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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
08-26-2010, 10:26 AM
Just leave sci skills alone. We dont need anymore nerfs at all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
08-26-2010, 10:26 AM
Upon reflection... NVM

Waff
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
08-26-2010, 10:45 AM
Gonna open my mouth again at the risk of getting burned ( not that i care ) :p

Only thing that needs changing imho is the effectiveness of shield resistance stacking, really i dont mind the hull resistance stacking cause even with hull resists most stuff dies pretty quick without shields, but the shield resistances stacking of TSS and EPTS combined with chaining of shield resistance abilities and shield heals makes killing stuff without debuffs and subnuc almost impossible.

As shields already reduce the damage of energy weapons , and torpedoes even more so to the point of making them useless against shields.

Basically, killing anyone in premade pvp, subnuc beam is basically a requirement. Without it you wont get anywhere.

I run one of the highest damage loadouts in my raptor and when i cant even so much as put a dent (without some lucky crits) in a top shield healer running high aux, and thats just him healing himself....

Right now pure damage skills and loadouts alone , while good for raping pugs its almost worthless in premade pvp thanks to certain, LTC and COM eng/sci skills being far more effective than TAC ones.

Really i didnt mind rsp because before because i could just evade till it wore off and then strike , but now even without it RSP up, its still way too hard to bringing down a top heal boat.

When the top fed premades are almost all running as mostly sci captains in either cruisers or science ships and when most of the top klingon clans are all running on their fed alts, and have ditched their Klingon ships for fed heal boats then yea something is wrong....

The high firepower of a escort is no longer needed, its all about 5 healboats pick 1 target, strip and stun with cpb/subnuke , then 5 players all hit bo1 with a 360 beam coverage at the same time = dead target.

Rinse and repeat. you call that skill ?

Ok this is over simplifying it but you get the picture.

Sure you dont want to go back to uber tacs of season 1. But things how that are now, yea i dunno its not really my cup of tea. You dont even need to aim to win just go in call a target and mash buttons.

I see the future of STO as PVP, its pretty much STO's end game and what most players continue to play the game for. It needs to be balanced and fun and expanded greatly.

I think really steps should be taking to cut the number of pvp levels in half, something like merge
Teir (1 - 2) , (T3 - T4), and (T5-6) but thats another discussion.

Its no good having a shiny new excelsior if you have no one to shoot with it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
08-26-2010, 11:00 AM
This post is entirely full of fail. Rather than overload my failmeter with a full response to such utter failitude I'll keep it simple.

Quote:
Originally Posted by Azurian View Post
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.
Some rhetorical questions for you:

Who has access to SNB? Who has access to RSP?

What's the cooldown on SNB? What's the cooldown on RSP? Can you run multiple copies of either?

What counters SNB? What counters RSP? What are the cooldowns on those counters? Who has access to them?


Your comment "And the only defense is Engineering Dampening Field" amuses me. I'd say popping RSP and being nearly invulnerable to all incoming damage is a pretty damn good defense to a short little wussy stun with a 3km range.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
08-26-2010, 11:09 AM
Quote:
Originally Posted by Vipermist
The high firepower of a escort is no longer needed, its all about 5 healboats pick 1 target, strip and stun with cpb/subnuke , then 5 players all hit bo1 with a 360 beam coverage at the same time = dead target.

Rinse and repeat. you call that skill ?
I call that the extent of the Fed level skill, but I'm sure the same arguement will be said of multiple BoP's uncloaking on a single target - so it gets lost in the mire.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
08-26-2010, 12:00 PM
SNB isn't a problem, just don't use all your defenses at the same time, and don't rely on one super-power to save you. it also helps a lot to lead off with weaker defenses to bait the SNB out early; if you wait until a minute or two into a fight to pop RSP then most players already have their SNB on cooldown. Don't put all your eggs in one basket -- problem solved.

Photonic Shockwave is similar. Use your defenses one-at-a-time and space them so you've always got something up. Cruisers in particular should have no problem, unless they are already being focus-fired by several players. One ship hitting you with a shockwave shouldn't be able to do enough damage to kill you while you're stunned.

Fleet Support is something everyone gets. Personally I have big issues getting it out. It's kind of odd for me to be able to drop myself below 50% health yet above 0%. Sometimes it pulls out something big, but other times you get a Miranda. Usually if a support fleet was going to give me problems I was in rough shape anyway, so I just don't see it as that big a deal.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
08-26-2010, 12:11 PM
Quote:
Originally Posted by Vipermist
Really i didnt mind rsp because before because i could just evade till it wore off and then strike , but now even without it RSP up, its still way too hard to bringing down a top heal boat.

When the top fed premades are almost all running as mostly sci captains in either cruisers or science ships and when most of the top klingon clans are all running on their fed alts, and have ditched their Klingon ships for fed heal boats then yea something is wrong....

The high firepower of a escort is no longer needed, its all about 5 healboats pick 1 target, strip and stun with cpb/subnuke , then 5 players all hit bo1 with a 360 beam coverage at the same time = dead target.

Rinse and repeat. you call that skill ?
That only works against teams with weak healing. It works against Klingons because they are so used to traveling in BoP flocks and winning through alpha-strikes. Klingons can have heal-boats too, it just gets kind of dull when the DPSers vaporize half the enemy team before any healing is needed. I play a healer on the Klingon side, and half the time I'm really not even needed because we could have won on DPS alone.

Feds don't have a choice but to heal through the alpha-strike, so it's nearly impossible for a Fed team to succeed without healing. All-healing beats all-DPS, but balanced teams beat both. 2 healers, 1 escort, 1 DPSer of any type, and one other ship of any type will beat the all-cruiser teams every time. It only takes 2 healers to keep 5 ships alive, so after that it's nice to have some burst.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
08-26-2010, 12:31 PM
Quote:
Originally Posted by Vipermist
The high firepower of a escort is no longer needed, its all about 5 healboats pick 1 target, strip and stun with cpb/subnuke , then 5 players all hit bo1 with a 360 beam coverage at the same time = dead target.

Rinse and repeat. you call that skill ?.

This actually happened to us today; Fed's had 4 Cruisers and 1 Escort, we Klings had 4 BoP's and 1 Raptor. (quite a balanced match-up, huh?)

Anyhow, don't know exactly what powers they were using, (they would knock out all systems, then they'd all focus fire on that ship. Repeat, repeat, repeat) I doubt the Fed players were even looking at their monitors. I think they were watching TV, while occasionally hitting the same 3 keys over and over and over on their keyboards.


Almost makes camping at their spawn points seem fair.


Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19 To the point!
08-26-2010, 06:13 PM
I disagree with all of the original points. None of these are overpowered and all of them can be countered. Incidentally, my BoP survives much longer with the nerf to ramming speed that so many people were hoping for so I'm fine with it the way it is too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20 Full Failure
08-26-2010, 06:43 PM
Any one of these lists that does not start with RSP loses all authority in the first sentence.

S*D
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