Go Back   Star Trek Online > Feedback > PvP Gameplay
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
12-14-2010, 08:24 AM
Quote:
Originally Posted by mvs5191 View Post
New FoTM is going to be Gravity Well, I'm calling it.
No it is rubbish, only an inexperienced player would run that. For a ltcmdr or cmdr slot it is hardly even a nuisance even with a slightly improved pull, if that is the case, that skill will never catch on.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
12-14-2010, 08:27 AM
Quote:
Originally Posted by Ardept View Post
No it is rubbish, only an inexperienced player would run that. For a ltcmdr or cmdr slot it is hardly even a nuisance even with a slightly improved pull, if that is the case, that skill will never catch on.
I've had some great success using it in conjunction with Escorts/Excelsiors with Cannon: Scatter Volley. But to each his own, heh.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
12-14-2010, 09:31 AM
some really *#%lamers been doing that http://www.youtube.com/watch?v=PrNkpztOXcY
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
12-14-2010, 09:55 AM
Firstly, controlling how other players can play is very very powerful. Probably the most powerful effect you can apply in PvP. People know this instinctively, which is why stuns, roots, etc tend to dominate good PvP builds in any game.

Secondly, if anything is over used, it will be nerfed. Cryptic has done this before in STO, they will do it again to stun chaining. It does not matter if the thing in question has counters. This is just the nature of MMOG development.

So, I predict that there will be some sort of nerf to stuns. I do not know what form this will take. It may be a direct nerf to some or all stun durations, it might be the inclusion of more counters, or it might be the creation of stun immunity for a short while after you have been stunned. Regardless, a nerf is coming. We've seen the pattern before, and it always repeats the same way. It shall do so again this time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
12-14-2010, 10:02 AM
Quote:
Originally Posted by Zorena
some really *#%lamers been doing that http://www.youtube.com/watch?v=PrNkpztOXcY
Firstly, those are BoPs. BoPs rock, if flown right. Certainly the most versatile ship in STO, and possibly the most powerful.

Secondly, it is against Feds. Fed teams tend to be...lets say, "sub-par". I don't know if it is the ships, if it is the player mentality, or if it is the movement of the stars that causes this.

Thirdly, coordinating your team to work in concert = win. Many players working together is like one very powerful opponent.

Fourthly, controlling the ability of other players to play is very strong in any game. If a team is set up around this, and has good coordination in applying these powers, then their enemies can only act if they are given permission to do so. Would YOU give your enemies permission to win?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
12-14-2010, 10:14 AM
Quote:
Originally Posted by Zorena
some really *#%lamers been doing that http://www.youtube.com/watch?v=PrNkpztOXcY
Would not call it lame in the least.

I *would* call it a "Science Freak Show"
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
12-14-2010, 10:19 AM
I don't want to see it nerfed. I hate nerfs. Most abilities that get nerfed did not need a nerf, just needed a counter.

All CC's should have counters. Counters that are sharable by other players. For an example, if you get caught in my Eject Warp plasma, and you do not happen to have the counter needed to escape it, hopefully one of your team mates has whatever ability that is needed to break you free. If none of your team mates or yourself has said ability to break free, then that's just the breaks.

All CC's need counters that are sharable, because it is almost impossible to have counters to all CC's without gimping your resistance to some degree. Therefore CC breaking abilities need sharable counters. And these abilities need to be available *after* the affect takes place. None of this crap where it has to be active *before* you are hit by the CC. That's a bit ridiculous. If this were to happen, there would be no more need to nerf any CC ability. I hate nerfs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
12-14-2010, 10:30 AM
I don't like being shut down by Photonic Shockwave or Tricobalt mines anymore than the next player, but given the short stun duration and relatively small area of effect I'm not all that concerned about seeing them adjusted. I feel like the long cool downs on these compared to the short cool down on the current counter means that stun immunity might be too severe, effectively making the stunner waste a power for 45 seconds. Meanwhile, a person running Aux to Dampeners is immune and still has 15 seconds of a pretty decent buff with only 15 seconds of vulnerability.

I will concede that Tricobalt Mines last too long. The torps and mines can be avoided or destroyed and if you fail at that all of this can be overcome with decent support. Still when you take control from a player for 10 seconds at a time that is excessive. What if the stun duration was reduced to 2-3 seconds like the other stuns but the damage potential against hull was greatly enhanced? At least with resists up and average support the stun wouldn't last too long and the damage could be mitigated without making the Tricobalt Mine completely useless.

If another power is needed to counter this, either proactively or reactively, I hope that it is not lumped into something that people already use to clear 90% of debuffs. And rather than immunity, maybe it could reduce the length of the stun based on Auxiliary power so that the stuns aren't wasted but the player can mitigate the amount of time they are powerless.

As for the main issue here, there is some logic. The problem is that no one really wants to hold back, and why should they? But then again, if PuGs are getting stomped relentlessly from the start the pool is going to dry up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
12-14-2010, 10:55 AM
Quote:
Originally Posted by Wraiven View Post
All CC's should have counters.
All CC's need counters that are sharable, because it is almost impossible to have counters to all CC's without gimping your resistance to some degree. .
I agree cc should have counters, but if every cc counter is sharable or is on such skills that everyone already carries multiples in groups then what is the point of having cc at all.

You can take the counter if a particular cc is a problem for u, such as omega for a tac to prevent movement restictors and in addition gives a turn rate speed and damage buff. If you want beta then take PH if you dont want to take either omega or PH then get stuck.

It is already very easy to counter almost every skill at ltcmdr and cmdr with lt and ensign skills as it is and most of those are already shareable.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
12-14-2010, 11:09 AM
Aux to Dampeners, use it. I have it on my fleet escort, and when im in Kerrat or FvK I have it on. I listen for buffs/ the decloaking sound effect while hovering over it and click it right away. Easy. Its even easier when your team is dropping a minefield.

I have to give up either a AuxSIF I, EPTS II, ENG II, RSP I, etc. to use it, but thats how it works. Is the shockwave counter worth losing these powers for? If you dont think it is, then dont complain.

Chaining shockwaves takes a coordinated team. It requires a coordinated team to stop it (or Aux to damps and then it makes 1-5 bird shockwaves useless). If you PUG thats your own problem. I am all for doing whatever it takes to discourage pugging to force people to get some friends and get some better teams out there.


If you want to counter it, you have to give up Aux 2 SIF. That is the tradeoff. Remember that Birds are using a LTC Science slot (atleast) to use it. That means theyre either taking LT ENG or LT Tact instead. However, people dont want to give up their precious tank heals to counter something, so just complain until a power you already use counters that as well (much like how eng/sci teams heal 90% of the effects in this game)
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 09:00 AM.