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Lt. Commander
Join Date: Dec 2007
Posts: 120
I'm noticing alot of stalemate matches in FvF, or complete slaughters because of this recent phenomenon.

One ship's entire tech is focused on healing. If both teams have this person, then the game is drawn out pretty much forever. If one team is not organized in this fashion, slaughter is certain.

I'm just getting a little tired of seeing someone going from 5HP to 100 in the blink of an eye. Back in the lower ranks it was much more realistic/ straight forward.

I'm curious if anyone else has come against this, and what their strategy is to counter it. I really should join some group so I can be on a more organized team, as being on the regular losing end is getting old.

I'm also not too happy about my eject warp plasma being dumbed down. It kept those little escorts from running away when things got hot for them. Now they're very difficult to kill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
08-21-2010, 08:27 PM
Beating a good healer (or healing team) is really tough in my experience unless I'm also on a good healing/damage dealing team, lol. Also, pretty sure that bit about the plasma expiring instantly is a mistake that they are aware of and if the past is any indicator should be fixed in the next couple of months (>_<).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
08-21-2010, 08:46 PM
As a healer fed side (James is my main), I'm trying to think of what tends to make my job more difficult on premades and PUGs. This is all anecdotal and based on personal experience, but here's kind of what I recall either making me lose a teammate, or made me take additional steps I wouldn't normally have to do and made my job harder. I'm not saying these are easy counters or anything, just what I've noticed made things harder for me to heal.
  • Out-spike me: Focus fire on a target and take down their health faster than I can heal it
  • Spread damage to exploit cooldowns: Damage 2 or more teammates enough that I have to burn multiple heals at the same time, leaving fewer heals off cooldown for me to use on a subsequent target
  • Stuns: Shockwave me to put my heals on cooldown to prevent me from saving someone
  • Distance: Either draw players out of my range (10k+) by baiting them, or firign tractor repulsors to push me or my teammates from the rest
  • SNB: Try to put my heals on longer cooldowns, then spike the heck out of a teammate since I probably can't fire enough heals. I do not run Science Team (2x HE and 1x TSS instead) so I have to suffer with the debuff unless an ally has ST.
  • Lock me down: Granted evasive maneuvers tends to get me out of it, but if it's on cooldown, tychen's rift or a gravity well can lock me down and keep me too far from the team. Tychen's can also wreck a healer if they can't get out of it due to the power drain. I've noticed not everyone hits evasive maneuvers like I do the moment they see tychen's or gravity well start to form, so this could be more effective on other healers.
  • Healer Hunting: Come after me, and make me burn heals on myself so I can't use them on allies

I've found VM, and power drain tend not to hurt an engi-based healer much since ET clears VM, and EPS or batteries or EPtX can get past power drain. But some healers may not see the debuff or have those powers, so it could work on some healers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-22-2010, 12:58 AM
I think the only thing in the "healing" deparment that tends to take away some of the fun is RSP - if only because you have to change targets or undo everything you did so far. Other heals, you can overcome with continued focused fire and some endurance.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
08-22-2010, 02:24 AM
Quote:
Originally Posted by Ad.Astra
I'm noticing alot of stalemate matches in FvF, or complete slaughters because of this recent phenomenon.

One ship's entire tech is focused on healing. If both teams have this person, then the game is drawn out pretty much forever. If one team is not organized in this fashion, slaughter is certain.

I'm just getting a little tired of seeing someone going from 5HP to 100 in the blink of an eye. Back in the lower ranks it was much more realistic/ straight forward.

I'm curious if anyone else has come against this, and what their strategy is to counter it. I really should join some group so I can be on a more organized team, as being on the regular losing end is getting old.

I'm also not too happy about my eject warp plasma being dumbed down. It kept those little escorts from running away when things got hot for them. Now they're very difficult to kill.
actually one could say that seeing someone going from 100% to 5% in the blink of an eye makes one tired. try to make less damage and i will only use hazard emitters, so it will take a while until your target is back at 100%.

don't take me too serious, i'm just trolling around .

Ambience made a good post btw.. these are the things which hurts. +1
i maybe would add tricobalt mine spam. normally i just shoot them, but in stress fights, i might overlook one. only a rare chance, but may work better on other healers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
08-22-2010, 02:52 AM
I think there's general agreement that here's too much healing at the high end.

I find whats effective against uber healing is AOE abilities... CPB and EWP scale up with more targets but healing does not. Similarly, I find that focus firing isn't necessarily a good idea against a team with a good healer, since they will just focus their healing... damage vulnerable targets and try to trip all the heal timers. Or more like, focus fire but jump your focus rapidly as opportunities arise.

There's also always dumping a boarding party on a healer ship. Eat random cooldowns, biznitch!

it's also important to have a science captain on your team.. for that sexy AOE -resist. Mmmboy.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
08-22-2010, 04:26 AM
It goes down to Teamwork too.

If youre running in a pug against a good premade you almost wont break any target down even with only one healer on that team.

If its good premade vs good premade you will most likely see at least 2 Healers in each team to counter the coordinated spikes from premades.

Pug vs Pug is somewhat out of the line ...i consider myself a good healer though in pugs i sometimes cant keep them alive or i do have an easy job. In pugs it gets down to 1. what people you get Tac/Eng/Sci and what ships they are in 2. what knowledge they have in PvP (in FvF dont expect anything you will be disappointed there a lot) 3. what they fitted their ships like (i often see cruiser vaporize to a single escort while when im the target of that escort its not even denting my shields really so im asking myself: what equipment has to be on that other cruiser?)

So ,healing itself isnt overpowered unless you got more then 2 good healers ,worst thing would be 5 of them hehe and that wont be fun ,only what the people make out of the Teamsetup can make it "overpowered". Take in count to that too that there arent many good DPS players out there in PUGs so its harder to break a tanked/buffed up ship without them too.

If you really want to talk about something beeing overpowered then you shouldnt look at the pugs but on the good premades which have actual the knowledge and the right tools/skills/setup/ships with them. (for exsample the teamsetup i like to go with is 2x Tacs (in escorts or ACs) ,1x Sci (science ship) ,2x Engineer (SC) ,thats giving enough DPS ,some Science Debuffs/Disruptions and enough healing to keep them alive while they do the job but still every ship can die in premade vs premade ...spikes can be very high there and with some tricks from the oponent them you can disrupt the healing to make the kill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
08-22-2010, 07:31 AM
The stalemates have more to do with bad focus fire and DPS players in tank ships than they do with overpowered healers. In FvF in particular it's pretty common to see all cruiser teams, which means that the whole team will be relatively hard to kill, and the whole team will be incapable of bursting through focussed heals. Stalemates are unlikely when both sides have a few escorts, and focus their fire on the weakest enemies. If you have a whole team firing on an escort then you'll eventually put all heals on cooldown, or land a torpedo while the shields flicker off for a second.

In my cruiser I almost always see 1 or 2 enemies that end up plinking me with beams for the whole match, usually other cruisers. Even when they see me in the third match where I have zero deaths, they keep their tunnel vision. it's okay to shift fire over to a cruiser when you can't see anything else, but players *really* need to get into the habit of shifting over to a weaker target the second they see it. Even if you do manage to solo kill that cruiser and show how much better you are, you could have killed 2 science ships or a whole flock of escorts in that time.

If it weren't so normal to see people splitting their fire and focussing on the wrong targets, I'd be more concerned with how hard it is to score kills. And while I do see a role for DPS cruisers, there are far too many of them, and I've never seen a PUG cruiser burst as hard as a good escort -- 1 or 2 on a team are great as long there is an escort or 2, but when all your DPS is coming from cruisers you'll have a hard time beating healing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
08-22-2010, 07:53 AM
Speaking from a klingon perspective. Exactly what should i be doing in my carrier, other than healing? It's not like i'm going to forward face you and pew pew with my death cannons anytime during the match, now is it. So Lack of firepower/turn manueverability makes me uber healer.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
08-22-2010, 08:35 AM
Quote:
Originally Posted by jwilliamswku View Post
Speaking from a klingon perspective. Exactly what should i be doing in my carrier, other than healing? It's not like i'm going to forward face you and pew pew with my death cannons anytime during the match, now is it. So Lack of firepower/turn manueverability makes me uber healer.
no you got it all wrong, a cruiser got uber healing a carrier doesn't
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