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Lt. Commander
Join Date: Dec 2007
Posts: 120
The following are abilities that I feel needs to be adjusted for PvP, especially in PvP.


Subnucleonic Beam: For the last few months, I have been observing and utilizing this ability in PvP and finding it to be an incredibily powerful ability.

In the hands of a Science Captain in a Federation Science Ship or Cruiser, as well as a Klingon Carrier, it's a necessity for group support and personal survival against a strong opponent. But in the hands of a Science Captain in an Escort, it's an easy victory over players using RSP or Resistance Stacking.

Since I have Science characters on both sides using both types of ships, I can safely say that SNB should be rendered unusable in Escorts. Because its an overpowering ability that renders a player defenseless and with the Escort's firepower, can easily lead to victory.


Photonic Shockwave: Since this ability has been changed into a debuffing stun, it's becoming an abusive power in PvP. And the only defense is Engineering Dampening Field, which is rarely used and at all times by those who use it.

This ability should be reverted back to a short stun and kinetic damage.


Fleet Support: The ability to summon an NPC of the same level.

These ships have all capabilities such as Tractor Beams, High Yield Torpedo attacks, and NPC shots as powerful as 5 digits. Which can easily alter the outcome of PvP. And at Tier 5, players have a good chance of summoning ships like the Typhoon (100k+hps) and the Galaxy-X Dreadnaught (300k hps).

So It is of my opinion that this ability is disabled in PvP.


Abandon Ship: It does nothing! Needs to be an ability that is activateable with 25% hull and has a powrful blast thats far greater than the 2k currently produced with a larger blast radius.


Ramming Speed: As predicted, this ability is so nerfed, people rarely get a chance to use this actually for ramming. Instead, a player dies in the attempt or use it for Emergency Escape Boost. (More of the latter).

The ability should be raised to 75% hull or when weapons are disabled.



If anyone has abilities that need to be addressed, please feel free to add on.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
08-25-2010, 10:04 PM
1. Tbh, i wouldnt touch SNB, is the only thing which makes those 2x RSP using players fear something. There is not that many sci captains, compared to the green blobs you instantly see if you FAW in middle of fedball.

2. Aux to Dampeners protects agains it, maybe not agains the first one, but its hard to suprise a good player for a second time. The usability of this ability is somewhat predictable. Most good cruiser captains do use the ability anyway, as it helps with turning alot.

3. I dont mind the fleet support feature, but i remember a typhoon spawned ship killed me, when players could not. 30k crit was unexpected. You can also always run away abit, same like from photonic fleet, and it despawns. Only fools stays and tanks it all. Ep-E+ Evasive to 10km range and either your enemy will follow you,or you head somewhere else.

4. Rather Not, i would prefer to be killed by a skilled player, not by every looser suiciding in middle of enemeies
5. HELL NO !
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
08-25-2010, 10:11 PM
SNB is the only way to down resist stacking RSP spammers and because of the narrow frontal arc of the ability an escort is the best ship to put it on. So NO WAI to that.

Photonic shockwave is fine.

Ramming speed hull restrictions need to be completely lifted.

The fleet support thing is only annoying when the damned Boss level Jupiter class dreadnought comes out.

Skill i want to see nerfed are..

Resistance stacking, RSP, Hull healing, ablative armour (on sci ships), mine spamming.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-25-2010, 10:57 PM
Quote:
Originally Posted by Dekkameron View Post

Resistance stacking, RSP, Hull healing, ablative armour (on sci ships), mine spamming.

What kind of resistance stacking are you talking about ? shields have 75% resistance cap, hull resistances can be easily debuffed. You should realize, that because shields are generally crap, there is so many RSP users instead.

Your list of proposed "nerfs" is not logical. Just looks like a list of things you personally have difficulties to overcome...especially those dreadful mines !
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
08-25-2010, 11:08 PM
Quote:
Originally Posted by Dalnar
What kind of resistance stacking are you talking about ? shields have 75% resistance cap, hull resistances can be easily debuffed. You should realize, that because shields are generally crap, there is so many RSP users instead.

Your list of proposed "nerfs" is not logical. Just looks like a list of things you personally have difficulties to overcome...especially those dreadful mines !
It's logical from a standpoint of "MORE EXPLOSIONS! LESS HEALING!"

I don't particularly have a problem with them myself. but if i can think of anything that i would like to see nerfed. It's those things.

and i don't really have anything against mines. I just felt that i needed to add something else.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
08-26-2010, 12:45 AM
Quote:
Originally Posted by Azurian View Post
The following are abilities that I feel needs to be adjusted for PvP, especially in PvP.


Subnucleonic Beam: For the last few months, I have been observing and utilizing this ability in PvP and finding it to be an incredibily powerful ability.

In the hands of a Science Captain in a Federation Science Ship or Cruiser, as well as a Klingon Carrier, it's a necessity for group support and personal survival against a strong opponent. But in the hands of a Science Captain in an Escort, it's an easy victory over players using RSP or Resistance Stacking.

Since I have Science characters on both sides using both types of ships, I can safely say that SNB should be rendered unusable in Escorts. Because its an overpowering ability that renders a player defenseless and with the Escort's firepower, can easily lead to victory.


Photonic Shockwave: Since this ability has been changed into a debuffing stun, it's becoming an abusive power in PvP. And the only defense is Engineering Dampening Field, which is rarely used and at all times by those who use it.

This ability should be reverted back to a short stun and kinetic damage.


Fleet Support: The ability to summon an NPC of the same level.

These ships have all capabilities such as Tractor Beams, High Yield Torpedo attacks, and NPC shots as powerful as 5 digits. Which can easily alter the outcome of PvP. And at Tier 5, players have a good chance of summoning ships like the Typhoon (100k+hps) and the Galaxy-X Dreadnaught (300k hps).

So It is of my opinion that this ability is disabled in PvP.


Abandon Ship: It does nothing! Needs to be an ability that is activateable with 25% hull and has a powrful blast thats far greater than the 2k currently produced with a larger blast radius.


Ramming Speed: As predicted, this ability is so nerfed, people rarely get a chance to use this actually for ramming. Instead, a player dies in the attempt or use it for Emergency Escape Boost. (More of the latter).

The ability should be raised to 75% hull or when weapons are disabled.



If anyone has abilities that need to be addressed, please feel free to add on.
Mmm.. I dont see you call for a nerf to RSP, this is also a extremely powerful skill.. 1 click on a button (doesnt even have to be positioned in a specific way) which, except for the other one-click FU skill (SNB), requires some pretty extensive combos to neutralize..

If defense have to be so nub-easy, we need an nub-easy counter.. Especially when you consider that many many ships can carry multiples of them..

Without SNB, even the crappiest cruiser captains will be able to be invulneable for very long periods of times in a match, and the good ones, will never die.

Get rid of the Green Diaper +3, and we can talk about getting rid of SNB..I dont mind losing RSP, unlike most players.. I *can* have a high survivability in pretty much every ship without it. (Hint: Not every way to do this involves sitting in 3 escorts frontal arcs, tanking it all)

1: There are other ways besides RSP to survive, RSP happens to be the easiest way.
2: There are other ways besides SNB to counter, SNB happens to be the easiest way.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
08-26-2010, 07:12 AM
[quote]
Quote:
Originally Posted by Azurian View Post
The following are abilities that I feel needs to be adjusted for PvP, especially in PvP.


Subnucleonic Beam: For the last few months, I have been observing and utilizing this ability in PvP and finding it to be an incredibily powerful ability.

In the hands of a Science Captain in a Federation Science Ship or Cruiser, as well as a Klingon Carrier, it's a necessity for group support and personal survival against a strong opponent. But in the hands of a Science Captain in an Escort, it's an easy victory over players using RSP or Resistance Stacking.

Since I have Science characters on both sides using both types of ships, I can safely say that SNB should be rendered unusable in Escorts. Because its an overpowering ability that renders a player defenseless and with the Escort's firepower, can easily lead to victory.
I have no input for SNB as I don't play science(yet). What power would replace SNB if science captains in an a Tactical vessel can not use it? Seem sunfair to gimp science without giving something back.

Quote:
Photonic Shockwave: Since this ability has been changed into a debuffing stun, it's becoming an abusive power in PvP. And the only defense is Engineering Dampening Field, which is rarely used and at all times by those who use it.

This ability should be reverted back to a short stun and kinetic damage.
I agree that PSF should be put back to a stun and kinetic damage effect, but the knockback should be increased in my opinion to move the targets affected much like TBR does.


Quote:
Fleet Support: The ability to summon an NPC of the same level.

These ships have all capabilities such as Tractor Beams, High Yield Torpedo attacks, and NPC shots as powerful as 5 digits. Which can easily alter the outcome of PvP. And at Tier 5, players have a good chance of summoning ships like the Typhoon (100k+hps) and the Galaxy-X Dreadnaught (300k hps).

So It is of my opinion that this ability is disabled in PvP.
If not disabled for pvp, then the summoned vessel should disapeer after a short time span or upon the death of the summoner. I also would like a "don't target pets" option added to auto-target.


Quote:
Abandon Ship: It does nothing! Needs to be an ability that is activateable with 25% hull and has a powrful blast thats far greater than the 2k currently produced with a larger blast radius.
Forgot this power existed.

Quote:
Ramming Speed: As predicted, this ability is so nerfed, people rarely get a chance to use this actually for ramming. Instead, a player dies in the attempt or use it for Emergency Escape Boost. (More of the latter).

The ability should be raised to 75% hull or when weapons are disabled.
I believe that this ability should kill the user upon choosing regardless of how much HULL the user currently has left, since I believe RAM to be a suicide attack for spite when everything else is failing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
08-26-2010, 09:19 AM
When I PvP against the Federation, it seems like there are more Fed Fleet Support ships than there are actual Fed players.

Gets annoying, and cluttered. I wouldn't mind seeing Fleet Support changed somehow.



.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
08-26-2010, 09:40 AM
SNB should be removed from scis? Are you nuts? The damage a tac captain can do is incredible. As a sci/escort you can't come close to putting out that kind of damage, and you certainly can't endure as well as an eng/escort.

Worse, sci captains got a big nerf having sensor scan and dampening field tied to aux, something you're never going to run high in an escort, so you get minimal benefit from those things, especially with their cooldowns. Photonic fleet can offer some nice extra damage, but its also easily destroyed. SNB is the one thing a sci/escort captain can rely on to really make a difference.


I'm not sure what you mean talking about PSW being a debuff/stun now. As far as I'm aware it hasn't changed at all, and I do use it on my sci/sci. Its just a stun with damage.


Fleet support is easily ignored. Move out of the area and it will despawn with nothing to fight. I think the dreadnoughts are too powerful, as far as the massive standard 10k torpedo hits, but that applies to their normal PVE versions as well.


Abandon ship and Ramming speed could be slightly improved, but I have not liked Ramming speed in any incarnation yet, and with the way ramming wars ruled for a while, I don't miss it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
08-26-2010, 10:09 AM
yep get rid of it is what i say
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