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Lt. Commander
Join Date: Dec 2007
Posts: 120
Although I like Ramming Speed, I feel it should be tweaked slightly. Cooldown and damage it does is fine, however the risk vs reward is slightly off. With a little bit of effort (mainly popping kinetic damage resist abilities before the ram) you can do obscene amounts of damage while receiving very little in return.

Suggestion one: Make the damage you suffer while ramming another ship an unmodifiable % based value of the total hull damage you do to the target ship, and make this splashback damage its own category so stuff like Brace for Impact will not help in negating the returned damage. So you ram something for 60.000 damage? You suffer 40.000 damage in return and nothing will prevent that damage.
This would make ramming speed a liability. If you ram something good you are likely going to blow up as well, which makes sense.

Second (my preferred) suggestion: Greatly reduce turnrate while under the effect of Ramming Speed and put Evasive Maneuvers on the same system cooldown. This puts the ball at the would-be victim. If he is paying attention he can evade the ram.
I prefer this one as it adds a bit more skill to the equation rather than just tweaking damage numbers/cooldown time. Downside is the incompetent players who are oblivious to their surroundings will still come to this forum and whine about it.

If you have any other suggestions feel free to add them here so the people at Cryptic have a nice source of possible tweaks to Ramming Speed to further improve PvP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-07-2010, 07:53 AM
Of the two options I like the second although I'd rather not see Evasives and Ramming Speed share a cooldown. I do think it's funny when my BoP does 40k~ish damage to a target and I take 90k, lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-07-2010, 08:20 AM
In my opinion Ramming speed should always destroy the ramming vessel when used.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-07-2010, 08:30 AM
in my sci/heal bop this has become a common reason for death, i would just like some wing mirrors attached to the ship because i dont always have the time to look 360 deg to see what is going on, after all i am trying to shoot, heal, debuff at some point
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-07-2010, 09:16 AM
Some ideas:

1a) Ramming Speed drops all power levels but engines to 0. Thus making the target vulnerable to being shot down before the ram happens.
1b) Resists drop to 0, and only brace for impact can add resists back.

2) Raise the ramming timer to 5-10m vs the shorter one we got w/ 1.2

3) Decrease the damage severity

4) Make it more reflective of relative mass (i.e. a bug hitting the windshield should splatter, not blow up the car and then fly away with a broken leg)

5) Remove all maneuverabilty during the duration of the effect (you're locked into your current heading for the ram, so if the target moves, you miss)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-07-2010, 09:42 AM
Quote:
Originally Posted by Roach View Post
In my opinion Ramming speed should always destroy the ramming vessel when used.
I have to agree, it really should be a death run. Heck it should grant the Klinks a 30 second dying with honor bonus on respawn. lol
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-07-2010, 10:05 AM
I like the suggestion to lock course once the ability is activated.

Some other ideas:
  • Both ships should suffer an additional stun effect upon contact, with duration proportional to their mass.
  • Damage distribution between the two ships is modified by arc hit on the target ship - ramming from the sides does bonus damage, while ramming from the front does less damage (gameplay reason = to prevent every head-on attack run from ending with a ram joust; immersion reason = ship structure, deflector field, and SIF are oriented to minimize damage from solid objects coming at the ship from the front).
  • Reduce total damage done by ramming once weapons damage is more reasonably balanced.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-07-2010, 10:35 AM
Quote:
Originally Posted by Ambience
Some ideas:

1a) Ramming Speed drops all power levels but engines to 0. Thus making the target vulnerable to being shot down before the ram happens.
1b) Resists drop to 0, and only brace for impact can add resists back.

2) Raise the ramming timer to 5-10m vs the shorter one we got w/ 1.2

3) Decrease the damage severity

4) Make it more reflective of relative mass (i.e. a bug hitting the windshield should splatter, not blow up the car and then fly away with a broken leg)

5) Remove all maneuverabilty during the duration of the effect (you're locked into your current heading for the ram, so if the target moves, you miss)
I think that 1, 2, 4 and 5 are actually not a bad idea if all are added as a package. Make people seriously consider the likely outcome to deter some of the spamming. That being said, I like this ability a lot and would hate to see it have a lame pay off. That's why I'm against the 3 option to decrease severity.

Quote:
Originally Posted by Edgecase
Damage distribution between the two ships is modified by arc hit on the target ship - ramming from the sides does bonus damage, while ramming from the front does less damage (gameplay reason = to prevent every head-on attack run from ending with a ram joust; immersion reason = ship structure, deflector field, and SIF are oriented to minimize damage from solid objects coming at the ship from the front).
Initial reaction was to disagree on the basis that when combining the speed of two objects traveling towards each other the damage should actually be greater. But you pretty much addressed that issue and now I'm leaning more towards your line of thinking. I would like to see a little more emphasis on which parts of which ships make contact, for example, whether or not it was a solid shot or my BoP skimmed right off the nacel or something.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-07-2010, 03:39 PM
Quote:
Originally Posted by Roach View Post
In my opinion Ramming speed should always destroy the ramming vessel when used.
The Enterprise E wasn't destroyed when it rammed the Scimitar so why should all our ships be destroyed when using ramming speed? If it's something like a BoP or escort ramming an exploration cruiser, star cruiser or battleship then yeah the smaller ship should prolly be destroyed but a star cruiser ramming a BoP destroyed? no way.

Another thing, ramming isn't THAT easy and it's not used very often so I don't see why they should nerf it, it's just gonna stop people from using it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-07-2010, 05:23 PM
Well, I'd think that a BoP could certainly take out a Cruiser depending on what was hit and if the resulting damage caused something catastrophic like a warp core breach or something. If you want to cite instances from the movies and shows, there was an episode of Deep Space 9 where a little Jem'Hadar /facepalm pwned a Galaxy Class ship.

I don't think that ramming should be an automatic end for either ship but that should certainly be a possible outcome. That kind of random critical severity is already built into the mechanics too.
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