Lt. Commander
Join Date: Dec 2007
Posts: 120
I've seen a lot of threads complaining that one class or another is OP vs other classes, mostly it's escorts VS. Cruisers. . .and sci ships generally fall into the useless category (whether they are or not). I'm not here to whine or complain but i did want to give my own thoughts on the matter and hopefully provide some constructive idea's as to the issues at hand. The problem with cruisers is that our main tank is also our main healer. Most games that i know of the tank might have a heal or two but it's mostly there for backup, a healer is a separate and defined role in any typical scenario. When you talk about an escort, your talking about a ship with insanely high DPS. . .thus in most Escort vs. Cruiser threads you have the unstoppable force going up against an immovable object. And somehow Science ships are supposed to fit in there somewhere. From my point of view it is all completely warped.

How it Should be:

Escort - Good DPS, Low Tanking, Low Healing, Moderate inherent utility*
Cruiser - Moderate DPS, Good Tanking, Low Healing, Low inherent utility*
Sci Ship - Low DPS, Moderate Tanking (though heals), Good healing, Good inherent utility*

How it is now:

Escort - Extreme DPS (spike), Moderate Tanking, Moderate Healing, Low inherent utility*
Cruiser - Good DPS, Extreme Tanking, Good Healing, Low inherent utility*
Sci Ship - Low DPS, Moderate Tanking, Good Healing, Good inherent utility*

*not taking into account class specific abilities.

When you look at that you can suddenly see where the imbalance lies. . .2 of the 3 classes are healers, the other class might have some low tier heals but it cannot compare to the other two. So. . .some outright suggestions:

Quote:
Add a 5/10/15% power reduction from weapons to Tactical Team (tactical efficiency).

Remove pattern stacking. . .IE AP:A and AP:O together, allow all patterns (not just delta) to be usable on allies, (but still not stackable). Also decouple Dispersal Patterns from Attack Patterns.

Reduce Beam Overload damage by 10%.

Add a 10% accuracy reduction on HYT (calculated per individual torpedo).

Engineering Team I/II/III: +25/35/45 kinetic resist and 20/25/30 all energy resist (remove hull heal).

Aux to SIF: As is, but increase cooldown to 20 seconds.

Hazard Emitters: Raise 1 rank so HE 1 is a Lt. slot. Decrease the heal by 10% but reduce the cooldown to 30 seconds and reduce the resist by 50%.

Miracle Worker: reduce hull heal by 50%, add a 50/75/100 point hull resist for 20 seconds.

TSS: Remove the shield resist component but up the shield restore to compensate.

Sci Team III: Give a bit of a boost to the heal so that Sci ships have a clear edge in shield healing.

Add an inherent HATE bonus to Cruisers for PvE tanking, all damage generates an additional 20% hate.

Boost the skill bonus' from Team abilities from 5 seconds to 15 seconds.

Add an additional fore weapon slot for T5 sci ships.
Before you all flame me for nerfing things into the ground, that's not the general purpose. Nerfing is cutting one class off at the knees in relation to other classes, this is a balancing issue to restore viability and allow for something other than killing tanks through alpha strikes. Here are the goals as I see them:

1. Allow cruisers to tank, but through resists instead of heals.

2. Promote the viability and usefulness of Science ships who's main role has been largely usurped by cruisers.

3. Promote class interdependence, both escorts and cruisers loosing some healing will mean they will need to depend more on a healer sci ship to survive in a high damage encounter.

4. Promote grouping. Learning how to play as a group is one of the key idea's in an MMO (in my opinion of course). While I realize a lot of people prefer to solo, solo'ing is already very easy, particularly on normal. These changes should not reduce ones ability to be a viable solo'r but should at the same time add an incentive to group up for support.

5. Because of the change in endurance and reduction of hull related healing the generally accepted means of killing ships through alpha strikes needs to be blunted. With lower hull heals it can now be possible to destroy a ship by wearing it down. This of course will cause people to shift from only using Covariant shields in game to also using Resilient, but I see this as a positive thing. (It may also push otherwise useless Transphasic's forward as viable torpedo's)

~D
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
10-25-2010, 11:14 AM
I expected to at least get flamed or something. . .
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
10-25-2010, 11:17 AM
Nope. No flaming...yet!

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
10-25-2010, 12:07 PM
Why is it that every since Everquest the holy trinity seems to be the only way some people can picture playing a game? As far as balance I am guessing you mean PVP balance because PVE balance is a non issue as far as I have seen (I can run anyship/class combo jsut fine through the PVE content). As for PVP... Balance is a fiction that can never happen in PVP.

As far as the holy trinity, leave that to all the EQ Clones please.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
10-25-2010, 01:11 PM
the trinity is there because that's what STO has. . .three classes. . .seems like a logical extention that those three classes would "rule" over three area's of game play. If your against this then dunno what to tell you. Without some radical changes in STO gameplay the trinity is kinda how it is supposed to work. And trust me it's not the only way i can picture it playing. . .my own game design is radically different.

~D
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
10-26-2010, 06:22 PM
interesting thoughts...

and the triangle should always be maintaned.
but there are some inherent realities that make your sane and credible arguments invalid.

this problem all began with klingons super spiking out of cloak and vaporizing unskilled or inexperienced feddie cruisers before they could react with the then OP green diaper (RSP).

this resulted in the first 2 klingon/tac nerfs that drastically cut damage.
this was a harsh and unfair blow, but it did result in the "golden age" of PvP.

premade fleets openly engaged in serious meyhem, and many pugs could get along in a fair fight.

however, this was short lived as feddie population exploded and klingon population (and lack of content) forced a few elite klingon to dominate the pug fights.

most inexperienced cruisers still got crushed, and many didnt realize it wasnt the entire klingon faction that was responsible... but a handful of klingon power players that broke the game.

this resulted in the present incarnation of the game.
a HUGE heal and tank buff (along with some amazingly broken fed refits) reduced the role of tacs (especially fed tacs) to "Cruiser pets"

in a 1v1 the vast majority of tactical officers in escorts or raiders, even the insanely experienced ones, can not take down an average cruiser.

the klingons soon dried up in the premade circuit, because the fed advantage, when EXPERIENCD players were involved, was too overwhelming.

basically the 3.0 season introduced an envirnment where terrible players could not be instantly struck down by DPS spikes.
although this benefits many players, and the more experienced can still eventually batter down the defenses of these novice players...

experienced engineers/sci captains piloting fed/klingon cruisers/carriers are essentially indestructable (unless preyed upon by an entire team of enemies)

fed cruisers are now able to keep a constant stream of DPS that far outweighs the now humble dps spikes of escorts.
sci captains are still very versatile... just not as sci ships.

you are now seeing an amazing amount of "cross training" where sci/engy class now fly both cruisers and escorts with amazing proficiency due to their enhanced tanking abilities.
however a truly effective science ship build is rare to see

meanwhile tacs are left in the dust, their DPS spikes blunted, and unable to fly cruisers due to a lack of healing skill (with a few notable exceptions)

the game is now safe for casual players who hide behind their cruiser's massive hull.... but for experienced players, on both sides, life as an escort is perilous and frustrating, and life as a sci is very boring.

STCO (star trek cruisers online) as it was put by a fed escort in a salvage op one day.

klingons can still cloak, but even this isnt enough to save most klingon tacs from being far outclassed by their engy and sci counterparts.

i know... i have 2 lvl 51 klingons and a lvl 51 fed... and i have experienced all thee character classes.

although your arguments make sense on paper... there are some inherent problems in the basic combat system that make it hard to create true balance without returning to the days where inexperienced players get face rolled.

here are my solutions:

1) DRASTICALLY INCREASE THE SHIELD REGEN RATE

the PRIMARY problem with the combat system is that shield regeneration is a joke.
almost every one uses the cov [cap]x3 with their shield power at between 50-60.
the reason being is that shield regenration can not keep uP with the damage, and shiled power can be easily amplified by BO/captain abilities.

for all but the most experienced, regen or resist shield arrays are never used.
instead the covariant shield is used for it's "damage" pillow capabilities.
simply absorb the damage on your cov shld, then replace lost shields with engy/sci skills.
meanwhile your guns are at 120-125 and you are maintaining full damage the entire time.
this means that cruisers have access to good shield buff and replacment skills, and can maintain a constant and shockingly damaging broadside while they casually replace shield damage.

escorts cannot do this and are forced to violently manuever and dps "nerf spike".... which isnt enough to scratch a cruiser hull in most cases.

by changing the shield mechanic, and increasing shield regen while nerfing heals, now all players will enjoy a little more endourence for combat.

this also opens the door for the virtually ignored regen and resist shield types to get used.
now shield power will actually matter, and regen shields will be a great way to counter constant predictable damage (but still be vulnerable to spikes)

currently shields regenerate once every 6 seconds. this should be changed to once every second, or possible 2 seconds. now cruiser arent as effective as damage dealers, but can still dish it out over time. and now escorts are necessary to break through with spikes, but are still vulnerable without sci/engy support.
this increases team play! but also returns some necessity and sting to the tactical branch.

it also opens the door for new builds.
do you go with sci and have dampening and shield buffs with a resist shield?
or go with covariant to ward off spikes, but still have some decent shield regen?
or go with regen shields that ward off beam broadsides, but are extremely vulnerable to spikes?

2) MAKE SHIELD POWER MATTER (increase bleed)

make the bleed more dramatic at lower shield power settings.
this makes tacs very vulnerable since they are at high gun power, but can evade and leave the combat area much easier.
this also makes cruisers and slower craft put more energy into shield strength instead of putting everything into guns, since they cant evade or escape easily.

3) MAKE SPEED DEFENSE MORE IMPORTANT

presently, the speed defense bonus is virtually set in stone for all classes.
if you set your engines to 50+ you pretty much have 55-65% (65 is max, without the new dampener booster from the devidian mission)
regardless of ship class....
this is wrong.
cruisers are large and bulky and they shouldn't be given the same defense bonus for going higher speeds.
like wise, escorts can set engines to 50-60, reduce speed a litte and "park" behind a cruiser and still have a fairly high defense bonus (30-40%)
this is unrealistic...

faster ships like escorts, certain sci vessels, and raiders should get a good defense for going fast and STAYING fast. this bonus should be buffed to the point where an escort who dumps all power to engines should be very hard to hit.
however if the escort slows down the escort should take almost full damage.
this encourages the escort to stay at high speed and not "park" behind cruisers.
staying at full speed means that they have less time to shoot heavy cannons on target and have to carefully manage thier damage spikes!

cruisers should have their overall defense nerfed, so that even high speeds affords half the defense of a faster ship going slower. this will balance out thier currently OP heals. however their hull may need to be tweaked and given a higher value.
this also encourages "dead stops" or "crazy ivans" where they shake an escort by slowing down.
either the escort passes by, or "overshoots", which gives them a chance to heal.
or the escort slows down too much and becomes VERY vulnerable to attack.

4) increase tactical skill damage... but decrease duration and increase cool-down and recharge.

self explanitory!!! RETURN the damage back to the tacticals... but decrease duration of some powers and increase recharge.
as it is now i can constantly cycle several tac powers back to back... but it often does no appreciable damage to an experienced cruiser player.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
10-26-2010, 06:53 PM
in closing...

as it is now...

MY ENGY IS BORING....
i casually cycle rotate, emergency to shields 3, transfer shields, miracle and hazard and i keep 4-8 beams on target and i am victorious.... lame
and if i get jumped by 5 klingons i just use all the other skills in my arsenal and i'm good.
any competent cruiser is tank, damage dealer AND healer to a group.
and 5 cruisers are unstoppable!
judge jury and excecutioner...
how is THAT balance?
the easiest path shouldnt be the most rewarding.

MY SCI IS LOST...
i use dampener, sci fleet, and emergency to shields to keep from exploding... but i am no longer a healer of any kind. my sci, along with many others is a dueler.
i simply increase my resistence beyond sane limits and use damage gimmicks to destroy/stall a single enemy.
however my sci is totally eclipsed by an engy, and sometimes a sci, in a solid fed cruiser.

MY TACS ARE BARELY AND BEGRUDGINGLY HANGING ON FOR DEAR LIFE...
i have a reputation of being one of the highest damage dealers on the klingon side of the server, but strategically my tac is all but worthless.
i frantically shuffle endless defense and offense powers while trying to use cover and ship position to stave off death.
i string up 8-10 attack buffs in an endless chain and do whatever i can to stay alive for the lucky critical hit.

when i see a novice player, i easily chew through them, regardless of nerfs, within seconds of uncloaking.
and they scream BoP/Defiant is OP!!! nerf nerf nerf!!!

then i come across a competent cruiser and my 3100x4 damage cannon bursts harmlessly patter off their shields like gentle rain.
while my fingers go mad toggling 8-10 attack buffs and 4-5 defense buffs, they casually rotate, transfer EP2SHLDS and tap space bar.... and slice through my shields with alarming speed (1-2 seconds)


so all these nerfs and buffs have achieved nothing but make cruisers completely OP.
newbs still get facerolled.
fed tacs are still glued to the nearest healer like a newborn lamb.
sci's are still in the middle of an identity crisis... but just as long as they can still SNB their always welcome?

no this isnt balance... it's lame and frustrating...

i think its time to seriosuly look at the roles of the 3 main classes. and then it's time to return sanity and survivability to the game without making engy cruisers the come all be all of STO space combat.

and to anyone who explains "but cruiser are huge... they SHOULD be the best ships EV-ARRR!"

just ask ben sisko and his inrepid little defiant!!!
or capt janeway and her nimble little voyager.
size and healing isnt everything!

you can disagree or flame, but ask yourself this...

who dies the most in combat consistently? TACTICALS in escorts.
why? they are very easy to kill!
who does the most damage in combat consistently? ENGINERS and SCI's in cruisers
why? they are virtually ignored and deal out constant punishing damage
who heals the most damage in combat consistently? ENGINEERS in cruisers.

you know it ... you see it.... most klingons simply cloak up and wait for the escorts to respawn in most pugs.
and the klingons don't even exist any more in the premade circuit.

thats why you see this at the end of every match:

___________ kills ____ deaths ____ damage ____ healing
Fed Escort ........ 5 ............ 8 ............. 200,000 ........... 30,000
Fed Cruiser ....... 7 ............. 0 ............. 250,000 ............ 450,000
Fed Science ...... 4 ............. 2 ............. 100,000 ........... 100,000

whats wrong with this picture?!?!?!

then ask yourself this...
sure you have stubborn pride in your 6-8 month old tactical and sci characters.

but if you could go back and do it all over again...
roll a new toon...
and keep all the cool gear you have accumulated through the months....

what class would you choose?
what ship would you cert?

i think we know the answer to that!
and THATS the problem.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
10-27-2010, 06:15 AM
Quote:
Originally Posted by D-Rek View Post
in closing...

as it is now...

MY ENGY IS BORING....
i casually cycle rotate, emergency to shields 3, transfer shields, miracle and hazard and i keep 4-8 beams on target and i am victorious.... lame
and if i get jumped by 5 klingons i just use all the other skills in my arsenal and i'm good.
any competent cruiser is tank, damage dealer AND healer to a group.
and 5 cruisers are unstoppable!
judge jury and excecutioner...
how is THAT balance?
the easiest path shouldnt be the most rewarding.

MY SCI IS LOST...
i use dampener, sci fleet, and emergency to shields to keep from exploding... but i am no longer a healer of any kind. my sci, along with many others is a dueler.
i simply increase my resistence beyond sane limits and use damage gimmicks to destroy/stall a single enemy.
however my sci is totally eclipsed by an engy, and sometimes a sci, in a solid fed cruiser.

MY TACS ARE BARELY AND BEGRUDGINGLY HANGING ON FOR DEAR LIFE...
i have a reputation of being one of the highest damage dealers on the klingon side of the server, but strategically my tac is all but worthless.
i frantically shuffle endless defense and offense powers while trying to use cover and ship position to stave off death.
i string up 8-10 attack buffs in an endless chain and do whatever i can to stay alive for the lucky critical hit.

when i see a novice player, i easily chew through them, regardless of nerfs, within seconds of uncloaking.
and they scream BoP/Defiant is OP!!! nerf nerf nerf!!!

then i come across a competent cruiser and my 3100x4 damage cannon bursts harmlessly patter off their shields like gentle rain.
while my fingers go mad toggling 8-10 attack buffs and 4-5 defense buffs, they casually rotate, transfer EP2SHLDS and tap space bar.... and slice through my shields with alarming speed (1-2 seconds)


so all these nerfs and buffs have achieved nothing but make cruisers completely OP.
newbs still get facerolled.
fed tacs are still glued to the nearest healer like a newborn lamb.
sci's are still in the middle of an identity crisis... but just as long as they can still SNB their always welcome?

no this isnt balance... it's lame and frustrating...

i think its time to seriosuly look at the roles of the 3 main classes. and then it's time to return sanity and survivability to the game without making engy cruisers the come all be all of STO space combat.

and to anyone who explains "but cruiser are huge... they SHOULD be the best ships EV-ARRR!"

just ask ben sisko and his inrepid little defiant!!!
or capt janeway and her nimble little voyager.
size and healing isnt everything!

you can disagree or flame, but ask yourself this...

who dies the most in combat consistently? TACTICALS in escorts.
why? they are very easy to kill!
who does the most damage in combat consistently? ENGINERS and SCI's in cruisers
why? they are virtually ignored and deal out constant punishing damage
who heals the most damage in combat consistently? ENGINEERS in cruisers.

you know it ... you see it.... most klingons simply cloak up and wait for the escorts to respawn in most pugs.
and the klingons don't even exist any more in the premade circuit.

thats why you see this at the end of every match:

___________ kills ____ deaths ____ damage ____ healing
Fed Escort ........ 5 ............ 8 ............. 200,000 ........... 30,000
Fed Cruiser ....... 7 ............. 0 ............. 250,000 ............ 450,000
Fed Science ...... 4 ............. 2 ............. 100,000 ........... 100,000

whats wrong with this picture?!?!?!

then ask yourself this...
sure you have stubborn pride in your 6-8 month old tactical and sci characters.

but if you could go back and do it all over again...
roll a new toon...
and keep all the cool gear you have accumulated through the months....

what class would you choose?
what ship would you cert?

i think we know the answer to that!
and THATS the problem.
I wish I could make this whole post my new signature, it rings so true.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
10-27-2010, 07:39 AM
Quote:
Originally Posted by D-Rek View Post
interesting thoughts...

and the triangle should always be maintaned.
but there are some inherent realities that make your sane and credible arguments invalid.

this problem all began with klingons super spiking out of cloak and vaporizing unskilled or inexperienced feddie cruisers before they could react with the then OP green diaper (RSP).

this resulted in the first 2 klingon/tac nerfs that drastically cut damage.
this was a harsh and unfair blow, but it did result in the "golden age" of PvP.

premade fleets openly engaged in serious meyhem, and many pugs could get along in a fair fight.

however, this was short lived as feddie population exploded and klingon population (and lack of content) forced a few elite klingon to dominate the pug fights.

most inexperienced cruisers still got crushed, and many didnt realize it wasnt the entire klingon faction that was responsible... but a handful of klingon power players that broke the game.

this resulted in the present incarnation of the game.
a HUGE heal and tank buff (along with some amazingly broken fed refits) reduced the role of tacs (especially fed tacs) to "Cruiser pets"

in a 1v1 the vast majority of tactical officers in escorts or raiders, even the insanely experienced ones, can not take down an average cruiser.

the klingons soon dried up in the premade circuit, because the fed advantage, when EXPERIENCD players were involved, was too overwhelming.

basically the 3.0 season introduced an envirnment where terrible players could not be instantly struck down by DPS spikes.
although this benefits many players, and the more experienced can still eventually batter down the defenses of these novice players...

experienced engineers/sci captains piloting fed/klingon cruisers/carriers are essentially indestructable (unless preyed upon by an entire team of enemies)

fed cruisers are now able to keep a constant stream of DPS that far outweighs the now humble dps spikes of escorts.
sci captains are still very versatile... just not as sci ships.

you are now seeing an amazing amount of "cross training" where sci/engy class now fly both cruisers and escorts with amazing proficiency due to their enhanced tanking abilities.
however a truly effective science ship build is rare to see

meanwhile tacs are left in the dust, their DPS spikes blunted, and unable to fly cruisers due to a lack of healing skill (with a few notable exceptions)

the game is now safe for casual players who hide behind their cruiser's massive hull.... but for experienced players, on both sides, life as an escort is perilous and frustrating, and life as a sci is very boring.

STCO (star trek cruisers online) as it was put by a fed escort in a salvage op one day.

klingons can still cloak, but even this isnt enough to save most klingon tacs from being far outclassed by their engy and sci counterparts.

i know... i have 2 lvl 51 klingons and a lvl 51 fed... and i have experienced all thee character classes.

although your arguments make sense on paper... there are some inherent problems in the basic combat system that make it hard to create true balance without returning to the days where inexperienced players get face rolled.

here are my solutions:

1) DRASTICALLY INCREASE THE SHIELD REGEN RATE

the PRIMARY problem with the combat system is that shield regeneration is a joke.
almost every one uses the cov [cap]x3 with their shield power at between 50-60.
the reason being is that shield regenration can not keep uP with the damage, and shiled power can be easily amplified by BO/captain abilities.

for all but the most experienced, regen or resist shield arrays are never used.
instead the covariant shield is used for it's "damage" pillow capabilities.
simply absorb the damage on your cov shld, then replace lost shields with engy/sci skills.
meanwhile your guns are at 120-125 and you are maintaining full damage the entire time.
this means that cruisers have access to good shield buff and replacment skills, and can maintain a constant and shockingly damaging broadside while they casually replace shield damage.

escorts cannot do this and are forced to violently manuever and dps "nerf spike".... which isnt enough to scratch a cruiser hull in most cases.

by changing the shield mechanic, and increasing shield regen while nerfing heals, now all players will enjoy a little more endourence for combat.

this also opens the door for the virtually ignored regen and resist shield types to get used.
now shield power will actually matter, and regen shields will be a great way to counter constant predictable damage (but still be vulnerable to spikes)

currently shields regenerate once every 6 seconds. this should be changed to once every second, or possible 2 seconds. now cruiser arent as effective as damage dealers, but can still dish it out over time. and now escorts are necessary to break through with spikes, but are still vulnerable without sci/engy support.
this increases team play! but also returns some necessity and sting to the tactical branch.

it also opens the door for new builds.
do you go with sci and have dampening and shield buffs with a resist shield?
or go with covariant to ward off spikes, but still have some decent shield regen?
or go with regen shields that ward off beam broadsides, but are extremely vulnerable to spikes?

2) MAKE SHIELD POWER MATTER (increase bleed)

make the bleed more dramatic at lower shield power settings.
this makes tacs very vulnerable since they are at high gun power, but can evade and leave the combat area much easier.
this also makes cruisers and slower craft put more energy into shield strength instead of putting everything into guns, since they cant evade or escape easily.

3) MAKE SPEED DEFENSE MORE IMPORTANT

presently, the speed defense bonus is virtually set in stone for all classes.
if you set your engines to 50+ you pretty much have 55-65% (65 is max, without the new dampener booster from the devidian mission)
regardless of ship class....
this is wrong.
cruisers are large and bulky and they shouldn't be given the same defense bonus for going higher speeds.
like wise, escorts can set engines to 50-60, reduce speed a litte and "park" behind a cruiser and still have a fairly high defense bonus (30-40%)
this is unrealistic...

faster ships like escorts, certain sci vessels, and raiders should get a good defense for going fast and STAYING fast. this bonus should be buffed to the point where an escort who dumps all power to engines should be very hard to hit.
however if the escort slows down the escort should take almost full damage.
this encourages the escort to stay at high speed and not "park" behind cruisers.
staying at full speed means that they have less time to shoot heavy cannons on target and have to carefully manage thier damage spikes!

cruisers should have their overall defense nerfed, so that even high speeds affords half the defense of a faster ship going slower. this will balance out thier currently OP heals. however their hull may need to be tweaked and given a higher value.
this also encourages "dead stops" or "crazy ivans" where they shake an escort by slowing down.
either the escort passes by, or "overshoots", which gives them a chance to heal.
or the escort slows down too much and becomes VERY vulnerable to attack.

4) increase tactical skill damage... but decrease duration and increase cool-down and recharge.

self explanitory!!! RETURN the damage back to the tacticals... but decrease duration of some powers and increase recharge.
as it is now i can constantly cycle several tac powers back to back... but it often does no appreciable damage to an experienced cruiser player.

I play in a refit cruiser and though most of my equipment is still only Green I get crushed in every PvP I take part in. I can't for the life of me understand anyone suggesting that cruisers are anything near what I would imagine they should be as the OP stated. And you are absolutely right, shields may as well not exist.

In MHO the most unbalanced aspect of the game are those Carriers. With Klingons seeming to fill space with what appears and feels to be a hundred ships, camping your spawn so the moment you appear, dead in the water, you litterally have seconds before you just explode again. PvP experience for me so far as been a matter of just waiting for the abuse to stop and time to run out on the battle.

Maybe that's why pvp seems to empty. Because of all the problems that seem to be associated with the ships and balance overall.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
10-27-2010, 08:16 AM
Quote:
Originally Posted by D-Rek View Post
<massive wall of text>
I think somewhere in there you kinda proved my point nor did you really say why anything I wrote was invalid (or if you did it was completely surrounded by walls of text) . . .while I can tell you have very strong feelings about the current game issues could you possibly comment on my post? If you have your own idea's that you want to go into detail about you should make a separate topic to discuss them. The forums would benefit from it.


@SapphicZoid I cannot comment on your play experience. I'm not usually the one to resort to L2P statements. However I have seen some rather invulnerable Cruisers more than once. And my survivability in my escort is actually higher than quite a few science ships. My original point is that no one player should be completely self sufficient. They should be able to handle normal level PvE mobs solo yes, but beyond that it really should be imperative to group up for support.

~D
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