Go Back   Star Trek Online > Feedback > PvP Gameplay
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
11-08-2010, 07:45 AM
I think cariers are fine and actually fun to play now, but targeting needs a change to help players overcome the NPC spam from carrier pets, Photonic fleet, Fleet support, etc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
11-08-2010, 08:39 AM
I do have to agree with the targeting issues. That has always been a weakness of STO, and clouds of pets really bring it to the front.

While 4-5 carriers chain healing each other can be very frustrating (and dull), so can 4-5 cruisers doing the exact same thing. So, I think the problem there lies in the general damage vs healing vs durability mechanics we are currently stuck with.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
11-08-2010, 08:42 AM
Quote:
Originally Posted by Roach View Post
I think cariers are fine and actually fun to play now, but targeting needs a change to help players overcome the NPC spam from carrier pets, Photonic fleet, Fleet support, etc.
have you ever played against 5 of them? it's worse than Khitomer Accord.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
11-08-2010, 09:12 AM
Quote:
Originally Posted by faithborn
my fleet has no trouble with full carrier groups. (read: difficulty factor)
But that's TSI, us mere mortals lacking the crutch of the finest PvP squad in the game tend to suffer more than you do against them.

It's like saying just because Jesus Christ could cure cancer, everyone else shouldn't QQ about it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
11-08-2010, 09:52 AM
Quote:
Originally Posted by faithborn
have you ever played against 5 of them? it's worse than Khitomer Accord.
Gee... reminds me of the FVF (LOL!!) 5 Cruiser Pug teams.... Or Non Pug Teams I've seen out there..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
11-08-2010, 09:59 AM
Quote:
Originally Posted by Middlemore
But that's TSI, us mere mortals lacking the crutch of the finest PvP squad in the game tend to suffer more than you do against them.

It's like saying just because Jesus Christ could cure cancer, everyone else shouldn't QQ about it.
*sigh* Sadly this really is the argument being brought up. "Carriers are OP because a pug with no coordination can't beat them. And since most players are casual puggers, carriers need a nerf."

But yeah, I see the point since TSI is so good because they are touched by the hand of god, not because they put the time in to get better using resources available to everyone.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
11-08-2010, 10:14 AM
I think carriers would be easier to deal with if a few things happened.

Firstly, targeting mechanics do suck. Its painful trying to select anything in a field of mines and fighters and everything else.


Second, several science powers need fixes to better deal with this kind of targeting spam.

Gravity well is bugged and ends as soon as the target the well was fired at is killed. This prevents it from being used where it needs to be used, in the center of a swarm of fighters, when the carrier is not that center.

Scramble sensors needs to work against carrier pets 100% of the time. I'm still not clear what the exact issue is, but it has to work every time.

Tractor beam repulsors needs to guarantee a repulsor beam against your target if it is in range. This way you can push the ship you want to push, not some semi-random selection. A pushed carrier is hard pressed to get back into formation, and carrier allies are not going to be able to rush to aid.


And finally, some more escorts using scatter volley when they need to would be nice. Its very useful for fighters, it shreds them like paper. And in conjunction with this, heal your escorts/raptors please!


As it is, though, carriers are frustrating because there aren't many ways around the targeting spam due to buggy skills and UI suckage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
11-08-2010, 10:35 AM
Quote:
Originally Posted by Foxrocks
Scramble sensors needs to work against carrier pets 100% of the time. I'm still not clear what the exact issue is, but it has to work every time.
Why?

Scramble works as it should against them now. If you scramble a player they stay locked on to there target and keep firing. The same think happens to the Players pets. They continue to fire on there targets.. things like there mines will act as they are scrambled. If there target goes down while the player is scrambled there is a good chance they will grab a random target. Either killing themselves or shooting at another random player. With all the spam I will agree that this doesn't happen as often as you would like. However Scramble is still very effective on the carrier itself. With all the spam it is hard for a carrier to target themselves long enough to clear the scramble with a sci team. Bottom line Scramble is very effective against carriers... but it should never effect player controled pets like they where simple PvE ai toys.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
11-08-2010, 10:40 AM
Quote:
Originally Posted by Kilawpilath View Post
Gee... reminds me of the FVF (LOL!!) 5 Cruiser Pug teams.... Or Non Pug Teams I've seen out there..
oh no, you're thinking about it the wrong way. Sure, you may argue that it's a brick wall to play against and little gets done, but Khitomer Accord is a PvE grind and absolute Zergfest.

With an FvF full cruiser team you only have 10 ships in the fight. Numbers vary by 1-4 based on the amount of npc ships spawned.

With an FvK full carrier team you have (hyperbole , but not quite, warning) hundreds of ships. They clog up targetting and lag the hell out of computers. Sure, they're easy to kill with raw dps - but you replace them every thirty seconds. 5 carriers also produces substantially more DPS and spike capability than 5 cruisers.

If you think 5v5 cruiser matches are bad, try fighting a 5v5 carrier match. By the end of the match you will want to gouge your eyes out.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
11-08-2010, 10:43 AM
Quote:
Originally Posted by Husanak View Post
Why?

Scramble works as it should against them now. If you scramble a player they stay locked on to there target and keep firing. The same think happens to the Players pets. They continue to fire on there targets.. things like there mines will act as they are scrambled. If there target goes down while the player is scrambled there is a good chance they will grab a random target. Either killing themselves or shooting at another random player. With all the spam I will agree that this doesn't happen as often as you would like. However Scramble is still very effective on the carrier itself. With all the spam it is hard for a carrier to target themselves long enough to clear the scramble with a sci team. Bottom line Scramble is very effective against carriers... but it should never effect player controled pets like they where simple PvE ai toys.
because scramble sensors also changes player targets randomly. It behaves differently when it hits npc ships, carrier spawns, and player ships.

NPC ships - automatically change targets
Carrier ships - does not change targets if already locked.
Player ships - randomly changes targets.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 04:41 PM.