Lt. Commander
Join Date: Dec 2007
Posts: 120
# 81
05-24-2011, 08:05 PM
Quote:
Originally Posted by matteo716 View Post
1v1 is the worst way to test if powers are overpowered in this game.
Yeah, I think I'll disagree also. Ok, so Sci ships spamming the same power are OP and more than 2 crusiers spamming FaW are OP. Lets get to the largest DPS culprit of that measure then, 5 escorts spamming SC, if they are all in the same direction and have the same 3 ships targeted, you can pretty much bet on all 3 ships going down, fast. So, do we yell NERF on all of that?

In fact, Cryptic is doing just that via development, I believe. They have made the best teams that I have seen here lately include ALL profs and ALL ships classes via every one being needed for something else the other team may or even may not be doing. That is very good development and balance.

There basicly IS NO way to balance without 1 v 1 as 5 of anything spamming anything is a problem to the other team.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 82
05-24-2011, 08:26 PM
Quote:
Originally Posted by Esquire View Post
Yeah, I think I'll disagree also. Ok, so Sci ships spamming the same power are OP and more than 2 crusiers spamming FaW are OP. Lets get to the largest DPS culprit of that measure then, 5 escorts spamming SC, if they are all in the same direction and have the same 3 ships targeted, you can pretty much bet on all 3 ships going down, fast. So, do we yell NERF on all of that?

In fact, Cryptic is doing just that via development, I believe. They have made the best teams that I have seen here lately include ALL profs and ALL ships classes via every one being needed for something else the other team may or even may not be doing. That is very good development and balance.

There basicly IS NO way to balance without 1 v 1 as 5 of anything spamming anything is a problem to the other team.
Ok, so going on that. 5 of anything is horrible way of balancing things as well. Take healing, one healer can keep himself alive in a 1v1 almost indefinatly. How's that going to balance damage in a team setting? All it takes are 2 healers to practically make a team invincable. Why do you think some of the best fleets use so much cross healing in games. Too much of anything is a bad thing so when you balance on 1v1 you don't take into consideration just how powerful powers can be when used in a team effort.

I stand by my statement, 1v1 is one of the worst ways to balance a game that revolves around a team effort to win. This I think is a major issue with pvp and pve as well, everything in pve directs us to be a solo player so when it comes time to act as a team most people don't know how and get overwhelmed by people that know what they're doing and how time abilities to make the most of the "limitations" imposed by nerfing/adjusting whatevering....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 83
05-24-2011, 10:15 PM
Quote:
Originally Posted by Hi_ball View Post
The problem with any ship-wide stun is seen every day in PvP. It's called the BoP burst. If you PvP agaiinst Klingon's you know what I'm talking about.

Stun powers should be removed or there should at least be a counter power.
Auxiliary to Dampeners?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 84
05-24-2011, 10:28 PM
Quote:
Originally Posted by Esquire View Post
Yeah, I think I'll disagree also. Ok, so Sci ships spamming the same power are OP and more than 2 crusiers spamming FaW are OP. Lets get to the largest DPS culprit of that measure then, 5 escorts spamming SC, if they are all in the same direction and have the same 3 ships targeted, you can pretty much bet on all 3 ships going down, fast. So, do we yell NERF on all of that?

In fact, Cryptic is doing just that via development, I believe. They have made the best teams that I have seen here lately include ALL profs and ALL ships classes via every one being needed for something else the other team may or even may not be doing. That is very good development and balance.

There basicly IS NO way to balance without 1 v 1 as 5 of anything spamming anything is a problem to the other team.
The purpose of balancing 5v5 vs 1v1 is some powers scale better as the number of enemies go up and most fights are 5v5 or greater. Tach Beam, VM, and Tractor Beam, BO, CRF don't scale very well. Sure 5 ships who ff on 1 ship will give that 1 ship problems regardless, but there are 4 other ships out there which may have powers whose impact scale well. Those 4 other ships could be using abilities like w/FaW, SS, and CSV which scale better w/enemy numbers.

Yet, from those cannons have greatly reduced damage as you get out of 5km range, limited firing arc, and they tend to miss more often. So, there are a variety of ways to evade/escape CSV if you're aware and quick (never seen anyone complain this is OP). If your team stays spread out SS spam becomes less likely to effect all ships and allies can then chain sci teams (for some this is too OP). Team FaW on the other hand creates a 10km radius sphere of massive dps which can't be avoided in arena maps and has few counters compared to tactics/skills it counters (the imbalance imo).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 85
05-24-2011, 11:16 PM
Quote:
Auxiliary to Dampeners?
You wrote that as a joke right?

It runs 15 seconds on a 30 second cooldown that is shared with the other aux powers. Add to that the fact the BoP's have cloaks and you have to have it running before they burst even though you can't see them coming.

It's not even close to being a real counter.

BoP burst is the current "I win" button. When timed correctly it can take down any ship in the game in 5 seconds.

Don't worry, if it hasn't happened to you yet it will real soon. More and more BoP's are doing it every day.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 86
05-24-2011, 11:26 PM
Quote:
Originally Posted by Hi_ball View Post
You wrote that as a joke right?

It runs 15 seconds on a 30 second cooldown that is shared with the other aux powers. Add to that the fact the BoP's have cloaks and you have to have it running before they burst even though you can't see them coming.

It's not even close to being a real counter.

BoP burst is the current "I win" button. When timed correctly it can take down any ship in the game in 5 seconds.

Don't worry, if it hasn't happened to you yet it will real soon. More and more BoP's are doing it every day.
But BoPs are predictable, especially if they have fleet name...if you pvp enough you will known when "you" would hit PSW, and in this moment use aux to dampeners..works wonders really...

If you hear decloaking sound, just EptS and Aux to Dampeners...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 87
05-24-2011, 11:44 PM
Quote:
Originally Posted by staalker View Post
I disagree. Since we are talking about Science here, I'll use that. A single Sci ship will have a very hard time spamming you with the same skill. When you get two or three ships together, that changes. Most people would say that PSW is very balanced these days. But it's abusive when you get it from three or four players.

So we nerf PSW more to make it less viable to a team, then it's practically useless unless you are using it as a team.

The issue with Sci spam is easily solved, as I have said, with immunities. If I hit you with a PSW, you get stunned. There should be a period of time after that in which PSW can't stun you again. Say 10 seconds. That way, the sceond ship coming in can't PSW and Tricobalt you again.
That is exactly how it is now. A few weeks or months back, a temporary Stun immunity after a stun expired was added.

I am not positive if this change made it as well, but I think Aux2Dampeners can also be used to dispell stuns (e.g. being used while stunned).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 88
05-25-2011, 12:40 AM
Quote:
Originally Posted by Hi_ball View Post
BoP burst is the current "I win" button. When timed correctly it can take down any ship in the game in 5 seconds.
Do you hear that QEW? Come back! Your ships are "I win"-material again! Khaaaaarn!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 89
05-25-2011, 03:20 AM
Quote:
Originally Posted by Hi_ball View Post
You wrote that as a joke right?

It runs 15 seconds on a 30 second cooldown that is shared with the other aux powers. Add to that the fact the BoP's have cloaks and you have to have it running before they burst even though you can't see them coming.

It's not even close to being a real counter.

BoP burst is the current "I win" button. When timed correctly it can take down any ship in the game in 5 seconds.

Don't worry, if it hasn't happened to you yet it will real soon. More and more BoP's are doing it every day.
15 seconds is all that you need to negate the LoLBoPper his one-shot.

But there are several other funny ways to counter StunBoPs:

- Be Prepared and Alert. Stun LoLBoPs one-shot ONLY unprepared targets.

- A simple Tactical Team 1 activated as soon as you see the bop decloacking will negate most of it's cannon damage, and the subsequent PSW + HY (or Tricobalt) won't be fatal.

- PSW has a 3 km range. It you manage to pop a Engine Battery, Evasive Maneuvers, EptEngine or Deuterium the LoLBoPper won't be able to stun you, and his Cannon Alpha Strike won't be as deadly, since cannon dmg rapidly decreases with distance.

- Have a Chroniton Torpedo mounted on your ship's aft on perma-autofire (AutoFire: MAINTAIN) and bind a key for "Target Nearest Enemy". Even an unskilled Tricobalt on aft will do, but only if the LoLBoPper is using CRF. CSV will destroy your Tricobalt immediately.

- An unskilled Tractor Beam Repulsors | can push the LoLBoPper out of PSW and maximum cannon dmg range.

- A LoLBoPper whose Alpha Strike one-shot has been negated is primed for PLOWING.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 90
05-25-2011, 05:16 AM
Quote:
Originally Posted by mancom
Do you hear that QEW? Come back! Your ships are "I win"-material again! Khaaaaarn!
Time for a come back!
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