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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
11-30-2010, 09:53 AM
Quote:
Originally Posted by Captain Data
SNB does not bother me. Sensor scan stacking with beta stacking does, it makes go from duranium to paper in seconds especially with 5 man Sci teams that all the premades like OoV, TSi and many of the klingon fleets like to run.
Pure exaggeration. I only know of one time when TSI ran a 5 sci team and those were the only people online. TSI running two sci might seem like five though

Although I will admit that one of the more solid setups is an Eng star cruiser, two Sci Intrepids, one sci Nebula, and one Tac cruiser. Any variation of that - but it's usually 2 or 3 sci.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
11-30-2010, 10:01 AM
Quote:
Originally Posted by SteveHale View Post
w000t! Don't forget to take your carrier and all it's little pets with you!

>XD
Which Carrier
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
11-30-2010, 10:12 AM
We can address cruisers as soon as we address single escorts doing 40+k damage a second. I think it was summed up quite nicely in a tribble thread. Escorts buffed their damage, cruisers responded by buffing resistance, escort buffed even more, cruisers in return...

But seriously, we're talking SNB here. Is it so wrong to talk about some minor adjustments? After all, was SNB supposed to give my phaser beams an 8 second cooldown between fire cycles?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
11-30-2010, 10:14 AM
I'm leveling up a Sci/Escort now...mainly because I've already go an Eng and Tac didn't interrest me.

SNB is is VERY handy to be sure....but like Sevenstarr (Dakota) said: an 'I win' button it ain't. Well timed, its lethal...but you need to wait for the right opportunity...like when someone only *just* got their buffs up in time to keep themselves alive. Dakota is correct that just pacing your buffs and good teamate support is the best SNB counter and works very well.

Getting hit at the wrong time with SNB is a death sentence...but the same is true with regards tp any well played ability. A well timed photonic shockwave will do you in...a well timed shield proc is lethal...or a well timed beam overload 3...

Quote:
Originally Posted by Cursix
But seriously, we're talking SNB here. Is it so wrong to talk about some minor adjustments? After all, was SNB supposed to give my phaser beams an 8 second cooldown between fire cycles?
But I do however, agree with this. I don't see why SNB needs to affect weapon cooldowns as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
11-30-2010, 11:05 AM
Quote:
Originally Posted by Kilawpilath View Post
Holy Pitchforks and fire Batman!

Make a suggestion about SNB and they all come out.. Yeesh.. And some of you act like I don't play a sci.. I'll pretend I don't hear those voices shouting.. Because it's silly since I have a sci listed in my profile down there.

The Suggestion made was simply that. A suggestion.. So put out those fires and put down the ptich forks..

The Idea was that it suppressed the buffs, but their timers would still be going. It would at least force people to need a science team more. But hey, if the community is so venomously against that Idea, so be it. I'll go run and hide under some fire retardant bushes.

At least I tried.. :p
Hide as you like, We will not rest until we have your head on a spike.



[/Not a death threat.]
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
11-30-2010, 11:24 AM
Well, most was said already. But I also say, SNB is in fact overpowered. There is no other cpt ability which is that vital to the outcome of battle and that's pretty much it.

Fix those weird resist stacking mechanics and SNB won't be the ultimate answer anymore and no longer degrade the other career paths.

: Oh and I almost forgot: Why in the world do people think, the fact, that sci has been nerfed in the past would be an argument concerning upcoming nerfs? If it's op'ed it needs nerfing, if it's still op'ed even more. Doesn't matter. What kind of logic is it, to think nerfing has to stop, just because it has already been nerfed?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
11-30-2010, 11:32 AM
It's a 3 Mins cooldown, and I have hardly seen it used with any sense of purpose. You still see it being fired as soon as somebody fires an RSP, even if it's an escort that can only have it up for like 6 seconds.

It's useful against those pesky escorts with a line of buffs as long as the trans-siberian express; It's useful when you find the ultra-resists equipped cruiser.

Honestly, I would see a modification to the SNB when Escorts will be made so they can't drop anything in range in 3 seconds flat and Curisers won't be able to tank 4 opponent's focused fire anymore.

One thing that could be done, however, is to have SNB changed into a Sci ship skill instead of a captain's one...I see how a full DHC equipped Escort with Attack Patterns and CRF could become even more annoying if it also fires a SNB.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
11-30-2010, 11:33 AM
SNB is a staple skill in pvp.

It is the only crap in the game that can deal with lawlstacks of shield resists. Other answers like TSS (if you think i'm talking about the deflector skill, you're new to the game) got nerfed to the ground. There is only one way to reduce shield resistance - other than outright removing the buffs - that is in the game. The other one ceased to be viable a long time ago, oh god was it season 1.2?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
11-30-2010, 11:44 AM
leave snb alone... It is not that big of a deal! If you have teamwork SNB becomes almost useless. someone gets sub nuked and then their temates buff the shiz out of em... seriously... with all of the buff stacking in this game..... SNB is the only counter... snb when used in an escort can be hard to work around but in all honesty.... sci's just fit better in sci ships... I can see maybe a change allowing for a resist for 30 seconds so that full snb teams have to wait to use snb twice on one person. But I cant see a change to the skill itself being beneficial due to the insane buff stacking in the game as it is now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
11-30-2010, 12:03 PM
Quote:
Originally Posted by Kilawpilath View Post
One thing I've noticed, and not just lately, but over the time in the game since beta, is the increase in science officers.
Get rid of resist stacking and you will see a decrease in science officers, IMO. SNB is the only thing that can deal with it directly.

Quote:
Originally Posted by h3llr4iser View Post
It's a 3 Mins cooldown, and I have hardly seen it used with any sense of purpose. You still see it being fired as soon as somebody fires an RSP, even if it's an escort that can only have it up for like 6 seconds.

It's useful against those pesky escorts with a line of buffs as long as the trans-siberian express; It's useful when you find the ultra-resists equipped cruiser.

Honestly, I would see a modification to the SNB when Escorts will be made so they can't drop anything in range in 3 seconds flat and Curisers won't be able to tank 4 opponent's focused fire anymore.

One thing that could be done, however, is to have SNB changed into a Sci ship skill instead of a captain's one...I see how a full DHC equipped Escort with Attack Patterns and CRF could become even more annoying if it also fires a SNB.
No offense, but the better teams coordinate SNB and I don't know how to pop some players without it.

This is comedy, right?
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