Go Back   Star Trek Online > Feedback > PvP Gameplay
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
Well, i got bored of complaining, so less try a new approach, let's bring some ideas in order to balance the new pets

- Tractor beam should not stack more than to 3 times
- Runabout tractor beam Coldown should be increased
- Attack Pattern Omega should work properly when more than 1 tractor beam is stacked
- Idem for Polarize Hull, is not working with multiple tractor beams.
- Chroniton Debuff should not stack
- Chroniton Movement Debuff time reduced from 10 seconds to 8seconds, with a 10seconds inmunity after is cleared.
- Shipon drones energy drain ability should reduce their effectiveness progressive with time (so u don't get all your power levels down to 0)
- Remove target subsystem from pets

Even with this changes, pets will be extremely annoying (and there are many other movement debuff besides TB and Chroniton in a normal PvP match: gravitic anchor, graviton pulse generator, all the skills that disable engines subsystem, etc..) but i think at least will be playable

Opinions?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-09-2012, 06:32 PM
This. Polarize hull should definitely be more effective with tractor beams, and tractor beams themselves should be limited to how long they stack. Otherwise, escorts will have a lot harder time in PVP. And yes, runabout tractor beam cooldown should be increased. Huh. I didn't know Attack Pattern omega canceled tractor beams. Will have to use it more.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-09-2012, 06:37 PM
The deployment cooldown is the bigger issue w/the pets, it's a way to get around any cooldown they have.

There's supposed to ba max drain to prevent all 0s. Not sure if it's supposed to be on the Holodeck yet.

How would the resist timers interact w/player boff based abilities? If 5 people decided to use up a Boff slot for TBs should they no long stack (not that you'd want to)?

There are other issues, including phaser procs, tric spam, ace beam spam, aux drain spam, decloak spam, shield drain spam, pretty much anything of any value you could give them would be OP in numbers.

To me the problem is they exist.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-09-2012, 06:51 PM
Quote:
Originally Posted by Iamid

How would the resist timers interact w/player boff based abilities? If 5 people decided to use up a Boff slot for TBs should they no long stack (not that you'd want to)?
You should not get affected by 5 tractor beams, that is not fine...the problem will be that tractor beams of diferent levels will stack (3 TB1, 3 TB2), so they will mix normal runabouts, with advanced runabouts.

Quote:
Originally Posted by Iamid

There are other issues, including phaser procs, tric spam, ace beam spam, aux drain spam, decloak spam, shield drain spam, pretty much anything of any value you could give them would be OP in numbers.

To me the problem is they exist.
ofc there are other balance issues.. A LOT of other issues, but this post is about PETS.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-09-2012, 07:07 PM
Quote:
Originally Posted by playhard88
You should not get affected by 5 tractor beams, that is not fine...the problem will be that tractor beams of diferent levels will stack (3 TB1, 3 TB2), so they will mix normal runabouts, with advanced runabouts.



ofc there are other balance issues.. A LOT of other issues, but this post is about PETS.
I was refering to pets and their abilities. Everything I listed a pet can currently do. I mentioned some player abilities (TB) as well b/c their's a different opportunity cost for those, and adjusting a pets ability may very well mean player's abilities/boffs get the same treatment b/c the tech may not exist to treat them differently.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-09-2012, 07:16 PM
I don't see a solution, you just can't squeeze toothpaste back into the tube.

After warping out of what *could* have been a fun FvF match (even a fun LOSS) because of the runabouts making it utterly unfun and then just logging off p'd off because I like the people I was fighting, like fighting to the death even in a 15-0 loss but absolutely did not like fighting them with all the spam from a carrier making my PvP match a PvPandE match to the point I very nearly just logged back in to say my goodbyes and then uninstall

They shouldn't have been released in their current state in the first place, This is the first time since joining (not that long ago I may add) that despite having found a great fleet to be a part of, having some fun with PvP and even buying some c-points that I have buyers remorse for the points I did buy and I'm actively looking for another title to spend my time & money on.

Maybe having spent *something* on this game is all Cryptic/PWE really needed out of me and my retention and/or opinion means nothing to them, If so then so be it, but I know if that's the case that not another single penny of mine will be spent on *any* title by Cryptic/PWE in future, and neither will I ever recommend any such title to any other person.

I play games when they are fun to me, I uninstall them when they become unfun.

As a pvp player STO has moments of greatness that are UTTERLY neutralized by sheer lack of foresight by the development team.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-09-2012, 08:08 PM
a runabout launch should consist of 1 runabout with 2 flanking shuttles. there, amount of tractor beams and chronos slashed to a somewhat manageable level. consider doing the same with deltas too.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-09-2012, 08:17 PM
Quote:
Originally Posted by playhard88
- Tractor beam should not stack more than to 3 times
- Runabout tractor beam Coldown should be increased
I think they need to be completely remade. Give them something that's fun for the carrier pilot without making any player opponents utterly miserable.

Ideas (that aren't necessarily great):
Point defense turrets/banks: They shoot down any incoming tricobolts/borg plasma balls of death
A weakened version of.. energy siphon, or boarding party or something? There's not a lot of powers I can imagine being that fair multiplied x8
Stick their tractor beams to greatly preference other pets/mines. Regardless of current player target. That way they grab tricobolts/felk'ri frigates/photonic stuff and escort/bird of prey pilots are allowed to actually play the game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-09-2012, 09:56 PM
Include mass in the tractor beam equation. A shuttle tractoring a cruiser should be dragged around by the cruiser like a chihuahua tied to a horse. Immobility certainly shouldn't be the result, no matter how many runabouts you have tractoring the ship. In this way runabout TB's would b useful against other runabouts and fighters, but a minor nuisance, (you can't run away from them!) to a starship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-09-2012, 10:04 PM
Quote:
Originally Posted by brian334
Include mass in the tractor beam equation. A shuttle tractoring a cruiser should be dragged around by the cruiser like a chihuahua tied to a horse. Immobility certainly shouldn't be the result, no matter how many runabouts you have tractoring the ship. In this way runabout TB's would b useful against other runabouts and fighters, but a minor nuisance, (you can't run away from them!) to a starship.
no kiding. they should be dragged around like anchors. the inertia score is what this should be based on, the lower it is the less effect there should be
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 10:45 PM.