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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 51
08-19-2010, 07:14 AM
Impressive work having a game be that furiously tight. Though I don't think this was meant as a "fix something" post more as a "holy crap look what we managed to do guys" post, it does expose that maybe the way the healing in this game works needs to be re-examined. Fact is, EVERYONE can heal to some degree, even those big DPS escorts. Combine that with the relative ease of healing teammates (smack a hotkey to target teammate, fire off heal, resume fighting), many teams are going to be ridiculously hard to kill if they are coordinated. We can't look at healing like any other MMO here, because not only does everyone have it, but some of the best healers ALSO tend to be the toughest (this is not including their healing abilities, which will function on themselves). The "main healer" types in other games are just about NEVER the toughest. They can be quite tough to kill depending on the game, but this tends to be because they can heal themselves, not because of their basic essential abilities. The only exception that comes to mind is the old game magestorm, but that was a hugely different format anyways.

I don't think this game should be trying to mimic other MMOs with their "trinity" nonsense. I like that everyone has some possibility of contributing to battle in whatever way they like. That said, what I DO think this game should be doing is trying to make things feel more like star trek combat sequences. The basic formats of captain and ship types right now make trying to turn this into stereotypical MMO mechanics a foolish idea anyhow. Our biggest, hardest "tank" type is also possibly one of the best of the game's "healers" as well. That throws attempts to enforce traditional MMO mechanics right out the window. So unless everyone wants to see cruisers have their hull turned down, and science vessels have their shields turned down, while escorts get increases to both, we have to look at the game differently, and that means also re-examining the role of healing. Do I have ideas on how this could be done? Yes. But they would have to be tested first, and honestly I'd rather Cryptic just got on fixing the problem themselves. Personally, I think the big problem isn't the ability to heal ourselves, rather it's the ability for people to heal each other to such an immense degree. It's too easy, and too effective. The game becomes too much of a team/numbers game. Focus fire gives teamwork and numbers a huge edge already, when you're up against the odds and trying to finish off the one guy you started fighting...only to have everyone else on his team take a moment to heal the crap out of him and undo all your work before resuming pounding the hell out of you, it REALLY sucks.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 52
08-19-2010, 08:24 AM
Healing is a bit ridiculous in this game. I would like to see massive burst healing toned down, and instead see shield capacity tripled or quadrupled along with regeneration rates getting a big boost.

On the damage front I think torpedoes should do proper damage to shields. I mean come on, a torpedo is an energy detonation warhead device, not a hunk of metal. Torps act like bullets in this game, they should be like missiles, or well... torpedoes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 53
08-19-2010, 10:11 AM
Quote:
Originally Posted by BobTheYak
So...what if that "any healer" has two others - both on vent - healing him at the same time...and has full defensive buffs including multiple stacks of hazard emitters, TSS, Aux to SIF, etc - constantly being refreshed. Don't even need RSP to be invincible. If you can even dent an *escort* with that kind of healing and buffs...I owe you a Bloodwine.
please read my original post. i shall quote it for you below.

Quote:
Originally Posted by Vipermist
With the right setup build on a escort / tac can bring down the strongest of cruisers in 1 strafe run, if he doesn't pop rsp and isn't being supported by other players heals.
Now we move on to this...

Quote:
Originally Posted by kellfxxx
i mean seriously in a cap n hold.... you probably are a pretty good player, but still you wouldn´t even get close to those damage numbers with serious opponents.
Quote:
Originally Posted by BobTheYak
Ohhhh lol YOU'RE Khadriel? Well that explains it. I've seen you play. You don't do anything but beat on cruisers and rack up the damage points. You never pick the proper target, you can't actually kill anything, and you have no survivability. I guess I should also mention that you have zero team mindset and everyone has to work harder when you're around.

No problem annihilating any healer? You can't even scratch my healer - and it's a science ship. You get tunnel vision and beat on me for ten minutes until either you get a heal or have to run because your shields and hull slowly tick down from my 25 weapon power that I'm running. Good job - you just got yourself a couple hundred thousand damage but weren't able to kill anything or make a significant dent in the outcome of the game. I'd love to see how you do against an actual cruiser like Era.

P.S. Cap and Hold? Really? Are you serious? *facepalm*

I posted that pic as an example of the kind of damage possible. Arena ends after 15 kills and posting such a pic doesn't really give a good example, especially when everyone is fighting for kills.

Instead a few people come out and bash/rage , for those other posters who seem to trash talk how they are so good, and how you so owned me, i play pvp regularly, feel free to post pics of your scores of you whooping my ass with me in the match , oh wait you don't have any ?

What my original argument i was making was an good escort tac can easily waste any cruiser that doesn't rsp chain and can easily push out more damage that one person is capable of healing.

Don't agree? fair enough all you have to do is say so, Instead the thread got trolled by some haters crying how much i suck and how much better some people are then me.

Anyway the challenge system is up, feel free to use it against me if you wish.

See you in game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 54
08-19-2010, 10:50 AM
Quote:
Originally Posted by Vipermist
What my original argument i was making was an good escort tac can easily waste any cruiser that doesn't rsp chain and can easily push out more damage that one person is capable of healing.
How does the "I can kill a cruiser that doesn't RSP or have support healing" argument apply to this thread about a premade game?

And I sent you a friend invite in-game
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 55
08-22-2010, 09:11 AM
Quote:
Originally Posted by Vipermist
except for tac cruisers that chain rsp with tactical initiative.
Tactical initiative affects the timer on RSP?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 56
08-22-2010, 02:46 PM
Quote:
Originally Posted by GorillaGrod
Tactical initiative affects the timer on RSP?
its supposed to only affect tactical skill recharge rates.
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