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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
02-11-2010, 09:23 AM
Quote:
Originally Posted by g44r4 View Post
Everyone has the ability to 'over stack' their counters or the ability in question
Dont you think something is wrong with a game, where there is 30 abilties, but people stack on
4-5 ? And if you dont stack them, you loose, because everyone else does stack them ?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
02-11-2010, 09:30 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.
Shoot another 5-10 targets? From what I understand the RSP stacking in T5 is bad enough that they could all have RSP ready when you try it
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
02-11-2010, 09:36 AM
Quote:
Originally Posted by blackbox77
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.
According to a dev post in the powers section they are indeed going to do this. But I agree it will render VM useless with three ways for sci team to break it, unless higher versions of VM require higher versions of sci team to break it. That might make things more interesting
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
02-11-2010, 09:39 AM
Quote:
Originally Posted by tenikis View Post
According to a dev post in the powers section they are indeed going to do this. But I agree it will render VM useless with three ways for sci team to break it, unless higher versions of VM require higher versions of sci team to break it. That might make things more interesting
Indeed it would, but i guess noone of them is so smart to find that out. I personaly think that breaking on dmg/working immunity after would be better solution. But hell..im gonna keep sci team I, just until the VM boom is over, and replace it after noone uses VM :-)))
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
02-11-2010, 09:41 AM
Quote:
Originally Posted by Dalnar
Indeed it would, but i guess noone of them is so smart to find that out. I personaly think that breaking on dmg/working immunity after would be better solution. But hell..im gonna keep sci team I, just until the VM boom is over, and replace it after noone uses VM :-)))
There will always be one player in a premade who has it, just to make the other team use one or more CDs to counter it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
I am in favor of increasing the cooldown on RSP and CRF. Stacking skills shouldn't happen.

Promote skill diversity and make skills more "special" by making them usable less often. Tweak their effects and damage levels to fit a good game mechanic.

Don't balance to defend the status quo of what is broken - balance to fit what combat should be next month. The way cooldowns and skills are messed up you need to look at this game as still in beta and push for changes that will fix things for play 6 months down the road. I hope Devs are taking this approach and that is what is happening - but we just don't get much feedback from Cryptic until we see the change and have to guess what their plan is..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
02-11-2010, 09:43 AM
Quote:
Originally Posted by Bloodlance View Post
There will always be one player in a premade who has it, just to make the other team use one or more CDs to counter it.
One doesnt bother me, eating 2 in row does..

Quote:
Originally Posted by Gardein View Post
I am in favor of increasing the cooldown on RSP and CRF. Stacking skills shouldn't happen.

Promote skill diversity and make skills more "special" by making them usable less often. Tweak their effects and damage levels to fit a good game mechanic.

Don't balance to defend the status quo of what is broken - balance to fit what combat should be next month. The way cooldowns and skills are messed up you need to look at this game as still in beta and push for changes that will fix things for play 6 months down the road. I hope Devs are taking this approach and that is what is happening - but we just don't get much feedback from Cryptic until we see the change and have to guess what their plan is..
QFT, the current situation is that someone find up overpowered skill, overuses it until its nerfed to the ground...after that, move to 2nd most overpowered skill and again, eventualy, all skills will be nerfed to the ground, and on the same balanced level..

Atm game does ANYTHING, BUT promote diversity of skills...and beside i dont consider having 3xRPS as "beeing skilled". Skilled is the pvper, who can successfuly play without stacking.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
02-11-2010, 09:54 AM
just throwing this out there, but its possible to solo chain CRF for about a minute by using tactical initiative.

and I agree on all points
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
02-11-2010, 10:17 AM
Quote:
Originally Posted by KabaalGen
If you don't have a science toon at T5 then i suggest you roll one to find out just exactly what it is you're blethering on about. If you already have one then shame on you for not experimenting and knowing its limitations yourself.
Really? Well, considering the highest I've gotten a science officer and vessel was t3 in OB, and kling in t4, I would love to be wrong. I was making an observation from t1-t4 PvPers I play with, playing science/science vessel.

If anyone can make a PvP video of science ship PvP in T5 (or any tier) demonstrating spec/loadout and detection ranges, that would be great. Or refer me to one. I imagine that most don't know how to spec/gear correctly for detection, but I know the people I play with, and they have trouble outside of 6k.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
02-11-2010, 10:25 AM
I agree with the OP on chaining rapid fire being obnoxious. Anyone who argues cannons underpreform is just being sily.

I've played both an escort and a science ship and I know cannons blow things to bits like nothing else. Also anyone who says "beams have lots of powers" is blatently ignoring fact as well. beams have overload and fire at will, both of which have huge downsides and pretty much suck. there is a reason that next to no one uses either. sometimes overload has it's place but it has a huge drawback to go along with it.

what if they completely removed any draw back from overload and it was possible to chain it so it was up almost 100% of the time. the cannon users would be rioting and throwing massive fits left and right.
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