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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
03-06-2010, 08:47 PM
Well, as a BoP captain, I would have to make the choice between RF3 or VM2. If I take RF3, that's one less VM user for Starfleet to cry about. But considering how useful of a punishment VM is...

I have a gut feeling that the metagame will still favor a xxx/xxx/FBP2/VM2/3 Science Officer in the commander slot and a HY1/RF1/APO1 Tactical Officer in the Lt. Commander slot for T5 BoPs.

Really just need more people on Tribble to test this stuff out with a fresh character.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
03-06-2010, 09:35 PM
Quote:
In order to keep the same DPS up a BoP must sacrifice its highest utility slot
You mean a support ship won't be able to do the same damage as an Escort? Say it isn't so!

Quote:
and a Klink carrier... Well lets just say they're not going to be topping the charts anymore.
If Carriers were "always" top damage, that would highlight a gross game imbalance - should only one faction have access to the "best" damage output, but their opponents not have the same type of advantage in healing? Not to mention the imbalances that would cause within the Klingon faction itself - why play in a Raptor when a Carrier has better damage and more survivability?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
03-06-2010, 10:35 PM
Quote:
Originally Posted by Wheem View Post
You mean a support ship won't be able to do the same damage as an Escort? Say it isn't so!


If Carriers were "always" top damage, that would highlight a gross game imbalance - should only one faction have access to the "best" damage output, but their opponents not have the same type of advantage in healing? Not to mention the imbalances that would cause within the Klingon faction itself - why play in a Raptor when a Carrier has better damage and more survivability?
uh ya, no carrier using turrets will ever be close to top damage against competent players
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
03-07-2010, 12:09 AM
2 things, I meant cruiser not carrier, my mistake. And i'm not complaining about it, just stating whats going to happen.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
03-07-2010, 12:17 AM
I'm wondering if this is going to reintroduce the bug of cannons interrupting each other. Before the cooldown, 2 cannons actually averaged out to be about 1 and 1/4 cannons because the second cannon would interrupt the first cannon's fire, so you'd get 5 or rarely 6 shots instead of 8 from 2 sets of cannons if you hit spacebar to fire all. If I wasn't so sick this week, I'd test it out on Tribble.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
03-07-2010, 04:02 AM
With nerf of EPS consoles, i will just run 4 EPS instead of 2 now. Not switching fast is the most annoying thing in this game, makes it slow. And 50% nerf? I didnt see complaints about EPS, maybe they should nerf FBP to 50% and sub 50% atleast people agree with that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
03-07-2010, 05:49 AM
Quote:
Originally Posted by Indolo
I'm wondering if this is going to reintroduce the bug of cannons interrupting each other. Before the cooldown, 2 cannons actually averaged out to be about 1 and 1/4 cannons because the second cannon would interrupt the first cannon's fire, so you'd get 5 or rarely 6 shots instead of 8 from 2 sets of cannons if you hit spacebar to fire all. If I wasn't so sick this week, I'd test it out on Tribble.
Been on there testing things earlier and that seems to work fine now, even in rapid fire mode. Also 3 DHC works properly now to which is quite nice, although the power drain is very apparent with the new nerfs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
03-07-2010, 05:51 AM
Quote:
Originally Posted by zenixzor
With nerf of EPS consoles, i will just run 4 EPS instead of 2 now. Not switching fast is the most annoying thing in this game, makes it slow. And 50% nerf? I didnt see complaints about EPS, maybe they should nerf FBP to 50% and sub 50% atleast people agree with that.
Its a good choice I think, it will lower DPS all round and slow things down a little. Of course if you double up your consoles you will get the same power as before but will gimp yourself in another area that you were previously buffing. I personally like my +22% all round damage resistance so I will take the 50% power hit
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
03-07-2010, 07:45 AM
Quote:
Originally Posted by tenikis View Post
Its a good choice I think, it will lower DPS all round and slow things down a little. Of course if you double up your consoles you will get the same power as before but will gimp yourself in another area that you were previously buffing. I personally like my +22% all round damage resistance so I will take the 50% power hit
When i increase weapon power performance i get the same result as i got now 2x +6 weapon power. Resist is nice but i tried it myself and it feels kinda useless. Hazard emitters + aux to struc s alot more effective in that area, shields are the most important anyway if they are completly down you wont survive much longer even with high resistance.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
03-07-2010, 08:40 AM
Anyone managed to work up an idea of how we should set up our Escorts with these changes? Will it make cannon choices more versatile? Such as being able to have a huge pile of single cannons instead of any duals, because they're easier to power?
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