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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-23-2010, 06:40 PM
While I don't like it, and it'd be nice if there was a resist or something (maybe a counteragent that lowers the reduction?), this is low on my list of things to change.

Being hampered is annoying, but waaay less annoying than 'do nothing' (VM) or 'can't fire at my target' (jam sensors).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-23-2010, 08:41 PM
Quote:
Originally Posted by Zahinder
Being hampered is annoying, but waaay less annoying than 'do nothing' (VM)
But... it IS "do nothing" while under SNB the only things you can do are move and redistribute shield power. By tier 5 you're facing ships that will happily blow through a shield facing in a couple of seconds, you can try and redistribute all you like but in the slower ships you NEED your buffs, which are ALL unavailable for 20+ seconds; more then enough time you have you dead without support (and we all know how good PUGs are at support)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-23-2010, 10:37 PM
I THINK you can still fire, but it occurs to me that betrays my tac/escort roots and 'unable to use skills' is a lot more of a hit to, say, science guys.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
02-23-2010, 11:42 PM
this wouldnt be a problem if the DPS of any ship didnt come over the 10k+ mark seeing shields are max 10k
damamge needs to get nerfed or hull and shields need to be buffed big time so you dont die in 5 sec to focus fire of a single ship.

tbh increasing hull and shields across the board would fix a lot of problems with all the OP atm.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
02-24-2010, 12:58 AM
High Aux = 20+ seconds of no abilities.. add to that someone hitting you with a tractor beam and viola sit still and get pounded...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
02-24-2010, 01:02 AM
Quote:
Originally Posted by Zahinder
I THINK you can still fire, but it occurs to me that betrays my tac/escort roots and 'unable to use skills' is a lot more of a hit to, say, science guys.
Its hard to say really I think my auto fire turret and cannon still fire but the other weapons don't...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
02-24-2010, 01:09 AM
The problem with Sub beam is the fact in my sci ship I can use sensor sweep and an attack pattern to get overloaded beams to hit for over 14k all by themselves, all while they've been beamed and unable to react. One shot. Match that up with the torpedo skill and it's going to tear through not only their shields, but their hull.

I dunno if they got something like champedia for STO, but if they do you can go check out my fed main. That setup can totally disable a ship then blow them up in a single shot. While they can't target me due to jam sensors.

Yeah, it's a little silly. I don't think Cryptic bothered to balance any of this stuff.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
02-24-2010, 02:45 AM
Quote:
Originally Posted by Anxiety
The problem with Sub beam is the fact in my sci ship I can use sensor sweep and an attack pattern to get overloaded beams to hit for over 14k all by themselves, all while they've been beamed and unable to react. One shot. Match that up with the torpedo skill and it's going to tear through not only their shields, but their hull.

I dunno if they got something like champedia for STO, but if they do you can go check out my fed main. That setup can totally disable a ship then blow them up in a single shot. While they can't target me due to jam sensors.

Yeah, it's a little silly. I don't think Cryptic bothered to balance any of this stuff.
I dont think the majority of players in here have the slightest clue about Sensor sweep effect on DPS; or even its range; and the number of target it can affect; or even how a full group will benefit from its effects. They apparently see it as a detection thing; in beta though you couldnt even fire it without a target; it was clearly meant as a debuff. Yeah you can easily shoot down a ship with it in less than 5 seconds... but that's another issue.

I really wonder if "science officers" (who apparently in majority are feds) will still feel it's perfectly balanced the day 5 klingon science officers uncloak; each firing subnucleonic on a different target in the enemy team; and atomize them... rince and repeat till 15/0.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
02-24-2010, 04:30 AM
a simple nerf would make it that SNB disables all your BO skills (Except those that use the crew ie: Sci, Eng, & Tac team) and let you use your weapons still, that way someone is still severly hampered but they can still if they act quickly survive a little longer and turna round and smack them with their weapons still (all be it without any BO powers to back them up for the SNB's duration)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
02-24-2010, 04:53 AM
Quote:
Originally Posted by hivewasp View Post
I dont think the majority of players in here have the slightest clue about Sensor sweep effect on DPS; or even its range; and the number of target it can affect; or even how a full group will benefit from its effects. They apparently see it as a detection thing; in beta though you couldnt even fire it without a target; it was clearly meant as a debuff. Yeah you can easily shoot down a ship with it in less than 5 seconds... but that's another issue.

I really wonder if "science officers" (who apparently in majority are feds) will still feel it's perfectly balanced the day 5 klingon science officers uncloak; each firing subnucleonic on a different target in the enemy team; and atomize them... rince and repeat till 15/0.
I think that's the problem with Sensor sweep. It's a great AoE debuff that just murders resists with full Aux. But it's also one of the only ways to catch cloaked ships. Hence, when the fight starts, Fed Sci officers have a cooldown going, while Kling science officers save it for the beatdown.

It pretty much needs a nerf for debuff severity, a shorter cooldown, and/or a longer buff duration. Perhaps this is the tradeoff I suppose, save it for the fight, or the detect, but I think it's too severe a penalty for fed science officers.

Separate abilities possibly. One is a cloak detector, other is an AoE debuff.

I dunno, I've almost given up on how they (Cryptic) envisioned this game going, if they had a vision at all.
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