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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
07-13-2011, 07:34 PM
the only real game changing things i've noticed- buffs/debuffs dont show up 100% of the time, i've been hit by snb's lately and the only clue is long recharge rates on powers that dont normally have them (no more snb icon all the time) same when targeting things, the buffs go away but the icon wont show even though they got hit by it.

also the target assist not working properly, i can now shoot one target and use science powers on a target thats different from the one i'm targeting.

+ target assist again, this time with healing/team support powers. you used to be able to heal the target of an enemy but now you have to manually select them for the heal.


also a quick heads up on that bonus damage from rarity. the bonus is applied after any -dmg- modifiers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
07-13-2011, 07:35 PM
Only read the OP's first post here, so only replying to that.

Your support build seems useless with the changes?

I'm guessing by support you're a cruiser with mean heals and a med to high dps.

I have been PVP'ing in my Star Cruiser for over a month prior to Season 4 (engineering capt). It was built for support, to heal multiple times and still have more heals left, a few self only but mostly $target ally heals.

Then tactical team for further defence and high yield torp II.

Tetryon/quantum weaponry

It did very well prior to Season 4....and does even better in Season 4.

But ground? Ground I did have to re-gear, and is also, for me, much easier than pre-season 4.

I do believe its more player tactics need to change rather than whine with every re-balance. Some builds swap over fine, sometimes you may need to respec, practice and respec again whilst trying a few tweaks to your old tactics.

MMO's will change skills and buffs, debuffs over time. You can't ever expect in an MMO that your golden build will remain golden whilst MMO's continue to refine their game until servers shut down.

It comes with the territory, and is a good thing really, keep YOU/US from going stale.

Also, purple weapons get a 15% or such bonus damage, so if you're not boasting purple mk XI gear now, then that's why you're getting beaten down...pre-season 4 you could be more competitive under-geared.

Now you need to be purple weapons and teal consoles at minimum, unless you're quite an exceptional player that is.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
07-13-2011, 07:51 PM
I agree with fallout in the sense that I'm only seeing the hard core pvp'ers as of late, the whole game feels a bit empty atm...but I'm confident it will pick up a few patches down the road (Q system, Stability, UI, Connection).

Another thing aside from the shield nerf that may be influencing your defeat outcomes is the lean towards a bit more crowd control FOTM builds as a result of the crazy amounts of Heals/resistance stacking available in game.

PvP in sto is ALWAYS a work in progress, I learn something new everyday, and all my toons require a "refit" as it were to bring them "current"...such is the nature of an evolving mmo, don't give up, just pew pew.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
07-13-2011, 07:53 PM
Quote:
Originally Posted by mvs5191 View Post
TacTeam will solve a LOT of your problems.
How can Tac team solve my problem if I cant hit any buttons because of the photonic shockwave?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
07-13-2011, 07:57 PM
Quote:
Originally Posted by whamhammer View Post
How can Tac team solve my problem if I cant hit any buttons because of the photonic shockwave?
Aux to Dampeners will solve that prob ....also moving is a nice tactic, too many feds like to sit still.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
07-13-2011, 07:58 PM
Maybe hard in an escort, but you can always have shield and hull dmaage resists from skills running 100% of the time which has made my unable to click skills whilst stunned or whatever from any enemy skill, meaningless really. I haven't yet died from a paralysing attack in season 4.

Unless it was a paralysing attack followed by all 5 members of the enemy shooting, in which case it still takes a while.

Shield and hull resists, get them overlapping 100% of the time. And use brace for impact often.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
07-13-2011, 08:08 PM
Quote:
Originally Posted by whamhammer View Post
How can Tac team solve my problem if I cant hit any buttons because of the photonic shockwave?
You'll usually get hit by something (Beam Overload, most likely) before the shockwave hits you - that's the perfect time to use TacTeam. Turn those 10k+ shields into one huge 40k+ (more with resists) facing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
07-13-2011, 08:13 PM
Quote:
Originally Posted by Rafeism
Aux to Dampeners will solve that prob ....also moving is a nice tactic, too many feds like to sit still.
Im always moving at full speed (not full impulse). Im running a 16.2 turn rate on an Excelsior, so I have no reason to just sit there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
07-13-2011, 11:39 PM
Quote:
Originally Posted by PhyrexianHero
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.
There aren't any diminishing returns with damage strength bonuses. What there actually is that damage multipliers are added together before they are applied to a weapon's base damage.

Total Damage = BASE_DAMAGE (MK0 Weapon) x (1 + DAMAGE BONUSES)
DAMAGE BONUSES:
  • Total Weapon Skill / 100 (so +1 if you maxed the skill and an extra few from tactical consoles)
  • MK x 0.1
  • TIER x 0.2 (or some such, I didn't know that before, but CaptainGeko said this)
  • 0.1 x DMG Mod
  • 0.05 x NON_DMG_MODs (that's the rarity modifier effectively)
  • Any Mods from powers.
(Source

As the first 3 modifiers already lead to a total of 4 x the original base damage, it's no surprise that the bonus from the rarity doesn't do much more.

The only thing that appears now to be multiplied with this is the bonuses from energy levels. (Which explains basically why weapon power is so incredibly important to have, if it was just one of the regular damage bonuses, it would be far less noticeable!)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
07-14-2011, 12:57 PM
Having an omega up and running will also stop those pesky PSW's.
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