Yes plz do not listen to these ppl when it comes to nerfs.
Last pvp match. I won't use names, but ship class. This was a Cracked planet. FvK and is shows not all ppl
know what the heck they are doing and call for nerfs. I will round off damage.
ship - kills - deaths - damage
escort- 2 - 4 - 9k
crueser- 0 - 4 - 2k
escort - 1 - 3 - 31k
Sci - 1- 3 - 3k
escort - 7 - 1 - 227k
Ok reason making this post. After the match the one escort with 9k damage starts spamming chat that BOP is over powered and needs a nerf. Plz Cryptic do not listen to ppl like this when they come to the forums and ask for nerfs.
They don't have a clue what they are doing and all they want is pvp to be so nerfed there is nolonger any skill needed.
There must be a way you can keep track of how ppl do in pvp so when they ask for stuff you can check the record and see if they even have any clue what they are doing.
A couple of qualifications: I've been PvPing in STO since closed beta. I really enjoy PvP, I find the challenge of battling players to be much more interesting than the ever-predictable NPCs. This is true in almost any game I've played. (Although I didn't really care for PvP in ***.) I enjoy PvP for the sake of it being PvP, although some kind of incentive makes it more appealing.
That said, there is no doubt in my mind that 3 second kills are not what was intended by the dev team when they said that combat will resemble "tall ship" combat, with ships jockeying for position, using terrain obstacles and mutually supporting friendly ships with buffs and heals. One of the examples given was the Enterprise/Reliant fight in TWoK.
PvP (or PvE for that matter) just doesn't match that vision. It's not even close. Now, is that a bad thing? Some people enjoy that kind of combat. I, for example, really enjoy FPS games, it's where I started gaming, and I still play them today. In fact, I think many of the systems that are used in games like BF2/2142 could be brought over to an MMO and truly enhance the experience. But... that's not what combat was like in Star Trek. That's not what combat is like in STO. Currently, there is no time to dispatch a damage control team to repair a hull breach, or realign a sensor dish to read tachyon emissions.
What we do is hit a couple of hot keys, and mash the spacebar. It's simply not what I signed up for when I saw Star Trek Online. Again, that doesn't mean that some people don't enjoy it, in fact, I do myself... but it can be much better, much more Star Trek. I truly think that with some changes, we can get closer to what it should be, what it was supposed to be, according to the devs.
That requires constant adjustments, rebalancing, testing.
The point is, we're all supposed to be the heroes here. We're all Captain Picard and General Chang. When they get attacked, they aren't destroyed in 3 seconds. They maneuver, they program attack patterns, they innovate and improvise...
The way the game is designed now does not preclude the kind of combat I'm talking about, but it's going to need adjustment to get there.
In my opinion, a cruiser should be able to soak up the damage a single escort can dish out. I guess it's a difference in my perception of an escort's role. I think of an escort like a modern day destroyer, while a cruiser is analogous to a battleship. A single destroyer can't take down a battleship unless it gets extremely lucky, or unless it works together with other destroyers, or maybe a sub and some fast moving aircraft. In that case, the battleship will be destroyed; unless it cuts and runs. (Which is a wholly valid tactic, in my opinion.)
The sci ship is roughly equal to the Aegis destroyer, using it's technological advantage to assist it's friends, to enhance the bubble of protection that is projected by the battleship and it's outriders.
This is why escorts are called escorts. They're designed to... escort other ships. They're not intended to stand on their own. If they were, they'd call them something else. The problem is that this is a game, and no one wants to have to depend on others to be viable in combat. So what I think happened is that they were artificially inflated beyond their intended capabilities, to where we are now. The changes on Tribble are intended to address this, and in my opinion, absolutely necessary.
Are they the right changes? I won't know until I've seen them live, and seen what individual players will come up with to overcome any perceived shortcomings.
Bottom line Cryptic wants to slow the pace of combat down to current T2 levels......shields and lasers PEWPEW style.
Players that actually excel at playing MMO's particularly in PVP are not their target audience, trekkies that will pay to play anything Star trek related is.
I am sure they realize that if they make the changes they want to make and slow the pace down, the hardcore pvpers will still win against PUG's, although PUG's will now get the "captain KIrk" feeling that they pay to get. "OMFG I just took on 5 of the best PVPers and it took 15+ minutes for the match to end versus the 8 minutes it took previous to 1.2. WOOT I must be an amazing player. I knew stacking RSP would make me great"
Taking the game down to the lowest common demoninator is Cryptics goal, and when they reach that goal I will be gone along with 99% of the real PVPers in the game.
Cryptic I realize that when you are throwing a "welcome back weekend" after being open for 3 months its a tell-tale sign of a dying game but if you wish to keep a wider audience then really tell those that cry for nerf to stay in PVE or get better at PVP.