Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
09-03-2010, 02:40 AM
Quote:
Originally Posted by D-Rek View Post
For those who dont know me i am an avid PvPer and RPer. i have 2 level 51 Klingons and a level 51 Fed, as well as 3 other characters. I have experience in all 3 officer classes and have completed ALL the content in the game on at least one of my characters.

i was under the impression that stunning players for so long they cannot play was a bad idea.

everyone got extremely ****ed when Klingon BoP sci used VM+SNB in season 1 to effectively "log someone out". in other words render a player unable to do anything or play for an extended period.

denying someone the ability to play the game should be illegal where ever encountered in a game... period.

now we have "new and improved" tricobalt torpedos that not only do a lot of damage, but can stun a player on average for 10-13 seconds.... consistantly.

now every one is begginning to see the exploit and starting to use these overpowered and easily obtainable weapons.

when used in conjunction with 1-2 photonic shockwaves, a player is not able to do anything in the game for 15-20 seconds. they simple sit there and wait to respawn.

as voyager refits sit around and tank with ease and total immunity, this leads to a NEW level of exploit.

simple fire a point blank tric at a target and then activate ablative armor.

after this is achieved, simply tractor beam and use spacial anomolies to destroy any target, and ignore enemy fire until the victim is destroyed.

after the 3rd major klingon nerf and 6 brand new federation refits, all of which push the envelope of "balance" (except defiant), i believe it is time the devs realed this thing in.

what makes this so alarming is that both sides can easily use this exploit. the only reason why most are not complaining yet is that they either use tricobolts, or are unaware of what exact weapon keeps stunning them for so long.
Didn't I already respond to this thread... Wait another one already!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
09-03-2010, 05:41 AM
Quote:
Originally Posted by Dalnar
Aux to Dampeners You see the mine incoming, you hit it...nothing happens....
All good if you're running a cruiser... the ship class that is most likely to survive the stun even without AtoD...

In an Advanced Escort, a Recon Sci, a retrofit escort or a retrofit sci however... where the 10 seconds are really deadly, you only have 2 engineering slots. You use the first for Eng team or EPtoS, because people keep targeting your shields, and the second slot... you have to use for RSP...

I've been running a lot of PvPs in my recon sci with Aux to Dampeners, really trying to make it work for me, but giving up RSP means that for 15 seconds your opponent can do damage to you, but you can not do damage to him :p (because ofc everyone else has RSP :p ) It would also mean dying 3 seconds after the klinks decloak...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
09-03-2010, 05:47 AM
Quote:
Originally Posted by Dassem_Ultor

I've been running a lot of PvPs in my recon sci with Aux to Dampeners, really trying to make it work for me, but giving up RSP means that for 15 seconds your opponent can do damage to you, but you can not do damage to him :p (because ofc everyone else has RSP :p ) It would also mean dying 3 seconds after the klinks decloak...
You dont need RSP on escort, you can simply fly away, and aux to dampeners will help that. And trust me, escort turning 50 degree/s is fun to fly :p

Especially if you use it with sci captain and screw other "sluggish" escorts, who pop green, then pop purple.....after that its just a little flash and alot of debris....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
09-03-2010, 11:59 AM
I didn't use RSP on my Recon Science and I don't use it on my LRSV Refit. I haven't used it on my escort or my science ship in well over 2 or 3 months. Running an Engi team and EPTS or EPTS and Aux to Dampeners is a much more efficient use of your limited engineer slots. RSP has a 1 min 30 sec cool down. You pop it once and then what? You've got only 1 engi power for the next 1:30. That's a lot of down time that could be used for hull healing, shield healing or flying around with a turn rate of 50, riding the tails of escorts and saying F U to PSW and Tricobalt stuns.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
09-03-2010, 12:07 PM
Shoot the damned thing!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
09-03-2010, 03:54 PM
Quote:
Originally Posted by Dekkameron View Post
Shoot the damned thing!
Seriously! The time it takes for the mine to activate seems soooo long if you are the one dropping it. And as stated before it has a one minute recharge. Now if you think you are constantly getting PSW stunned followed by getting tagged by a tric mine, you may want to consider a new strategy to reduce the effectiveness of this tactic. If it isn't as prevelant a tactic as you make it seem and not worth changing your tactics, don't complain when it does happen... after all, you made your decision.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17 Cummon people!
09-04-2010, 05:32 PM
OMG the more you complain the more the game gets dull and boring!.... Tricobalt stun is not that OP! if you are having problems with it... ADAPT! that is the difference between those who are stunning you and those that are sitting complaining. They get so focused on a build that they think.... why should I change? my build is right and theirs is wrong.... therefore CHANGE IT to make my build better.... learn, adapt or move on... stop making this game more of a bore that it already is... go to any other MMORPG and do PVP you will always find stuns, interupts, and other annoying skills... but there is ALWAYS a counter... ALWAYS... so stop complaining and learn to PvP....

Rant over
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
09-04-2010, 06:36 PM
Quote:
Originally Posted by Dekkameron View Post
Shoot the damned thing!
While I agree, it's next to impossible to even know it's there when a carriers fighters (not to mention other ships and bog standard mines) are filling the screen with rubbish.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
09-04-2010, 07:01 PM
Quote:
Originally Posted by Dekkameron View Post
Shoot the damned thing!
Funny enough the AI in pve has no problems shooting my Tric torps at all. So why is it such a chore for the players to do the same?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
09-07-2010, 12:20 AM
Quote:
Originally Posted by Beary666 View Post
I didn't use RSP on my Recon Science and I don't use it on my LRSV Refit. I haven't used it on my escort or my science ship in well over 2 or 3 months. Running an Engi team and EPTS or EPTS and Aux to Dampeners is a much more efficient use of your limited engineer slots. RSP has a 1 min 30 sec cool down. You pop it once and then what? You've got only 1 engi power for the next 1:30. That's a lot of down time that could be used for hull healing, shield healing or flying around with a turn rate of 50, riding the tails of escorts and saying F U to PSW and Tricobalt stuns.
My point, when the Klingons decloak, and you get hammered by 3+ ships, you survive for maximum 5 seconds no matter how many heals you pop.. (Heck, the damage has even killed me on pure bleedthrough in 10 seconds). This, though, happens less frequently than every 1.5 minutes, so RSP is the perfect counter. To outrun an alphastrike is close to impossible, as you're dead before you have the time to hit AtoD, evasive and burn an engine battery (wich has LONGER cd than RSP). As mentioned, i've used AtoD a lot, but my # of times i get killed is lower in 3 out of 4 matches when i swap it for RSP.
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