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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
07-12-2011, 04:08 PM
No need to stand corrected sir. I've read lots of your advice on the forums. I do favor et3 and st3 tho. Not tt3. I tried but, meh. Of course it's all 80% piloting and timing I think.

Btw. I wait 12 sec and hit respawn a ton. To get more practice piloting
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22 Heheeheh Ground
07-12-2011, 04:24 PM
[quote=drkfrontiers]I recently respec-ed my (sci) build to take into account ground abilities. Perhaps shaving down some of the point allocation from 7 to 5 in certain areas could account for it. But I am truly not sure.
QUOTE]

OH really hum anyone? anyone?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
07-12-2011, 04:41 PM
[quote=AKfourtyseven]
Quote:
Originally Posted by drkfrontiers
I recently respec-ed my (sci) build to take into account ground abilities. Perhaps shaving down some of the point allocation from 7 to 5 in certain areas could account for it. But I am truly not sure.
QUOTE]

OH really hum anyone? anyone?
A friend of mine doesn't spend a point passed the 3rd teir and he stomps everyone I know in 1 on 1 duels space pvp. Bullcrap if you ask me but I'm just a numbers guy who tries really hard to be a decent pilot.

Problem is that his numbers just aren't what they should be sometimes in 5v5.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
07-12-2011, 05:31 PM
Heya horizon, I look forward to our next match. Unfortunately half our fleet took a break since season 4. Let's set something up once everything works right? Lol...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
07-12-2011, 06:15 PM
Quote:
Originally Posted by fallout23 View Post
Heya horizon, I look forward to our next match. Unfortunately half our fleet took a break since season 4. Let's set something up once everything works right? Lol...
Yeah I hear ya. Colonial numbers are down a bunch. Cleared out inactives for 45 days and we are now under 150 active. Which isn't so bad but some guys are in Europe so timing is tough. And we may get one or two out of 20 that even desire to pvp. But yeah, not seeing that your subnuked will tick ya off enough to put it down for a while. Later man.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
07-13-2011, 01:58 AM
Quote:
Originally Posted by drkfrontiers
How could one not notice the 15% boost? and then the modifiers on top of that if your in an escort running 4x DHC's?
This might help you understand why it is not as big as it sounds:

http://forums.startrekonline.com/sho...84&postcount=5
Quote:
Originally Posted by CaptainGeko

Here is part of the basic formula: BaseDamage X (1+ sum of all DamBonus)
Let's say you have a weapon that does, say 25 damage (I'm making this value up, but its probably similar to the turret in question).
Itís a mark 11, so it has a natural DamBonus 1.05
You are probably in a tier 5 ship that grants a DamBonus of 1
You probably have skills that grant a DamBonus of around 1
Each Damage enhancement has a DamBonus 0.1
As you see, it's not 15 % of the total damage it had before. It's 15 % of the base damage it had as Tier 1 weapon, that are added to whatever you had before.

If you take the Mark X weapon with your weapon skills maxed out, this would effectively mean you get a +1 DamBonus fon your skills and a +1 DAMBonus from the Mark, a +1 DAMBonus from Ship (this one is odd, I never noticed it before!).
So your "old" damage would have been around BaseDamage x 4. The "new" damage is BaseDamage x4.15. That's only a 3.75 % increase in anyone's total damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27 I hear you brother!
07-13-2011, 09:51 AM
Quote:
Originally Posted by Cattivo80 View Post
I've been having similar issues with my defiant. I used to be able to stick around a little bit after a kill and go after the next target, but if I want to survive since the patch, it seems I have to go pure hit & run. The covariant nerf and damage increases really hit me hard. I guess I have to adapt, but it's frustrating that after six months of work I just got the build as perfectly as I could get it and was pleased with it, and now I probably have to change it. It's almost like getting the short end of the stick in a way.
Uhm, back to the good old drawing board, mabye even time to rummage through some of my older builds!

Thanks again for a "fantastique" community. Always there when a noob need help! If anything this is a win. Not everyday that Hale drops into a thread.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
07-13-2011, 07:54 PM
I've gotten sick and tired of PvP myself. No matter how I set my ship up or play this is pvp :

1)BOP decloaks, fires on ship/drops shields
2)BOP engages photonic shockwave
3) BOP finishes off ship then cloaks
4) rinse, lather, repeat


And my toon is decked out in ship engineering tier skills, running TWO nuetroniums allo mk xi blues , full aegis and I am always moving. I dont mind a good fight, but this has officially become rediculous!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
07-13-2011, 08:00 PM
Due to diminishing returns you will notice that very rares are *substantially* less than the 15% bonus damage that was quoted. You may eek out a few (i.e. single digit) DPS increase in them.

Also, everyone got a free respec with Season 4. Space combat is largely unchanged -- to best of my knowledge no abilities were altered except cloak bug and FAW.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
07-13-2011, 08:19 PM
Quote:
Originally Posted by whamhammer View Post
I've gotten sick and tired of PvP myself. No matter how I set my ship up or play this is pvp :

1)BOP decloaks, fires on ship/drops shields
2)BOP engages photonic shockwave
3) BOP finishes off ship then cloaks
4) rinse, lather, repeat


And my toon is decked out in ship engineering tier skills, running TWO nuetroniums allo mk xi blues , full aegis and I am always moving. I dont mind a good fight, but this has officially become rediculous!!!
TacTeam will solve a LOT of your problems.
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