for example to snipe off Raptor Escorts in PvE before they even realise the fight has started. 100 power to weapons, fire a Quantum Torpedo, fire regular phaser shot, activate Overload, fire overloaded phaser and kick out a second Quantum Torpedo to finish the thing off.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
02-08-2010, 11:46 AM
Quote:
Originally Posted by Sharpsy
Before you go on... please, let me stop and inform you that Beam Overload will -only- affect one beam slot. And then enter its rather long CD.
So "over 8k damage each beam. that's at least 24k" from a broadside is impossible

With this in mind a "salvo" of beam overload is equally impossible.

Honestly, have you ever even used it?
No wonder he thought it was a good ability.

If I just read the description, I would think it was good too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
02-08-2010, 11:51 AM
man you guys are crazy, I love the space combat in this game, to me it feels like im watching my own star trek show, or even beyond that really. sure the ships dont feel HUGE like in Eve, they feel more like smaller ships, this game remainds me alot like Freelancer to be honest, or star trek tactical assault on psp, im having a blast in space.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
02-08-2010, 12:09 PM
Quote:
Originally Posted by Meat_Machine
Ah potbs. Where a smaller lighter ship and a competent captain could give a much larger ship a real run for his money.
Quote:
Originally Posted by SheepishOne View Post
Fixed!

mincharacters
No, you didn't fix anything. Meat is correct in what he said. I am living proof of that as I am the first person that ever took out a 104 gun Ship of the Line in PvP using a Cutter.
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