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Lt. Commander
Join Date: Dec 2007
Posts: 120
Remove the following skills from the game:

Reverse Shield Polarity
Feedback Pulse
Viral Matrix
Cannons: Rapid Fire

Then up cannon base damage a bit, or add a skill that buffs cannon damage by 20% for a time or something.

Subnucleonic beam is only even a big deal because RSP is required for tanking because rapid fire cannons vs shields is pretty lol. Viral matrix is stupid in every way and always was. Science team negating it makes it like 10% less dumb at best. Especially since it's only even a chance to remove. What the christ.

Playing various characters I realized that the game gets progressively less fun as abilities begin to dominate. You just don't even have to do much of anything after a while.

All the half-assed fixes are just not doing it (increased RSP cooldown? really? They'll just stack it once more). Those 4 abilities up there are why pvp gets dumb. End of story.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-28-2010, 07:50 PM
warning: implementing these changes means you might have to actually evaluate the fed cruiser in a rational manner as opposed to repeatedly stating "working as intended" while RSP masks the horrific flaws.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-28-2010, 09:03 PM
Remove RSP and fight will last 3-4 seconds at T5. I have no problem with abilites that keep you alive, they should be encouraged. Also if you remove Cannon rapid fire you just severly nerfed tactical BO's, escorts, and tactical captains that fly escorts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-01-2010, 08:08 AM
Quote:
Originally Posted by Jgrind24
Remove RSP and fight will last 3-4 seconds at T5. I have no problem with abilites that keep you alive, they should be encouraged. Also if you remove Cannon rapid fire you just severly nerfed tactical BO's, escorts, and tactical captains that fly escorts.
So... how exactly did your brain manage to put both those facts in one post and not manage to realize that nerfing damage output AND survivability at the same time will make things more consistent and less lame and bursty? Power settings other than full power to weapons might even end up being viable.

It's a scary thought.

Also I've been running around with a beam-loaded raptor in lt.com tier and outdamaging everyone using cannons. Running regenerative shields and being able to actually face different arcs effectively makes you incredibly durable. You're also godlike against people running cannons because they aren't good enough to down shield arcs 3:1 while you're rotating and beaming them to death. And as soon as you make them turn away their damage output drops to 0.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-01-2010, 08:15 AM
in addition to nerfing the skills, you may want to increase the base hull and shields of ships at tier 5 to be less, squishy? (It feels odd to say that about steel)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-01-2010, 08:17 AM
Or learn to adapt your strategy... personally I can only agree with you on Subnucleonic Beam because at this point it really has no prevention/removal counter; then add its duration and you can really be turned into something that's barely able to move without using any skills while you're being pounded to death.

But the others have counters and can be worked around.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-01-2010, 08:21 AM
Quote:
Originally Posted by hivewasp View Post
Or learn to adapt your strategy... personally I can only agree with you on Subnucleonic Beam because at this point it really has no prevention/removal counter; then add its duration and you can really be turned into something that's barely able to move without using any skills while you're being pounded to death.

But the others have counters and can be worked around.
I 100% agree. SNB doesn't need removed, it needs a counter. The rest of the listed skills are trivial to work around.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-01-2010, 08:25 AM
Quote:
Originally Posted by TheIgmo
I 100% agree. SNB doesn't need removed, it needs a counter. The rest of the listed skills are trivial to work around.
while i disagree with the damage that people can put out at tier 5 (pop someone unprotected in 5 seconds!) giving a counter to SNB would make me a VERY happy camper.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-01-2010, 08:26 AM
Quote:
Originally Posted by DefinitelyNotATerrorist
So... how exactly did your brain manage to put both those facts in one post and not manage to realize that nerfing damage output AND survivability at the same time will make things more consistent and less lame and bursty? Power settings other than full power to weapons might even end up being viable.

It's a scary thought.

Also I've been running around with a beam-loaded raptor in lt.com tier and outdamaging everyone using cannons. Running regenerative shields and being able to actually face different arcs effectively makes you incredibly durable. You're also godlike against people running cannons because they aren't good enough to down shield arcs 3:1 while you're rotating and beaming them to death. And as soon as you make them turn away their damage output drops to 0.
It's funny, after I read your original post I thought this guy is someone who this wouldn't affect or someone who would actually stand to gain from these nerfs. Turns out I was right, you're a beam using escort. I am saddened to see my cynical viewpoint was right.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-01-2010, 08:36 AM
Regardless of the OP's idea, truth is that pvp isn't what it should be. Lockdown skills have way too much impact, ships get destroyed way too fast, and survivability skills make up too much of a ship's survivability.

In my opnion, shields and hull values should be increased by at least 30-40%, and shield regeneration rate on all ships should be roughly doubled. Basic weapon damage should be increased by roughly 15-20% to compensate.
Then, all skills should receive a complete overhaul so they still give a good and useful bonus, but are less game dominating as they currently are. Skills of the same type and of the same rank should share cooldowns. Lockdown skills vs players should have a hardcap of 7 or 8 seconds, or become a Mezz that breaks on damage.
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