Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
08-19-2010, 06:24 AM
Dont no what your whinging about but escorts can only use RSP 1

and then cant use emergency power to sheild s 2 if they train there BOs
this skill


what cryptic need to do is make the ships with slots fully useable for commanders so that it would actulayy be worth fully training my BOs up to this level

otherwise whats the point in having my bos fully trained if i cant use them in my ship

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
08-19-2010, 06:48 AM
Quote:
Quote:
Originally Posted by Azurian View Post
In Star Trek, how many times have they used multiple abilities in a fight?
Oddly enough not that much.

Quote:
Now in order to be considered "good", you have to fly certain ships and have exact builds like other people. For instance, to be good in PvP, Escorts that aren't full cannon builds are regarded as laughable. If you fly an Galaxy-X or a Sovereign, you are regarded as a joke because you are incapable of resistance stacking multiple abilities and tank multiple ships in combat. Or if you are in anything but an Intrepid-R, you aren't playing the game right.
Most good good Bops seems to build cannon/DBB variants from my experience .
I fought several well played Galaxy-X's/Galaxy-R's in my last pvp match ( you where there, Azurian) and found them more than capable of tanking multiple Klingon attackers.


Quote:
BoP's are "fragile" yet able to tank other player ships. And everyone has to have Reverse Shield Polarity.
A well layed out BoP can tank if the player in question knows what they are doing, but yes RSP is too useful for survival to not have it seems.


Quote:
Well, I for one am tired of these insults and I think that it's time that Space Combat is revised to be more Star Trek, where Shields aren't terrible and hulls that don't go poof by a magical torpedo. And players can have any build they want and be as equally good as another with a cookie cutter build.
It is hard to say that STO has not become a game of who can outstack whom in combat, instead of a game of pilot skill and tactics. I don't see how anything can be done about it without causing another ruckus among the playerbase.

Quote:
Originally Posted by BBzMadDog View Post
I know im no where near the best pvp players (for damage & healing) but i tell you what since season 2 my bops struggle to do damage like that.. especially if i try not to die.
You belief that the BoPs are now much weaker than any other vessel in the game is against the popular belief that Klingons are OP and will be met with disbelief the Feds. Which is funny since I too have noticed that my Fed escort does much better in pvp than my BoP. :p

Quote:
Originally Posted by Dalnar
If you put yourself into disadvantage, its because you refuse to use Aux to SIF, even those mediocre aux power 60 represents tremendous benefit for 1 slot.
Aux to SIF coupled with a welltimed AUxbatt is a wonderful thing and saved my bacon on many an occassion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
08-19-2010, 06:49 AM
Quote:
Originally Posted by Simonbull1
Dont no what your whinging about but escorts can only use RSP 1

and then cant use emergency power to sheild s 2 if they train there BOs
this skill


what cryptic need to do is make the ships with slots fully useable for commanders so that it would actulayy be worth fully training my BOs up to this level

otherwise whats the point in having my bos fully trained if i cant use them in my ship

your bos use the skills in ground combat.

as for space: just no, bad idea.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
08-19-2010, 07:02 AM
I don't use cannons at all on my escorts. Beams and torps only. I get board flying them sometimes and change ships because I begin to not feel challenged. Now I've got the retro Intrepid class and I'm starting to feel the same way with it. Nothing can beat me. No I'm not using Reverse Shield Polarity.

I took some screens of my build. I'll post them later if I remember to return to this thread.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
08-19-2010, 08:20 AM
If we ever needed proof that STO is an MMO...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
08-19-2010, 09:00 AM
Well IMO if anyone is going to talk about balance issues then forget skills like RSP, it is the science vessel in general.

The combination of hull, shields, boffs and weapons can make a science vessel virtually impossible to kill and while KDF players can setup BoPs with science boffs, and the carrier has a science boff setup, no KDF ship can match the science vessel's combination which means there is litteraly not KDF counter to a fed science vessel.

2 or 3 fed science vessels can decimate a full group of KDF players.

IMO this is a case of the science vessel not really having a fixed role.

Escorts are DPS, so are weak.
Cruisers are tanks, so are strong.
Science vessels "should" be your mage architype and so be fairly weak but have spells to aide and crowd control - but that isn't the case, since science vessels seem quite capable at DPS, crowd control AND tanking.

Thats about as close to an "I win" button as you can get.

Fortunately for us KDF's science vessels are also the least used fed ship, because if the current percentage of science vessels in any standard PVP match increases, I fail to see how the KDF can win anything.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
08-19-2010, 11:01 AM
Quote:
Originally Posted by vampiric_hoshi View Post
Well IMO if anyone is going to talk about balance issues then forget skills like RSP, it is the science vessel in general.

The combination of hull, shields, boffs and weapons can make a science vessel virtually impossible to kill and while KDF players can setup BoPs with science boffs, and the carrier has a science boff setup, no KDF ship can match the science vessel's combination which means there is litteraly not KDF counter to a fed science vessel.

2 or 3 fed science vessels can decimate a full group of KDF players.

IMO this is a case of the science vessel not really having a fixed role.

Escorts are DPS, so are weak.
Cruisers are tanks, so are strong.
Science vessels "should" be your mage architype and so be fairly weak but have spells to aide and crowd control - but that isn't the case, since science vessels seem quite capable at DPS, crowd control AND tanking.

Thats about as close to an "I win" button as you can get.

Fortunately for us KDF's science vessels are also the least used fed ship, because if the current percentage of science vessels in any standard PVP match increases, I fail to see how the KDF can win anything.
Thats just crazy talk!!!:p but not really, not that Cryptic cares about the Klinks
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
08-19-2010, 03:04 PM
Quote:
Originally Posted by Roach View Post
Thats just crazy talk!!!:p but not really, not that Cryptic cares about the Klinks
/e looks at his LC science captain's ship's shields... 6,533 from Covariant Shield Mk IV [Capx2].

Pound for pound, I think my science captain is tougher than my engineering captain. Her ship's shields are only slightly less than my engineering captain's shields and my engineering captain is RA5 using Mk X equipment.

Science captains can be mean...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
08-19-2010, 04:33 PM
I personally don't even KNOW what a 'cookie cutter' build is. I tailor make ALL my builds to each specific ship I pilot and captain class I have. By far and away though, my best PvP captain as of late is actually a Klingon Sci, flying a Katinga class cruiser (Waiting for a carrier).

I always am the last to die, NORMALLY the highest dmg during the match, and nearly first in healing. In fact, the last 6 PvP matches I did yesterday, I died only ONCE out of SIX matches, and it wasn't for lack of the feds trying, thats for sure! LOL

There are always going to be certain base skills most players cling to... usually High Yield, Reverse Shield Polarity, Sci/Eng team. I ALWAYS have these skills because they can mean the diff between life and death if used appropriately. Now I am certainly not saying that my 'builds' are unbeatable... not by far. If I fly solo into a group of 3+ feds, I WILL kill one, critically wound the other, and be blown apart by the third or fourth.

Here is my Katinga build as of now, and it seems to work rather well!

KDF Sci Captain with:
Accuracy
Evasion
Efficient Captain
Warp Core Theorist

SHIP
Fore Weapons: (Plasma)
Beam array, Turret, Dual Heavy Cannons, Quantum launcher
Aft Weapons: (Plasma)
Beam array, Turret
Max blue covariant shields (cap X2)
Efficient Engine

CONSOLES:
2 armor plating (Monotanium possibly)
1 biofunction monitor
2 Plasma weapon boosters

BO SKILLS
Tac:
High Yield 2
Fire at Will 1
Sci:
Science Team 1
Feedback Pulse
Eng:
Engineering Team 1
Reverse Sheild Polarity 1 and 2
Emergency Power to Shields

I have fallen in love with beam arrays and the newest version of Fire at Will. It's like a lazer light show!
My strategy is usually as follows:

Sneak up on feds
Line up a straight shot from about 9km away
Decloak and unload my arsenal while flying straight at them at full speed and Hight Yield 2.
(That usually takes one ship out right away due to my Dual Heavy Cannons. Really the straight shot alpha run is the only time I get to use these effectively, but they REALLY HELP)
Hit Fire at will as I pick my next target and weaken all targets near me
Usually I have about half shields or less so I do one of two things. If I am being the one focused on by at least 3 ships, hit Reverse Shield Polarity and pick the weakest of the 3 (Usually the escort) and persue them until they die or run.
OR
Stack Emergency Power to Shields and Sci team simultaniously to bring my shields back to full and pick a nice squishy victim for my next run.
Now I have NO illusions about being the Michael Jordan of the team, and I realize without my team doing supporting damage... I would get overrun pretty quickly. But the numbers don't lie. Due to my great targeting arc with the 2 turrets and 2 beam arrays, I am pretty much CONSTANTLY doing damage to SOMEONE. So while Escorts have to manuever to make another alpha run, I am pounding on 2 or 3 ships at a time with turrets and beams with Fire at Will. So thats the main reason I always come out of every match with so much more dmg than anyone else. And I have a nice arsenal of heals for myself as well to buff up my healing numbers.

And let me tell you... Reverse Shield Polarity is very simple to bypass with Subnucleonic Beam... and if you lack that, then just use things that bypass shields anyway. Kinetic dmg in general, Transphasic torps, Directed Energy Modulation really helps... if you can't dmg the shields... dont bother with them! LOL I just don't know why people don't use these things more often. If they did, I would certainly die a LOT more often!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
08-19-2010, 06:02 PM
Quote:
Originally Posted by Roach View Post
It is hard to say that STO has not become a game of who can outstack whom in combat, instead of a game of pilot skill and tactics. I don't see how anything can be done about it without causing another ruckus among the playerbase.
True, pilot skill is still a major factor. But even you have to admit it's silly when Cruisers can't fight other Crusiers because it's a constant stalemate.


If it was possible, I would love to see be more like Bridge Commander, where battle can actually have a toll on your systems than magically repairing everything at a touch of a button.

This would really give an importance to player crews in keeping systems online while there is a fight going on.
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