Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
04-11-2010, 01:55 PM
Quote:
Originally Posted by Ardept View Post
seems you have managed to improve your gameplay somewhat, was not soo long ago you had the exact same issues, did you not start a thread asking for pvp builds because you were getting thrashed. It took others to help you before you started to get it right, i would not be so fast to spout off about others having trouble, you are far from being all that.
Your my hero!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
04-11-2010, 02:08 PM
Quote:
Originally Posted by Aelife
Your my hero!
? mine is buzz lighyear, i would recommend him as a role model if your still in the market for a proper hero
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
04-11-2010, 03:22 PM
Quote:
Originally Posted by Ardept View Post
? mine is buzz lighyear, i would recommend him as a role model if your still in the market for a proper hero
Mines Ellen Ripley.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
04-12-2010, 03:49 PM
Let me get this straight guys: I do play a lot in a team, and when we cooperate, it's a 50/50 win scenario in FvK. The problem is that my level of damage is second to last. When I attack some lone wolf flying around, half cloaked, I can't kill him, cause his shields stay up.

While playing klingon, I noticed that Klingons have natuarally better shield rotation skill. I can bascially bring my shields up by clicking on rotation lilke mad, while under attack by some fed. I can't do anything close to that when playing fed though.

All you're saying guys here is basically a proof to the lack of balance. If one, in order to be reasonably good on the arena, must build its character specifically for PvP, it's already misbalanced, or game design is crap. I should be able to build allrounder or some other mix, and still surprise my targets, but no, not in this game.


This is my char skill tree, together with BO skills (all lvl 9):
http://sto-builder.binarybit.ch/inde...--_4-47-59--@0

Feel free to post how bad it is, and any suggestions are welcome.

Cheers
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
04-12-2010, 04:05 PM
Quote:
Originally Posted by Ngaio View Post
This is my char skill tree, together with BO skills (all lvl 9):
http://sto-builder.binarybit.ch/inde...--_4-47-59--@0

Feel free to post how bad it is, and any suggestions are welcome.

Cheers
Things you got wrong:
BO-abilities:
Cannon scatter volley
Beam fire at will
beam overload (you are an escort)
torpedo spread

Skills:
Why tactical team leader 9 if you got no tactical team and science and eng team only 3 if you use them?
Assault training 9? really?
Why tactical and heavy escort captain at 9? This skills only transfer with 25% to the fleet escort. Meaning you paid up to 400 skillpoints for 1 point of bonus for your fleet escort. It's not worth it!
You use no target subsystem X skill, so get rid of the beams on your escort and rid of the beam-skills too
You use antiproton AND phasers? Either or is the key. Focus on one damage type. If you want antiproton get the skill to 9 - and get for the chosen damage type the damage consoles in your tactical slot!
Starship engineering training is not required, and especially not at 9!
Get rid of all the shield maintenance/efficiency/performance, and put it into engine maintenance/efficiency/performance
Why weapon maintenance?
Why Emitters and hazard systems if you dont use hazard emitters? Why no deflector and deflector field for science team instead?

All in all: Don't max out all the Tier1 and 2 skills. Level 7 is enough for most of them. 200skillpoints for 1 point bonus is way too expensive.


Last sentence to another statement: Klingons can NOT shift their shield power faster than FEDs. They use the same gamemechanics for everyone. You simply do way less damage with your ship than they do to you, not because their weapons are stronger, no, because you don't know how to skill properly, which abilities to choose to get the most out of it and, now a theory from my side, also don't know anything about energy management, bonus defense, counters to skills or are able to outmaneuver any opponent.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
04-12-2010, 04:14 PM
This is obviously a ******** post , by a frustrated Fed trolling for a nerf of Klingon players and vessels. If he actually bothered to play Klingon he would never have posted this . Chances are this noob , played purely Fed PvE , and at RA 5 showed up in PvP expecting it to be easy and got his butt handed to him . He's probably the type of noob that spams mines thinking that it's effective. Oh, **** maybe I shouldn't have said they weren't effective , stike that last sentence.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
04-12-2010, 04:22 PM
Quote:
Originally Posted by CurtisJ
If Feds could get some equivalent abilities, it might start to be a level playing field...
Wow, this has to be the all time funniest statement I've seen on the boards ever. If Klingons had half the access to BOff's and equipment that Feds had you might have a complaint., but they don't. I've run across some excellent Fed players with great build that know exactly what they are doing , unfortunately most have no clue.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
04-12-2010, 04:33 PM
Quote:
Originally Posted by Ngaio View Post
Let me get this straight guys: I do play a lot in a team, and when we cooperate, it's a 50/50 win scenario in FvK. The problem is that my level of damage is second to last. When I attack some lone wolf flying around, half cloaked, I can't kill him, cause his shields stay up.

While playing klingon, I noticed that Klingons have natuarally better shield rotation skill. I can bascially bring my shields up by clicking on rotation lilke mad, while under attack by some fed. I can't do anything close to that when playing fed though.

All you're saying guys here is basically a proof to the lack of balance. If one, in order to be reasonably good on the arena, must build its character specifically for PvP, it's already misbalanced, or game design is crap. I should be able to build allrounder or some other mix, and still surprise my targets, but no, not in this game.


This is my char skill tree, together with BO skills (all lvl 9):
http://sto-builder.binarybit.ch/inde...--_4-47-59--@0

Feel free to post how bad it is, and any suggestions are welcome.

Cheers
If you can't kill a lone wolf as an escort you fail.

Better shield rotation? What are you smoking? It's the same thing.

Maybe some of us want to make the choice whether to build for PvE or PvP? Can we not tailor the game to our specific interests like you? Not all of us get off on scanning anomalies. Or would you expect to have an "I can kill anything in any situation" build?

I'm not gonna start on your skill tree. It's not even good for PvE dude. Maybe you shouldn't complain about balance issues when you take useless skills.

/troll ended
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
04-12-2010, 04:44 PM
Quote:
Originally Posted by Ngaio View Post
My problem is basically this: I go in fleet escort, head to head against Klingon escort, with all AP cannons, doing at least Alpha + Omega + RFIII = I'm dead, his shields are 50-75% up.
We have access to the same weapons and shields. Well actually Feds get more PvE loot right? If you're in a fleet escort then I would expect you'd have more survivability than the average tactical-oriented BoP. Is it possible you're just doing it wrong?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
04-12-2010, 05:26 PM
Quote:
Originally Posted by Roter_Panda
Things you got wrong:
BO-abilities:
Cannon scatter volley
Beam fire at will
beam overload (you are an escort)
torpedo spread

Skills:
Why tactical team leader 9 if you got no tactical team and science and eng team only 3 if you use them?
Assault training 9? really?
Why tactical and heavy escort captain at 9? This skills only transfer with 25% to the fleet escort. Meaning you paid up to 400 skillpoints for 1 point of bonus for your fleet escort. It's not worth it!
You use no target subsystem X skill, so get rid of the beams on your escort and rid of the beam-skills too
You use antiproton AND phasers? Either or is the key. Focus on one damage type. If you want antiproton get the skill to 9 - and get for the chosen damage type the damage consoles in your tactical slot!
Starship engineering training is not required, and especially not at 9!
Get rid of all the shield maintenance/efficiency/performance, and put it into engine maintenance/efficiency/performance
Why weapon maintenance?
Why Emitters and hazard systems if you dont use hazard emitters? Why no deflector and deflector field for science team instead?

All in all: Don't max out all the Tier1 and 2 skills. Level 7 is enough for most of them. 200skillpoints for 1 point bonus is way too expensive.


Last sentence to another statement: Klingons can NOT shift their shield power faster than FEDs. They use the same gamemechanics for everyone. You simply do way less damage with your ship than they do to you, not because their weapons are stronger, no, because you don't know how to skill properly, which abilities to choose to get the most out of it and, now a theory from my side, also don't know anything about energy management, bonus defense, counters to skills or are able to outmaneuver any opponent.
Ill second what rotor panda said.Why do you have any ground abilities at all if you want to excel in space pvp?Choose one or the other.Like others my first character was half and half until i respecced out of ground abilities to space abilities.i survive alot better now in space pvp, but no where near good enough as those who specced in all space ability skills.Put away the nerf bat and figure it out,just like i did.
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