Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
04-14-2010, 10:43 PM
Quote:
Originally Posted by LordTareq View Post
I've been pvp'ing today after a 2.5 week break, what has happened?:
1- They added all the new tactical skills to the skill tree. Everyone respecced into them, because they are a serious buff to spaceship DPS.

2- They removed the global cooldown on DHCs making them pump out more damage.

3- They fixed criticals, making high tier weapons even more effective.


Quote:
They're making shield power better to compensate for it. Shields will give damage resistance instead of just regeneration.
Currently on Tribble you get 20% resistance buff at 100 shield power. With diminished returns. It's ... not very effective.

However, that may change.

And ... this post keeps getting overlooked. But SNIX is aware of the problem ...

Devs Know About DPS issue

And just to keep highlighting this post because it is important, but hard to find due to the thread's title not really letting anyone know the discussion is about DPS ...

Quote:
We are looking into how to reduce the excessive damage that you are currently experiencing. Some of the elements already mentioned in this thread and others are being examined, such as:

- Energy damage buff console values and that most players stack as many as they can equip
- The amount of the narrow arc damage multiplier that gets applied to cannons
- Stacking of attack patterns and their buff, debuff, crit chance, and crit severity
- Appropriate weapon power drain when firing multiple energy weapons


We're getting closer to having more specific details and getting something up on to Tribble. This is a priority.

Thanks for your patience,
-snix
So there you go. Straight from the devs themselves. They are looking into how to reduce the excessive damage that we are currently experiencing. Gets right to the heart of the OP's question. And some specific details on what they're looking at.

So give it some time, I hope? Maybe?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
04-14-2010, 10:48 PM
I totally forgot about the new skills and the DHC change; that probably explains why my escort seems to be outdamaging what my BoP was before. I last played my BoP before Update 1, and made my escort after putting points into those skills with a respec for my cruiser. So those 2 changes alone would explain why a build similar to my BoP just seems more powerful, and would explain why the OP would suddenly see a spike; it's pre and post Update 1.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
04-15-2010, 12:39 AM
Quote:
We are looking into how to reduce the excessive damage that you are currently experiencing. Some of the elements already mentioned in this thread and others are being examined, such as:

- Energy damage buff console values and that most players stack as many as they can equip
- The amount of the narrow arc damage multiplier that gets applied to cannons
- Stacking of attack patterns and their buff, debuff, crit chance, and crit severity
- Appropriate weapon power drain when firing multiple energy weapons


We're getting closer to having more specific details and getting something up on to Tribble. This is a priority.

Thanks for your patience,
-snix
Having hopped into an escort for the fun of pew pew, I can safely say that an escort running 1xDual Beam, 2x Heavy cannon and 2x turrets in back has less of an energy drain than a cruiser broadsiding 4 beams, even when the escort is applying cannon rapid fire.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
04-15-2010, 02:03 AM
Quote:
Originally Posted by Ipigi
Having hopped into an escort for the fun of pew pew, I can safely say that an escort running 1xDual Beam, 2x Heavy cannon and 2x turrets in back has less of an energy drain than a cruiser broadsiding 4 beams, even when the escort is applying cannon rapid fire.
cannons are designed to be energy conservative. so logicaly they would pose less of a drain on power than beams.

escort damage is way of the charts. but keep in mind that it only goes of the chart with multiple buffs. i use them to. and its true when multiple buffs are activated i can nuke prety much everything. the op was prety lucky he survived that strafing run. good escorts would have finished him of with ramming speed. (at least i would have). BUT, when all of them are popped you wont have much left for the comming fights. so yeah you just destroyed a ship, very fast i might add, you have just nerfed your damage for at least another 20sec.
that said i can tell u the opposite story, ive met cruiser i could barely put the hurt on. even with my buffs. so if u are attacking one of those and not killing him u just wasted all ur skills and left yourself very vulnerable to any form of attack.
the opposite team has escorts to, they can nuke you to.

in all respect, the damage is very high, maybe even to high but when on your toes there are ways to defend against it. i know of combos that will kill you without you being able to do anything about that (snb+vm anyone?)

last point, im not sure about this one, but im thinking that the true killers are the tacs in escorts. the rest is doing less damage and are probably on the pinnacle of balance.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
04-15-2010, 03:12 AM
Quote:
Originally Posted by superchum View Post
Currently on Tribble you get 20% resistance buff at 100 shield power. With diminished returns. It's ... not very effective.
Shield damage reduction does not have DR. It is multiplicative. So at 100 shield power, your shield should take 20% less than it did before. But since shields scale so poorly compared to weapons, well, it won't fix the issues with the rampant offense in T5 PvP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
04-15-2010, 06:18 AM
In my opinion, battles between two different ships, between equally skilled opponents, should be close.

As it stands though, as long as a cruiser has RSP, he should win versus an escort. If he doesn't have RSP, he will lose. Now they're nerfing RSP (which is needed), without scaling back DPS or buffing resistance (which is needed). Honestly, I think the biggest problem is that hull strength doesn't count right now. They shouldn't have diminishing returns on resist consoles, this would go a long ways in restoring some sanity. Currently, I feel like I'm signing my own death wish when I use extend shields on an ally.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
04-15-2010, 06:26 AM
Only way an escort is taking me out on my Cruiser is if he has help. I have yet to lose to a escort one on one. Even with the changes. Little tip if you guy didn't think of it. Let the little punk blow his wad and during that hit jam sensors and go to town. Worst thing is you are slow and he jams you.

My issue at moment is the target sub systems especially target shields. I had it used on me 3 times in a row and all three times my shields went down. This was only a rank 1. I run like 50 shields and Epts2. They just never came back.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
04-15-2010, 08:08 AM
Quote:
Originally Posted by Chakotay317
Only way an escort is taking me out on my Cruiser is if he has help.
One vs one duelling isn't what a game should be balanced around. Its how classes and ships perform in group situations that is most important. And I've seen some well played escorts destroy equally well played cruisers in duels
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
04-15-2010, 11:21 AM
If neither the escort or its target (specifically cruisers) does not pop cooldowns then the supposedly overpowered cannons don't even *dent* their shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
04-16-2010, 07:35 AM
Tricobalts at close Range do insane Damage. Also they dont show up in Combat log very often. Some days ago i got hit by one with 100% Shields + RSP ,100% Hull + HE (making up for around 45% Hull resist) and got onehitted by this Torp. Damage didnt show up on Combat log or above my ship. (Talked with him after the game and he told me those tricobalts can crit for ~130k damage at exposed hull ,thats even enough to take out shields + hull on most ships even with resists)

Although i must say Resists dont count much in this game. You hardly get them and a single Debuff (sensor scan ,Fire on my mark) can reduce them to 0,0%. Its like saying anyone ,get your resists ,but actually knowing it doesnt matter.

The damageoutput is really over the top currently and i dont think they will make it any better with the upcomming changes. Shieldresists for high Shield power setting anyone? Ask Escortpilots what they use and you will get about 90% the answer Target Subsystem Shields. -98 Shield power anyone at MK 3 of that skill ...well how high will your shieldresists be by then? Anyone up for Fire on my mark? No need for BTSS ,your shieldresists are gone already ...oh and since pvp is a teamgame dont forget the Science Guys using sensor scan ...any left over resists anyone i got some debuff free?!

With all the stacking up of Skills Tactical Characters in Escorts can get the hell of a beating out of their Guns ...sure you will do this only for err ..20-30sec and then have to wait for another ~20 sec to do this again? Oh well ,poor little escort pilots.

->Got some games today (must admit i got several new people on klingon side that seem to not know anything or at least not much about pvp - the usual fed of last few weeks before Season 1 i guess) where feds actually played as teams ...2 Science ships spitting out SNB and VM as if theres no CD on them ,2 Escorts with a bufflist i dream of (7-9 Buffs +2-3 Debuffs) and a Cruiser. Was pretty hard to take out those 2 Escorts took us long enough for them to use their damagestacking 2 times. Yeah ,pretty hard time you escort guys have when beeing in a good team. (not only feds i mean both side escort pilots)
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