Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Ramming Issue
06-15-2010, 04:03 PM
Cryptic, please make ramming speed a non modify-able based ability where the damage cannot increase with any damage based abilities or powers. I'm getting really tierd of seeing in my combat log because one shotted by either escorts or any tactical based player doing 50-150k daamge on a ram. This is being abused and needs to be fixed. Thanks
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-15-2010, 08:59 PM
Ramming Speed's damage can be boosted with additional Speed Tools:
  • Full Impulse's Inertia (you retain much of the inertia after dropping out of full Impulse)
  • Emergency Power to Engines (1 - 3)
  • Engine Battery
  • Evasive Manuvers

And Cryptic's known about this stacking since launch, because the stacking technique was being used to 1-shot the Crystaline Entity, which Ramming was modified.

Now for those who don't like being rammed, then i suggest you use defenseve measures, like "Brace for Impact", Tractor Beam Repulsors, or simple evasive to get out of the way.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-16-2010, 10:30 AM
Quote:
Originally Posted by Azurian View Post
Ramming Speed's damage can be boosted with additional Speed Tools:
  • Full Impulse's Inertia (you retain much of the inertia after dropping out of full Impulse)
  • Emergency Power to Engines (1 - 3)
  • Engine Battery
  • Evasive Manuvers

And Cryptic's known about this stacking since launch, because the stacking technique was being used to 1-shot the Crystaline Entity, which Ramming was modified.

Now for those who don't like being rammed, then i suggest you use defenseve measures, like "Brace for Impact", Tractor Beam Repulsors, or simple evasive to get out of the way.
Yes seeing all enemy ships at all times on one map is possible, so now shipping with the newest version of STO is ESP. So the new tactic is to spam brace for impact and evasive jumps every so often so you can't be lined up by some n00b zerging into a combat area and picking a target for ramming speed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-16-2010, 11:17 AM
lol "don't like being rammed."
I can't even ram computers, I miss. But I think it's hilarious and all rammers should be hailed as heroes. HEROES I SAY!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-16-2010, 04:59 PM
Quote:
Originally Posted by Captain Data
Yes seeing all enemy ships at all times on one map is possible, so now shipping with the newest version of STO is ESP. So the new tactic is to spam brace for impact and evasive jumps every so often so you can't be lined up by some n00b zerging into a combat area and picking a target for ramming speed.
You know when people are about to ram you when you see someone flying right at you at full speed, especially when they have a bit flashing purple box around them.

What is really is a psychic is people managing to use Aux to Dampeners right before someone uses Photonic Shockwave. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-17-2010, 05:10 AM
Quote:
Originally Posted by Azurian View Post
Ramming Speed's damage can be boosted with additional Speed Tools:
  • Full Impulse's Inertia (you retain much of the inertia after dropping out of full Impulse)
  • Emergency Power to Engines (1 - 3)
  • Engine Battery
  • Evasive Manuvers

And Cryptic's known about this stacking since launch, because the stacking technique was being used to 1-shot the Crystaline Entity, which Ramming was modified.

Now for those who don't like being rammed, then i suggest you use defenseve measures, like "Brace for Impact", Tractor Beam Repulsors, or simple evasive to get out of the way.
Actually the 1-shots on the CE weren't from ram, they were from beams, but that's another story all together.
You forgot APO, APA, GDF, ABP, ABD, Sensor Scan, TssA, Tyken's Rift, Tractor Beam, Gravity Well, and anything that drops shields. Almost everything buffs ramming speed's damage. Still, the most it will ever do is about 140K since the patch, and 200K before it (because of tactical team stacking before clicking a debuff power on the incoming run, since using skill-boost powers increases the effectiveness of whatever other powers used after it for 5 seconds as long as it's in the same class, tac for tac, eng for eng, sci for sci)

One thing I think is confusing a lot of people is that tactical team 3 is now a viable skill, and even when you see someone using it you don't consider that it has any effect. Tripling or quadrupling the number of points you've got in, for example "energy weapons" will dramatically increase the potency of, for example, beam overload. And this is how people are finally figuring out how to perform the 5-second escort kill again. Interestingly to me, I have yet to see someone pop an engineering team on themselves before slapping someone else with Aux to SIF in order to boost its effectiveness. Maybe premades are already doing this and I just don't see it. Snix changed teams specifically because of how DOB was using them to kill entire teams in PvP in 10 seconds or less (not kidding) by stacking a bunch of those incredibly long cooldown teams all on one guy and having that one guy spray ridiculous DPS across the entire battlefield. That technique is also how people were 1-shotting the Crystalline Entity. Discussing old bugs that have been fixed aside.... ramming speed happens far too often now because it's the only burst damage skill that still actually works, and the reason for that is because shield resistances are bugged and do not softcap at 72.5% like they're supposed to. This small bug is currently causing nearly every complaint about game mechanics on the entire forums.

Thing is, when that bug is fixed, people will be screaming for another DPS nerf. I suspect it's not actually a real bug, just a minor "not an accident" to allow people some time to adjust to the new mechanics before they full enable it so that people would give it the grace period it needed in order to get their stuff together and start learning to play and not just quit the game when a gigantic batch of bugfixes and balancing changes came out and they didn't SEE the change. It's a bit like how Prego became the leader in spaghetti sauce. In 1954 a consultant was hired by Prego and spent four and a half years trying to explain to them that their ONE delicious sauce is not what people want, even though it's "the best" in market tests, because people want variety. Prego didn't actually change their recipe as far as ingredients, they simply stopped using the puree setting on them and left "visible solids" in the sauce. Whatever "visible solids" were most prominent in a given batch would become the name of that batch, and people expecting it to taste different actually experienced a different flavor. With this understanding, prego released 47 variants on only one flavor of spaghetti sauce, and dominated the market with it, and forced everyone else in the entire retail sales industry to do the same kind of thing. That's why there's 300 brands of toothpaste that all have the same ingredients, and 2000 kinds of sugar water that are all still just sugar and water.

Meh.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-17-2010, 05:23 AM
Aux to dampeners is great for ramming boosts your speed and gives you kinetic resistance
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-17-2010, 06:23 PM
Don't take away a cruiser's only reliable finishing ability.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-19-2010, 06:20 PM
Quote:
Originally Posted by Keldor
Actually the 1-shots on the CE weren't from ram, they were from beams, but that's another story all together.
Never heard or seen anyone taking down the CE with just Beams. But everytime I was around and it was 1-shotted, that was strickly by ramming. Heck, I even 1-shotted Rammed it a few times out of curiousity prior to the nerf.

To be honest, it was actually fun.

Quote:
Originally Posted by Keldor
You forgot APO, APA, GDF, ABP, ABD, Sensor Scan, TssA, Tyken's Rift, Tractor Beam, Gravity Well, and anything that drops shields. Almost everything buffs ramming speed's damage. Still, the most it will ever do is about 140K since the patch, and 200K before it (because of tactical team stacking before clicking a debuff power on the incoming run, since using skill-boost powers increases the effectiveness of whatever other powers used after it for 5 seconds as long as it's in the same class, tac for tac, eng for eng, sci for sci)
Still 140k is still almost 3x as much as a Cruiser's Hull value.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-20-2010, 05:49 PM
Ramming speed is not so easy to pull off, but is very effective. I find it funny when smaller ships will ram when they are about to die.

Yea all those abilities for boosting and countering ramming speed can easily change the course of any match.

I don't like being rammed either. Does anyone? Lol. It is an ability to use and I do not think players use it enough. It seems pointless for the most part in PvE because usually computers have more hull value. Might as well use it in PvP and a chance to catch players off guard.
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