Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
04-12-2010, 04:49 PM
Don't take negative feedback about having a bad skill set up too personally. On the other hand, there are some really nice suggestions in Rotor_Panda's post. They really aren't immediately clear just what benefits what (with the exception of the only 2 examples in the tooltip). It takes a lot of researching through the forums or finding one of those nice skill tree builders to get a better understanding. Spend a little time with the respecs and you'll be amazed there difference it can make when you don't throw points where they don't need to be.

At least, that's what helped me. I'm still crappy but my skills are a bit more nicely organized, lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
04-12-2010, 09:30 PM
Quote:
Originally Posted by Ngaio View Post
So I started playing Klingon again, and now I play it most of the time. Reason? I don't die most of the time, I'm simply to powerful for feds. And I know, why Klinks are whining on feds so much when feds are stating obvious = Klinks are OP; It's because they are afraid to loose all that power they have now. They are OP. For example: Shields, I barely ever loose them, how is that ? In real ST, feds of 24th century have most powerful shields, but not here in STO! Why? Because you have to make klink players happy, and make them up for no story? That's crap. I have fed RA5 full escort, with tactical captain, and any klink can easily take me out in two volleys, when I at the same time can barely take 50% of it's shields down. I use a lot of Tactical stuff to reinforce shields and weapons, but it's still not enough. It's boring to lose all the time, In a team or not - it's boring.
I'm so tired of you feds crying about Klingons being overpowered. Open your eyes, Klingon ships have less hull and BOP's have less shields. Escorts are very similar to Raptors, you can do A LOT of damage with them. Learn how to fit your escort correctly. Klingons learn the hard way, they fit for maximum damage most of the time.

At T5, your fleet escort has 6000 more hull points than a Raptor. If I remember correctly, you also have one more sci console. Why are you crying? My BOP has ~25.7K hull without any T5 skills, +2K with maxed skills. Shields on my bop = ~6792. Any DECENT escort will take out my shields instantly the same way I do to them. Damage is the SAME with the SAME abilities, it has nothing to do with KLINGONS. You just don't know how to use them.

Sadly, more than 90% of the feds are really bad at PVP. That's why you beat them while playing as Klingon, because you're slighty better than those guys. They are probably trying to kill you with 250' beams.. zzzz.

I have tested so many times on both sides.. Funny, I can kill BOPs with my Escort, and I can kill Escorts with my BOP. It's a matter of personal skills, for once.

Also, there was a fed sci captain (not even tactical!) flying an escort last night, he did a nice 500-600K damage in Salvage operation (PVP). Thank you sci captain for proving to all once again that feds just don't PVP the right way.

Ask for help, tips, do whatever you want but stop whining about it.

In other words, learn how to play.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
04-12-2010, 09:54 PM
Quote:
Originally Posted by Wizlan
I'm so tired of you feds crying about Klingons being overpowered. Open your eyes, Klingon ships have less hull and BOP's have less shields. Escorts are very similar to Raptors, you can do A LOT of damage with them. Learn how to fit your escort correctly. Klingons learn the hard way, they fit for maximum damage most of the time.

At T5, your fleet escort has 6000 more hull points than a Raptor. If I remember correctly, you also have one more sci console. Why are you crying? My BOP has ~25.7K hull without any T5 skills, +2K with maxed skills. Shields on my bop = ~6792. Any DECENT escort will take out my shields instantly the same way I do to them. Damage is the SAME with the SAME abilities, it has nothing to do with KLINGONS. You just don't know how to use them.

Sadly, more than 90% of the feds are really bad at PVP. That's why you beat them while playing as Klingon, because you're slighty better than those guys. They are probably trying to kill you with 250' beams.. zzzz.

I have tested so many times on both sides.. Funny, I can kill BOPs with my Escort, and I can kill Escorts with my BOP. It's a matter of personal skills, for once.

Also, there was a fed sci captain (not even tactical!) flying an escort last night, he did a nice 500-600K damage in Salvage operation (PVP). Thank you sci captain for proving to all once again that feds just don't PVP the right way.

Ask for help, tips, do whatever you want but stop whining about it.

In other words, learn how to play.
I find it funny, but I tend to avoid using "l2p" as a valid balance arguement.

I view the game as fairly balanced, klinks get more focus on manueverability and the alpha strike than feds do, and feds get increased hull and shields to compensate. I don't really mind cloak that much, except for when the *******s decide to snb 4 of the 5 players in the initial decloak (and yes, that does happen sometimes). Otherwise cloak is fine, stale but ok balance wise.

PvP qeues were terribly borked, 30-1 ratio in favor of feds, sometimes as much as 144-1, and it took FOREVER to get a qeue. A person really couldn't polish their skills outside of the borg warzone. Once FvF came out though, holy crap...

...MAN feds are bad. generally, there are 3 grades of feds;
  • great feds - have played for a while, they know every trick in the book. They can spike a target down in 3 seconds or make sure that a target stays up. These guys generally fly in premades because they can't be bothered to play with the other 2 groups.
  • decent feds - are relatively experienced, and getting better. They may not be able to spike a target in 3 seconds, but if you let them sit they will kill the target quickly. You find these guys either flying single or in 2-3 man premades.
  • feds that need helmets - these guys are abysmal. Full impulse away from the group into 5 waiting opponents, dies in 2 seconds from space dust, and can't even break 6 digits (most of the time, sometimes they get lucky) when going for dps. These guys... just ughghghg *wretching noises*
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
04-13-2010, 06:33 PM
Wow, guys - you just proved that this game is not for casual player at all, only for some PvP maniacs, or schoolboys playing non-stop.

Your points are basically as follows:

1. Build character strictly according to some rules that will make you good in PvP - ask for the rules first
2. Don't bother playing the actual game content, because after all only PvP counts, PvE setup is useless
3. If you built your character to play the GAME, not just PvP - **** off, and don't play PvP
4. Most Feds are bad players, most Klingons are GREAT - just listen to yourselves !
5. Play either Space or Ground - never both.
6. Game is 3 month on the market and you say it's balanced - even cryptic states it needs more balance
7. Don't try to post your objections on forums related to the subject, because you're a TROLL - right away
8. Never played WoW? Don't bother playing STO's PvP - it's only for WoW veterans, not for ST fans.

I actually played whole content on PvE with slightly different setup (science), and I never had any troubles with multiple enemies, so don't tell me that it's bad for PvE. The game was actually fun. When I play FvF - it's a 50/50 result most of the time, and I almost always finish in the first 5. My damage is in most cases between 80K-300K when playing FvK, 200K-400K when playing FvF.
I wan't to play ground and space, I never said I want to excel on space arena only, that's why I have some ground abilities, which work perfectly for me, as I have never had any issues playing ground PvP.

@VUK - your comments are nothing but trolls - READ before you post! I said I play klingon too!!! You're one of those, whom Cryptic had to make up the lack of content.

Regarding my skills:

1. Beam overload - takes down enemy shields in 30% cases with AP forward beams
2. Scatter Volley - usefull for PvE to take out squadrons of light cruisers
3. Torpedo spread - helps in teamplay, when other side of the ship has shields down

I use consoles for particular type of damage and hardware loaded.
I'm rotating my BOs quite often, trying different BO abilities in many situations, so I make use of skills like Hazard emitters / Tactical team / shield tanking, often also in PvE.
Most of my credits is from PvE loot, and not from PvP. One engine from PvE loot gives me more than 3-5 PvP fights, so I need and want to play PvE.

Can't you see the problem here guys? One must build char just for PvP to play it nicely. You state that 90% of the game is not worth playing, or you should play it only to get to RA5 so that you can access better weps, and only PvP matters, 50% of the skills are useless in any situation, 90% of the fed side are monkeys, 90% of the klink side are PvP gurus - simply, this game sucks big time.

Cheers, to those who were helpful rather than abusive.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
04-13-2010, 06:41 PM
Quote:
Originally Posted by Ngaio View Post
Regarding my skills:

1. Beam overload - takes down enemy shields in 30% cases with AP forward beams
2. Scatter Volley - usefull for PvE to take out squadrons of light cruisers
3. Torpedo spread - helps in teamplay, when other side of the ship has shields down

I use consoles for particular type of damage and hardware loaded.
I'm rotating my BOs quite often, trying different BO abilities in many situations, so I make use of skills like Hazard emitters / Tactical team / shield tanking, often also in PvE.
Most of my credits is from PvE loot, and not from PvP. One engine from PvE loot gives me more than 3-5 PvP fights, so I need and want to play PvE.
If Federation plays as a team...all three skills are absolutely useful in PvP - it might even be an advantage.

BO rotation is part of the game and there are enough available slots to have both PvE and PvP officers. Including the different roles you want to play if you choose to stay in the same ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
04-14-2010, 07:00 AM
well. i still keep track of wins and loses.

i played 12 klingon mission and lost one open salvage( funny was i never died this match)

i played 14 fed missions, and had great group and won 4 in a row, and then 3 in a row. well feds won 8 times this day!

kinda messes up my claim of 95% win / lose rate. doesn't it. still feal like child play on my Klingon,.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
04-14-2010, 08:50 AM
IMO pound for pound Klingons have an advantage in PvP. Cloak gives them an edge in getting first strike. But its not all about the powers. They are steeped in PvP so that has give them more experience. That alone gives them an edge. A Klink pug will usually win over a Fed pug.

This could have been avoided if Klinks had been a fully developed faction at launch. Would it have been that hard to give them a storyline and some more episodes? A PvP faction was going to have the jump on a PvE faction. And now its to the point that it discourages PvP and we see it in the queues where it takes forever to get in a FvK match. Lately I can't get my Klink into any PvP at lower levels because no one is queuing up for them. Its really pointless now to start an alt.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
04-14-2010, 11:53 AM
Thanks for reply.
Quote:
Originally Posted by Roter_Panda
Skills:
Why tactical team leader 9 if you got no tactical team and science and eng team only 3 if you use them?
Doesn't it boost BOs abilities ? When I rotate BOs, I use Tactical Team and Emergency.* skills.
Quote:
Originally Posted by Roter_Panda
Assault training 9? really?
Ground PvP.
Quote:
Originally Posted by Roter_Panda
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!
I think you may calculate it wrong. It's 25% of the tactical towards heavy, which adds to heavy, then to fleet escort. Assuming that bonuses don't cumulate it's : 25% of 9 HE = 2.25 ; 25% of 9 TE = 2.25; so, on FE I get: 4.5 pts on start, but if they do, then it's 25% of 9 HE = 2.25 ; 25% of (9+2.25HE) TE = 2.8; so, on FE I get: 5 pts
Quote:
Originally Posted by Roter_Panda
You use no target subsystem X skill, so get rid of the beams on your escort and rid of the beam-skills too
I use beams on the aft a lot when I rotate my BOs, and also AP dual beams in forward apart from cannons.
Quote:
Originally Posted by Roter_Panda
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!
I don't get enough damage from phasers for PvP, but I use them from time to time in PvE. The problem is that I maxed phasers, so I can get decent damage before I got to RA5. Didn't cryptic say that damage from weps is also gonna be carried over to higher level weps ? So, having phasers maxed, I should get more damage using APs.
Quote:
Originally Posted by Roter_Panda
Starship engineering training is not required, and especially not at 9!
Starship Engineering is for more efficient shield freq rotation, as well as better power transfer, isn't that useful?
Quote:
Originally Posted by Roter_Panda
Get rid of all the shield maintenance/efficiency/performance, and put it into engine maintenance/efficiency/performance
Without these skills, I wouldn't be able to survive even those 5-6 seconds I have now, as my shields are first to go, but at least I can quickly bring it back when using RSP.
Quote:
Originally Posted by Roter_Panda
Why weapon maintenance?
Why Emitters and hazard systems if you dont use hazard emitters? Why no deflector and deflector field for science team instead?
Used when I rotate my BOs, then I use hazard emitters a lot, as well as emergency power to weps.

Quote:
Originally Posted by Roter_Panda
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.
I could try that, but it's costly business with respec now. I guess, cryptic didn't want the game to be in such a state so that people have to respec in order to play PvP successfully. Dunno.

Quote:
Originally Posted by Roter_Panda
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.
I do play klingon as well, and I can bring my shields up doing rotation even under light attack. I can't do that as a fed.

All in all, the same story again. One must strictly target PvP when chosing skills in STO. This is utterly ugly..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
04-14-2010, 12:40 PM
REading the first page - about people who watched Star Trek, now are jumping at the chance to play it, and the whole balancing "playability" and "Trek Mythology"


Welll....would see to me the devs have hit it bang on. I mean, watch the old series, and most of the latter material.

1)Bad guy decloaks, or otherwise ambushes Enterprise.

2)Furious volley of fire ensues from bad guy

3)Enterprise shields are gone, and just one volley away from space dust

4)We await the heroic move from Kirk/Spock/Scotty to save the ship

SEE ???? Klinks here decloack, blow away most of your shields. Now you are at #4 by Trek canon. What more could you ask for ??!!!!????


Okay - sorry - I am in odd humor mode, and this is not a troll post. I Just Couldn't Resist

:p
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