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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
06-08-2010, 04:20 AM
Quote:
Originally Posted by DawnSkye View Post
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.
No reasean really. I was just thinking of the speeds involved, the mass of the participating vessels and the fact that they all have rather delicate warp cores that don't repsond well to being crushed during impact. A BoP traveling at nearly full impulse is a very destructive thing, just as a cruiser traveling at the same speeds is also a big, metal bullet and it will have similiar results.
On a side note, destroyed doesn't mean each ship is reduced to vapor and dust on impact. Even if the cruiser is only half destroyed it should still suffer more than enough dammage to take it completely out of play.
But mainly I think they should have both vessels destroyed when ramming to stop players from zerging with it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
06-08-2010, 05:22 AM
Quote:
Originally Posted by DawnSkye View Post
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.
When you can destroy enemy combatants fairly easily it isn't an issue. When you play against good individuals or coordinated Premade teams in PvP it becomes an issue. The persistent team healing just doesn't allow for Cruisers and Science vessels to "wear down" opponents...so for them, a ram is the next best thing. Since the patch I can count the number of times I have died at all in my Cruiser on one hand...and three of them were because of multiple, chained rams by the opposing team.

In my experience it is that easy and it is used very often...typically more than once in coordinated and pre-planned fashions. It should be kept in check with either longer cooldowns, increased damage to ramming vessel, a scaled damage based on speed/ship class/ramming ship class, or a mix of all three.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
06-08-2010, 07:37 AM
Quote:
Originally Posted by BountyXP View Post
When you can destroy enemy combatants fairly easily it isn't an issue. When you play against good individuals or coordinated Premade teams in PvP it becomes an issue. The persistent team healing just doesn't allow for Cruisers and Science vessels to "wear down" opponents...so for them, a ram is the next best thing. Since the patch I can count the number of times I have died at all in my Cruiser on one hand...and three of them were because of multiple, chained rams by the opposing team.

In my experience it is that easy and it is used very often...typically more than once in coordinated and pre-planned fashions. It should be kept in check with either longer cooldowns, increased damage to ramming vessel, a scaled damage based on speed/ship class/ramming ship class, or a mix of all three.
I have been rammed 4 times in a bop in one match from a premade team, it is impossible to watch 360 deg all the time, the reason was i was built for shield/hull healing and the pew pew method does take a while, whereas a single blindsided ram is 99% likely to get the job done.

However i really dont see ramming itself as an issue, i do dislike the consequence free nature of it. The only times i have seen ramming on the movies or shows is a last resort thing resulting in significant damage at the very least to both ships. Personally i think there should be a collision marker that remains on both ships should they survive that disables devices located in the region rammed.

Thus if you are the ramming ship you lose your ability to fire forward wpns and any skills that is based on the deflector dish are no longer active either for a set amount of time to simulate long repairs or until the ship is destroyed and respawns. The ship rammed is effected in the same way, so being rammed from the rear disables rear weapons and engines, possibly with a percentage chance to disable a cloaking device should the ship be fitted with one etc.

You would have to consider the immediate tactical gain of removing the player you rammed over the longer term detriment to your ships ability. Sometimes one shooting a healer like faithborn would be worth it as you could roll the other 4, sometimes killing that escort would not as you efectively make it a 5 v 4.2 for 1.30min after the escort respawns unless they kill you first in your reduced state, however the more ramming you team does for short term gains will likely reduce the remaing ships ability to win in the longer term.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
06-08-2010, 07:46 AM
That sounds like some fun mechanics! Not as bland as straight damage where you blow up or you don't, and even establishes consequences if you survive. No zero sum ftw.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
06-08-2010, 08:07 AM
I had my first experience with the cordinated ramming tactic last night and I found it frustrating to say the least. Raming speed should be a last ditch effort to take out an enemy not an opening move.
I like the locked course idea and the all power to engiens 0 to other systems.
How about a short movment debuff if you conect. The more dead on the hit your momentom is decreased and your engiens go to 0 and have to build power back up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
06-08-2010, 08:39 AM
It would be kind of cool in that case to see a boost to warp core breaches. Make them take longer, like 6 seconds into the respawn counter, and then increase their radius a bit. And where is that ball of light that always extends beyond the explosion?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
06-08-2010, 08:44 AM
Quote:
Originally Posted by SteveHale View Post
It would be kind of cool in that case to see a boost to warp core breaches. Make them take longer, like 6 seconds into the respawn counter, and then increase their radius a bit. And where is that ball of light that always extends beyond the explosion?
well if it is better graphics you want then i want the last image when rammed to be my captain showing you the bird for your dastardly act, or as a sound to hear muttley snickering in the background.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
06-08-2010, 08:54 AM
LoL. Fair enough XD. I should have been more clear though. It's not just graphics I want boosted but damage! I want people to see a ship sputtering plasma and have both teams haul @$$ out of there!

Obviously I'm taking this beyond Ramming Speed though. My bad... >_<
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
06-08-2010, 02:31 PM
Quote:
Originally Posted by SteveHale View Post
LoL. Fair enough XD. I should have been more clear though. It's not just graphics I want boosted but damage! I want people to see a ship sputtering plasma and have both teams haul @$$ out of there!

Obviously I'm taking this beyond Ramming Speed though. My bad... >_<

Well if we include abandon ship in the mix the question is how do you make these options of last resort usefull while not making them overpowered where they are used as the main attack.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
06-08-2010, 06:38 PM
Quote:
Originally Posted by Roach View Post
In my opinion Ramming speed should always destroy the ramming vessel when used.
Agreed.

It is supposed to be a suicidal last ditch tactic that only the most desperate captain would use. Not as it is now where peeps do it all the time without hardly even scratching their ship.
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