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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
05-20-2012, 03:58 PM
it is needed to cut down on people going into stuff not ready for
yhere ways to get around it adapt to it
it is new so they are still woring on it
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12 reply
05-20-2012, 11:02 PM
well it make the s[ace the cure almost unplayable . raptors pop up or negs and one shot everyone then while guys are stuck behind stupid timer the borgified klingons walk over and kill kang . forget about the opyional nsince the respawn timer has hit i havent seen a completed the cure on elite no matter what we try most of us get stuck behind the timer leaving one poor sap trying to defend the kang.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
05-21-2012, 08:02 AM
The spawn timer sucks when you are in an elite with a team that doesnt heal anyone but themselves.

Its a little annoying always trying to do the damage, while healing myself with 2 or 3 sci/eng flying around in their cruisers ignoring my degrading hull and shields.

If people learned how to play as a team the timer would be nothing.

fyi, even though I am a tac in a grumba I HEAL OTHERS! Do the same you greedy people holding onto your heals just so you can throw them on right before you explode.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
05-22-2012, 03:18 PM
Quote:
Originally Posted by Raudl View Post
no cube can oneshot a good tank...escorts yes, and the respawn time is there to make dying a penalty. If you die more than 3 times in an elite stf or even a normal stf you really need to improve your ship/skill...everything.

So the respawn time increase is only there to make surviving a more reasonable goal. and give tanks that get the aggro and survive a cube/gate pounding on them an excuse to even exist in stf's.
Sadly that bit of information didn't reach most of the cruiser captains up to now.
This is no longer true or accurate. Borg ships still consistently one shot escorts, regardless of build or skill distribution. This does not add elements of anything to the game except failure. Failure to design a proper challenging mechanic instead of 'we're not capable or competent enough to generate a real challenge, so we'll just make giant bags of hit points that one shot you regardless of your skill or build".
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
05-22-2012, 03:36 PM
I had a borg cube one shot me recently with my Oddy, and my Oddy is no slouch. 57khp 15k shields, used brace, subspace, and had neutronium for the extra resist and still got hit for 127k.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
05-23-2012, 02:40 AM
What the timer encourages is rethinking both your own strategy as well as your team's, and making non-dps skills and builds viable again.

When I fly my carrier, I use the Advanced Stalkers combined with Energy Siphon to pretty much shut the cube's damage down (put them on intercept to take care of torpedos). Just about anyone can tank the cubes then.

If you pull too much aggro, try holding off max dps for a moment. Add a defensive skill. Play together with a buddy who's got threat generation or heals. In fact, for some players I could even recommend not sitting still while fired upon. :-)

Seriously, there are plenty of ways to cope with this. But seeing as how escorts have always looked down on non-escorts for not doing enough dps, you can't deny that there may be a reason othr captains are less sympathetic with the kamikazi pilots.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
05-23-2012, 06:14 AM
People were capitalizing on the blast radius of the cube's heavy plasma torpedo, which used to crit for a nice 100k-200k kinetic damage, by detonating it point blank with the cube whereupon it'd deliver relatively minimal damage to the player and massive damage onto the cube, often bringing it to 20-10% from 100% hp or, in extreme cases, outright killing it.

Most players didn't know how to tank it too well, though, and got killed alongside the cube. Which begun to circulate among many novices as an easy cop-out kamikaze attack to drop a cube then quickly respawn and get back into the action.

Thereby, an accumulative incremental time-out death penalty was levied.
Also, they said they raised the chance of loot drop (maybe they toned the dial by 0.001%).

Since then, the HPT was nerfed and kamikaze is now rather useless.
So, basically, you're screwed...and mostly for nothing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
05-23-2012, 06:18 AM
Quote:
Originally Posted by Badname834854
It was supposed to be a trade off for a minuscule bump to the drop rate of elite gear. I don't think it was an equal trade.
Raw deal - I've still yet to encounter a prototype drop.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
05-23-2012, 06:43 AM
Quote:
Originally Posted by King_Moloch View Post
This is no longer true or accurate. Borg ships still consistently one shot escorts, regardless of build or skill distribution. This does not add elements of anything to the game except failure. Failure to design a proper challenging mechanic instead of 'we're not capable or competent enough to generate a real challenge, so we'll just make giant bags of hit points that one shot you regardless of your skill or build".
Not true at all. I've been hit many times and haver never been oneshotted (close but no cigar). If you are dying at fullor even near strength, it's either a gear or pilot skills question; nothing in the STFs can be considered overpowered considering the ease of getting the right gear and the ready availability of information on how to loadout your ship properly.

And the timer prevents zerging if nothing else. It annoys the leet kiddie faceroller crowd just as it does in all games that have the mechanic, but it ups the challenge level and forces you to use a bit of strategy and tactics, which in turn makes STFs worth doing. Otherwise, it just becomes people mindlessly running into a fight, getting blown up, rinse/repeat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
05-23-2012, 12:22 PM
Quote:
Originally Posted by Feydman View Post
And the timer prevents zerging if nothing else. It annoys the leet kiddie faceroller crowd just as it does in all games that have the mechanic, but it ups the challenge level and forces you to use a bit of strategy and tactics, which in turn makes STFs worth doing.
Your notions are absurd.
1) A timer does nothing to encourage the use of strategy and tactics nor does it increase the challenge and prevents rushing, if anything it achieves the exact opposite.
2) The only reason that prevents people from doing so is that rushing onto an amount of enemies that can dish fatal firepower is suicidal.
3) None of this is what make STFs worth doing or what makes a scenario an enjoyable experience.

This is not how proper game design works by a long shot.
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