Go Back   Star Trek Online > Feedback > PvP Gameplay
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
I'm finding it incredible difficult to kill any ship that have 1 or more copes of extends shields on it. ES3 alone is enough to keep an escort in perfect health even with 3 ships firing dual heavy cannons on it with all the attack buffs. There needs to be a limit on its ability. Like, once you loose it from going out of range or SNB, that ES will not work on you any longer. Even DEM didn't break through the shields to do any hull damage. This is killing game play when a 5 man team cannot kill one ship because of ES on it. Cryptic, please look at lowering its effectiveness some to level the field.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
08-07-2011, 11:27 AM
ES 3, maxed out, is around 42-43% shield resist plus a small regen per second. That's not as big of an issue as SciFleet, though, which can get up to 60+% resist for the whole team.

ES does have counters though; stun the ship casting it, target the caster's shields, or push them 7.5KM away from each other. Also consider that once you've ES'd a target, your ES is stuck there for the duration. Try switching targets once you see an ES go up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
08-07-2011, 11:42 AM
They can be stacked together and that's an issue. I'm not calling it abuse or cheating but I know premades sometimes have 3 or 4 copies floating around...That's near impossible to kill anyone then. Pushing them from range works and should interrupt it if they come back in not allow them to pick it back up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
08-07-2011, 11:01 PM
If the whole team is extending 1 guy..

Don't shoot that guy.

It is not like they can just throw ES on your next target instantly. It is 30 seconds to run out.. and 15 seconds to reuse ( I think..... tired lol)

That means for 45 seconds everybody else DOES NOT have ES on them.

Shoot those guys.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
08-08-2011, 06:59 AM
Quote:
Originally Posted by mvs5191 View Post
ES 3, maxed out, is around 42-43% shield resist plus a small regen per second. That's not as big of an issue as SciFleet, though, which can get up to 60+% resist for the whole team.

ES does have counters though; stun the ship casting it, target the caster's shields, or push them 7.5KM away from each other. Also consider that once you've ES'd a target, your ES is stuck there for the duration. Try switching targets once you see an ES go up.
It seems to me that extend is better than sci fleet (for a single target anyway), we did some very basic testing yesterday, not really about ES or sci fleet, but it was much easier to kill a target with sci fleet on than extend on.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
08-08-2011, 07:08 AM
Quote:
Originally Posted by FurQue
It seems to me that extend is better than sci fleet (for a single target anyway), we did some very basic testing yesterday, not really about ES or sci fleet, but it was much easier to kill a target with sci fleet on than extend on.
Because of the regen? IIRC, it's somewhere around 200/sec for 125 shield power ES3 (with 42%resist). For comparison, full spec/Aux TS3 is around 330 regen/sec with 25% resist.

ScilFleet just has the resist and Ops bonus.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
08-08-2011, 07:08 AM
I think when we did it, he had es and sci fleet up at the same time. But you cant tell because UI is broken lol
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
08-08-2011, 07:31 AM
Quote:
Because of the regen? IIRC, it's somewhere around 200/sec for 125 shield power ES3 (with 42%resist). For comparison, full spec/Aux TS3 is around 330 regen/sec with 25% resist.

ScilFleet just has the resist and Ops bonus.
The heal is bigger than I remember, that could very well make a notable difference between ES and PF. Each of these regained hit points also benefit from the increased resistance, after rall.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
08-08-2011, 10:02 AM
Yeah, I experienced this wagon wheeling premades before. It's smart, but also lame. This stacked with Science Fleet Buff, makes it incredibily hard to do. Then factor in the Hazzard Emitters, those people aren't going down.

I still think Cryptic should revamp Extend Shields to the canonical version. If you are extending your shields around another person or object, they are mostly protected from damage, but at the same time your own shields are weaker and taking the damage (after all its your shields that is wraped around the target). Right there prevents wagon wheeling and properly risks the caster to become the next target.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
08-08-2011, 10:21 AM
Let's not forget, the best way to stop an extender.. Photonic Shockwave. :p

Yeah the shield resist buff from 5 Scis rotating their Sci fleet can get really silly. Just imagine 5 Scis, 2 Negh'var/Vor'cha-R and 3 Vor'quv.. :p
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 02:58 AM.