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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-11-2010, 02:17 AM
Ive been detected when im cloaked over 10km in T5 by a fed sci guy. Its definately possible. The guy actually had a nice chat to me about it after as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-11-2010, 04:28 AM
They're not going to "fix" science team as a self-heal VM break. VM would be almost entirely useless if it could be broken by a level 1 skill. VM is already only mildly useful at higher tiers against coordinated pre-mades.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-11-2010, 05:03 AM
QQ more plz.

Have you ever considered that one skill is good, but there are several counters ?
You say rapid fire is OP. Why ? Pop RSP and watch the damn klink/fed escort waste his rapid fire on you.
RSP. Wait 15 sec or shoot another of the 5-10 targets and return to him when RSP runs out.
Or do you just want ppl to have a shoot button and nothing else ?
Any skill, if not contered or acted upon can seem OP, but the matter of the fact is, they are easily countered.

And do you really think turnrate buffs should stack additively, so you can fly a 20 turn rate cruiser and broadside every BoP ? Plz. our high turn rate comes at a cost too you know. Lower HP.

Also the scanning. 6-10km scans are enough.
I hope you do know that cannons exponentially loose strength above 5km right ? So any klink firing from out of cloak at 10km will do like 50% less damage or worse.
Try getting within 5km of a bunch of sci ships. They will often spot you with out shields if not carefull.

And you say you "still" use mk2 weapons. DOH. You are level 11 and JUST reached tier2. Not many klinks have money or badges to buy mk3 or 4 items at lv11 mate. And I presume you fought equal leveled feds.
Try attacking a lv19 fed engineer cruiser with mk2 weapons and shields. If he focuses you, and knows how to play adequately, he will blow you down in seconds.

Yeah my lv29 BoP can obliterate a cruiser lv 29 fast if noone shoots at me or if noone heals him or if he doesnt use heals/buffs himself. But that's all about skill and not imba ships/weapons.
Fed escorts can obliterate a klink in seconds too you know.

L2P.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
02-11-2010, 05:14 AM
Quote:
Originally Posted by Otheym81 View Post

Rapid Fire: Due to it's duration, you can rotate two rapid fires to keep this buff going with a up time of nearly 70%. It's a awesomely great ability, but there's no downside to it, save missing a single tactical slot. No ships can withstand power of that magnitude

There's hardly any worthy tactical skills to start with.

Rapid fire is fine as is too, sure you have a lot of uptime but a single jam sensors from the person you're hitting can make you lose valuable time as you may be too far from others and/or spend a couple seconds to aim at a new target.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
02-11-2010, 05:46 AM
Quote:
Originally Posted by beersmurff View Post
QQ more plz.

Have you ever considered that one skill is good, but there are several counters ?
You say rapid fire is OP. Why ? Pop RSP and watch the damn klink/fed escort waste his rapid fire on you.
RSP. Wait 15 sec or shoot another of the 5-10 targets and return to him when RSP runs out.
Or do you just want ppl to have a shoot button and nothing else ?
Any skill, if not contered or acted upon can seem OP, but the matter of the fact is, they are easily countered.

And do you really think turnrate buffs should stack additively, so you can fly a 20 turn rate cruiser and broadside every BoP ? Plz. our high turn rate comes at a cost too you know. Lower HP.

Also the scanning. 6-10km scans are enough.
I hope you do know that cannons exponentially loose strength above 5km right ? So any klink firing from out of cloak at 10km will do like 50% less damage or worse.
Try getting within 5km of a bunch of sci ships. They will often spot you with out shields if not carefull.

And you say you "still" use mk2 weapons. DOH. You are level 11 and JUST reached tier2. Not many klinks have money or badges to buy mk3 or 4 items at lv11 mate. And I presume you fought equal leveled feds.
Try attacking a lv19 fed engineer cruiser with mk2 weapons and shields. If he focuses you, and knows how to play adequately, he will blow you down in seconds.

Yeah my lv29 BoP can obliterate a cruiser lv 29 fast if noone shoots at me or if noone heals him or if he doesnt use heals/buffs himself. But that's all about skill and not imba ships/weapons.
Fed escorts can obliterate a klink in seconds too you know.

L2P.
Very well put. Period.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
02-11-2010, 06:01 AM
I think that the OP and many others are missing a key factor here. With there being so many "overpowered" abilities, each with a counter, how is there a problem? These abilities make for interesting and fun PVP battles.

I cannot help but think that people just get whiney when an ability results in their death because one of their counters (if they even speccd for it) was on cooldown. You have to die some time in PVP.

Stop with the QQ. All of these abilities are fine. We don't need boring PVP in this game with no thought required.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
02-11-2010, 06:04 AM
Quote:
Originally Posted by Azurian View Post
Nothing wrong with Extend Shields, Face. It gives people a chance to live, compared with quick deaths at the hands of 5 Klingons.



Right now, the Full Impulse + Engine Battery + Evasive Manuverse + Ramming Speed Exploit needs to go in both PvP and PvE (those who seen it in action with the Crystal Entity knows all too well). It should only be activatable when under 33% Hull.

And for Viral Matrix, it shouldn't be nerfed, but there needs to be somekind of anti-hacking Science console that gives you a chance to resist it.
Wasnt saying the ability was OP, saying the GCD should be as long as the ability, it just doesnt look right using two extend shields at once.

Since it shares a GCD with reverse shield polarity, which is a 15s buff with the same 15s GCD, upping it to 30s would solve an issue with chain RSPing and make it so you can only use 1 extend shield at a time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
02-11-2010, 06:08 AM
Quote:
Originally Posted by beersmurff View Post
And do you really think turnrate buffs should stack additively, so you can fly a 20 turn rate cruiser and broadside every BoP ? Plz. our high turn rate comes at a cost too you know. Lower HP.

.
Galaxy turn rate is 5, even with the end game ones you could probably get at most.... 11 turn rate, which is a K'tinga iirc. T5 is 6, so you could put it still several points lower than a raptor (13ish?) which would still require them to sacrifice all their engi slots (resists etc) giving the raptor more engi slots being used for defense than the cruiser.

Its not that unreasonable, your exagerrating.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
02-11-2010, 06:17 AM
Quote:
Originally Posted by g44r4 View Post
I think that the OP and many others are missing a key factor here. With there being so many "overpowered" abilities, each with a counter, how is there a problem? These abilities make for interesting and fun PVP battles.

I cannot help but think that people just get whiney when an ability results in their death because one of their counters (if they even speccd for it) was on cooldown. You have to die some time in PVP.

Stop with the QQ. All of these abilities are fine. We don't need boring PVP in this game with no thought required.
All abilties are fine, unless over-stacked. RPS is a good example of that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
02-11-2010, 09:15 AM
Quote:
Originally Posted by Dalnar
All abilties are fine, unless over-stacked. RPS is a good example of that.
Everyone has the ability to 'over stack' their counters or the ability in question
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