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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 91
08-31-2010, 04:05 AM
Quote:
Originally Posted by eeb3 View Post
Maybe it's just the science ships then, but with a 2 Escort Alpha, I find myself hard-pressed to survive. Short of using RSP. (Though Science Fleet seems to help, but again if only the shields are there to take the damage, otherwise the hull is open to be ripped by a double alpha escort attack.)



A halfway decent Escort player already does this with running away when they are losing health, just to heal and come back fully ready to attempt another alpha on the ship they escaped from, quite annoying but it's still a tactic that's used.



But what they lack in strength of a target, they will make up in the amount of targets, like bees swarming a person. But it's not so bad if you have a Fire At Will, or Scatter Volley. Or target them early indivually.


I have to wonder if you have done ground PvP then because:

Both an Engineer and a Tactical, each can summon a team's worth of things you have to shoot at almost any given time. Tactical can summon 2 sets of 2 guards every 5 mins or so, and will chase you down to the ends of the map and KEEP up with you, staying persisted, as oppose to a single ship which you can outrun. An Engineer's Seeker and Defense Drones can be summoned every minute(?) or so, which can also keep pace with a person, even at times seems to catch up to a person that its targeting. Plus another 2 attacking units, though kept in the same place to where the engineer was. (Though Tactical's Guard are weaker then a player in health and seemingly equal in damage, the engineers pets are stronger then a player in health and damage)
So one of each of them already puts more NPC's then there are Players. Science Ground, Not a thing to call for help, not even a photonic doctor that's assists in heals only.

Now compare that to 1 single ship per fleet call by 5 team members per 15 minuets. With the caveat that you must be under 50%, where as the ground calls, you can do at any given time. So ground would be even worse then Space.
I read what you are saying, I think the gist of what people are against, is that the NPCs are *in* a PvP area.. We should be shooting at eachother, not NPC ships.

Consider one of those 3v3 or 4v4 arenas with 2+ Sci on each side, 2 in carriers.. 4+ Photonic Fleets, 4-6 Fleet support ships, 2 sets of carrier spawns. Possibly some saucer seperation as well.

That could be anywhere from 20 to 30+ NPC targets in a 4v4 match..

That one or two people fire off their pet skills isnt a problem, but it does seem rather ridiculous with potentially that many NPC spawns.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 92
08-31-2010, 04:16 AM
The purpose of fleet support in PVP is forcing the other side to either stay and accept the NPC's punishment while attacking a damaged player, or withdraw and let the damaged player heal and recover. If you really hate the NPCs that much, pull out.

The only real problem with NPCs in PVP is that photonic fleets should probably time out in 2-3 minutes rather than staying until red alert is canceled. Red Alert status tends to be far more consistent in an Arena match than in PVE or C&H, so Photonic Fleet is actually more powerful in Arena than any other setting.

Am I the only one who has noticed that Klingon Fleet Support can summon a Photonic NeghVar for some reason?

As for myself, I say, bring on the massive battles

www.deadlyshoe.com/sto/swarms.png
www.deadlyshoe.com/sto/voquvs1.png
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 93
08-31-2010, 06:56 AM
Quote:
Originally Posted by eeb3 View Post
A halfway decent Escort player already does this with running away when they are losing health, just to heal and come back fully ready to attempt another alpha on the ship they escaped from, quite annoying but it's still a tactic that's used.
Right -- now imagine everyone doing that, many times throughout a match!

Quote:
I have to wonder if you have done ground PvP then because:

So ground would be even worse then Space.
No, I haven't... that's why I don't feel qualified to talk about it. I like Ground Combat in the storyline missions... and once in a while for a change of pace... but I like STO mainly for the Space Combat.

I briefly tried a ground War Zone the other day to get some more Marks, and after a few minutes just beamed out. Hated it.

But yes, one of my VA's is a TAC, and he can beam down 2 Security Officers, hit Tac Initiative, reset all timers, then beam down 2 more, thus have 4 more NPC units.

Quote:
Originally Posted by DeadlyShoe
As for myself, I say, bring on the massive battles
Me too... I just wish those massive battles came via the queue filling up with real people! Would love DS9-type massive fleet battles against other players.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 94
08-31-2010, 07:56 AM
Meh. Focus Fire, gank, Focus Fire, gank...

see also: 10v10 C&H.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 95
08-31-2010, 09:10 AM
Quote:
Originally Posted by DeadlyShoe
Meh. Focus Fire, gank, Focus Fire, gank...

see also: 10v10 C&H.
RSP, then if need be, Evasive + Engine Batt.

But a battle full of actual human players is less enjoyable than what was supposed to be human players, but instead ends up filled with PvE NPC ships?


For whatever reason, I don't care for C&H as much as regular arena battles.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 96
09-01-2010, 07:00 AM
Quote:
Originally Posted by Zoberraz View Post
Big hint:
If you go like Bridge Commander and have ship-to-ship collissions cause very significant damage to both vessels and not count as extra damage/kills in the scoreboard, you mostly wipe away every concerns about ramming speed... along with making it obsolete and no longer the ideal attack to use, while still being a desperation maneuver (as in, you ram into that other ship yourself via steering) worth using.

Having people have some more respect for environments and collisions would be pretty healthy for this game, methinks.
Not true in the least: Coordinated EM+EPtS+APtSIF+PH+ RAMMING SPEED attacks took place all the time. Attackers live through it. Rinse and repeat. Very easy to do while cloaked. Returning it to the way it was is not advised.
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