Survivor of Romulus
Join Date: Jul 2012
Posts: 1,207
# 11
07-15-2012, 05:04 AM
Please don't feed the troll.

On a more positive note I think the idea of a level restriction on the fleet actions are a must. I'm actually very surprised at the fact that it wasn't implemented in the first place.
Last night I saw some level 18 sci in a nova basically just pewpewing and dying in just one or two hits every time.
Player of the once promising game known as Star Trek Online. Derider of the derisory, sultan of stun, captain of things obvious and people oblivious.
The only one who dislikes the oddy outfit. Would love a t5 TMP Constitution class or a Fleet K'tinga revamp!
In memoriam, exploration clusters, a victim of the great content massacre. 2010-2014.

Last edited by captainoblivous; 07-15-2012 at 05:07 AM.
Survivor of Romulus
Join Date: Jun 2012
Posts: 4,593
# 12
07-16-2012, 01:26 AM
so why didn't you protect him better???
Commander
Join Date: Jun 2012
Posts: 374
# 13
07-16-2012, 03:55 AM
Quote:
Originally Posted by sollvax View Post
Its fairly simple

Big ships (cruisers and up) deal with the big ships

Small ships (escorts and light cruisers) deal with the small ships and fly point

and as to "Crowd control" a dozen VA's spamming special effects can crash the instance for some people


if it would be that simple, i joined many battle's where i was outperforming everyone else (including almost all odyssey's)
Career Officer
Join Date: Jun 2012
Posts: 4,095
# 14
07-16-2012, 05:04 AM
I wholeheartedly disagree.

Season six is all about Fleets, with an emphasis on the new Starbases.

I REALLY don't see why lower-tier players should be excluded from participating in the building of Starbases just because having lower-tier ships/players in the new Fleet actions is inconvenient to some T5 hero's who think that the game HAS to be all about what they want without exception.

Now, I realise that they could 'gate' the Fleet actions ? but (and I genuinely don't know the answer to this) how do they do that? Gate the fleet actions and surely you?d have to limit what those affected by the gate can and can't do within their fleet/Starbase? This wouldn?t seem very fair to be honest.

And frankly, Solivax summed it up nicely:
Quote:
Originally Posted by sollvax View Post
so why didn't you protect him better???
Quite right! If you see a lower-tier ship 'pew pew-ing' and dying frequently? you have two options.
A: Leave them to it - they'll learn
B: Heal them and help them out. Would it REALLY kill you to throw a heal or two in their direction?

Frankly if having lower-tier ships participating is a big inconvenience to you then you simply aren't as fantastic as you thought you were.

STAR TREK BATTLES - HIGH DPS PLAYERS NEED NOT APPY

Last edited by reyan01; 07-16-2012 at 05:07 AM.
Captain
Join Date: Jun 2012
Posts: 1,767
# 15
07-16-2012, 06:53 AM
Quote:
Originally Posted by reyan01 View Post
I wholeheartedly disagree.

Season six is all about Fleets, with an emphasis on the new Starbases.

I REALLY don't see why lower-tier players should be excluded from participating in the building of Starbases just because having lower-tier ships/players in the new Fleet actions is inconvenient to some T5 hero's who think that the game HAS to be all about what they want without exception.

Now, I realise that they could 'gate' the Fleet actions ? but (and I genuinely don't know the answer to this) how do they do that? Gate the fleet actions and surely you?d have to limit what those affected by the gate can and can't do within their fleet/Starbase? This wouldn?t seem very fair to be honest.

And frankly, Solivax summed it up nicely:


Quite right! If you see a lower-tier ship 'pew pew-ing' and dying frequently? you have two options.
A: Leave them to it - they'll learn
B: Heal them and help them out. Would it REALLY kill you to throw a heal or two in their direction?

Frankly if having lower-tier ships participating is a big inconvenience to you then you simply aren't as fantastic as you thought you were.
By "gating" the fleet missions, it was meant to let Commander lvl players fight together, while Vice-Admirals would fight together, like other older fleet actions were made, as far as I know.

Clearly the lower level instances would be easier to complete.
TOIVA, Toi Vaxx, Toia Vix: Bring in the Allegiance class
Toi'Va, Ti'vath, Toivia: Design that long overdue Tier 5 C-Store Raptor
Tae'Va, T'Vaya, To'Var: Give us Asylums for Romulans

Don't make ARC mandatory! Keep it optional only!
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,207
# 16
07-16-2012, 06:55 AM
Before I begin, I'm going to ask you one question:
Have you or have you not played the fleet actions in question?

Quote:
Originally Posted by reyan01 View Post
I wholeheartedly disagree.
As is your right to do so. Disagreement is rarely a bad thing after all!

Quote:
Season six is all about Fleets, with an emphasis on the new Starbases.
Yes, I follow. At least I do now, at first I thought it was about the new carpets!*

Quote:
I REALLY don't see why lower-tier players should be excluded from participating in the building of Starbases just because having lower-tier ships/players in the new Fleet actions is inconvenient to some T5 hero's who think that the game HAS to be all about what they want without exception.
There is no need to totally exclude them from building bases, but fleet marks are not the only resource needed to build a base. You do realise that?
Besides, the low tier players who take part are basically dead weight that makes it harder for the team to succeed. If they don't succeed then they don't get fleet marks (for the most part) which would be a sad waste of time.
We could throw heals at them yes, but they go down so easily you'd end up having to follow them throwing down heals every few seconds. Now please tell me, which heals can recharge in a matter of 5 or 6 seconds every time they are used?


Quote:
Now, I realise that they could 'gate' the Fleet actions ? but (and I genuinely don't know the answer to this) how do they do that?
I'm afraid I don't know how our devs would do it. I would assume they have different variants of the mission that is geared towards players of particular levels which then only display in the PVE queue when one is at the required level. I.e. A Lt will only see Lt level mission, Cmdr will only see Cmdr level mission etc. I think it could be done as you don't see any of the STFs in the pve queue below a certain level. Level 40 I think.

Quote:
Gate the fleet actions and surely you?d have to limit what those affected by the gate can and can't do within their fleet/Starbase? This wouldn?t seem very fair to be honest.
I'm sorry, but I don't understand your question.
Maybe my coffee hasn't quite kicked in yet?

Quote:
And frankly, Solivax summed it up nicely:
Sollvax. Hasn't he already been fed this week? (if you catch my meaning)


Quote:
Quite right! If you see a lower-tier ship 'pew pew-ing' and dying frequently? you have two options.
A: Leave them to it - they'll learn
B: Heal them and help them out. Would it REALLY kill you to throw a heal or two in their direction?
As I explained earlier in this post, one simply cannot afford to waste time going haring off after these guys trying to keep them alive. The boff powers simply don't cool down fast enough. These guys take one or two hits and they are instantly below 50% hull. They also do nowhere near enough damage to be able to make a contribution to the team effort in other words they are effectively dead weight and thereby making the scenario impossibly difficult to complete.

I'm all for throwing heals around, I even do it in my escort with it's *very* limited team heals but to be expected to throw one out every few seconds (which is what it would need to keep a low level cruiser alive) is simply bonkers. You cannot expect an entire team to throw their heals on a player who simply cannot pull the weight required. Heals that they could get far more effective use from by using them on themselves or on other ships that are far more capable than the low level players.


Quote:
Frankly if having lower-tier ships participating is a big inconvenience to you then you simply aren't as fantastic as you thought you were.

My friend there is fairness and then there is allowing a group to be hamstrung by a single low level player who cannot fend for themselves effectively.
Why on earth do you think the borg RA events are almost always failing in Sirius and Regulus blocks? Because they are being flooded with relatively new players who simply cannot put out or take the damage required to succeed. It's a very similar thing happening with the fleet events.


*Forgive me, I need to exercise the sarcasm muscles every now and then lol
Player of the once promising game known as Star Trek Online. Derider of the derisory, sultan of stun, captain of things obvious and people oblivious.
The only one who dislikes the oddy outfit. Would love a t5 TMP Constitution class or a Fleet K'tinga revamp!
In memoriam, exploration clusters, a victim of the great content massacre. 2010-2014.
Career Officer
Join Date: Jun 2012
Posts: 4,095
# 17
07-16-2012, 07:16 AM
Quote:
Originally Posted by captainoblivous View Post
Before I begin, I'm going to ask you one question:
Have you or have you not played the fleet actions in question?



As is your right to do so. Disagreement is rarely a bad thing after all!



Yes, I follow. At least I do now, at first I thought it was about the new carpets!*



There is no need to totally exclude them from building bases, but fleet marks are not the only resource needed to build a base. You do realise that?
Besides, the low tier players who take part are basically dead weight that makes it harder for the team to succeed. If they don't succeed then they don't get fleet marks (for the most part) which would be a sad waste of time.
We could throw heals at them yes, but they go down so easily you'd end up having to follow them throwing down heals every few seconds. Now please tell me, which heals can recharge in a matter of 5 or 6 seconds every time they are used?




I'm afraid I don't know how our devs would do it. I would assume they have different variants of the mission that is geared towards players of particular levels which then only display in the PVE queue when one is at the required level. I.e. A Lt will only see Lt level mission, Cmdr will only see Cmdr level mission etc. I think it could be done as you don't see any of the STFs in the pve queue below a certain level. Level 40 I think.



I'm sorry, but I don't understand your question.
Maybe my coffee hasn't quite kicked in yet?



Sollvax. Hasn't he already been fed this week? (if you catch my meaning)




As I explained earlier in this post, one simply cannot afford to waste time going haring off after these guys trying to keep them alive. The boff powers simply don't cool down fast enough. These guys take one or two hits and they are instantly below 50% hull. They also do nowhere near enough damage to be able to make a contribution to the team effort in other words they are effectively dead weight and thereby making the scenario impossibly difficult to complete.

I'm all for throwing heals around, I even do it in my escort with it's *very* limited team heals but to be expected to throw one out every few seconds (which is what it would need to keep a low level cruiser alive) is simply bonkers. You cannot expect an entire team to throw their heals on a player who simply cannot pull the weight required. Heals that they could get far more effective use from by using them on themselves or on other ships that are far more capable than the low level players.





My friend there is fairness and then there is allowing a group to be hamstrung by a single low level player who cannot fend for themselves effectively.
Why on earth do you think the borg RA events are almost always failing in Sirius and Regulus blocks? Because they are being flooded with relatively new players who simply cannot put out or take the damage required to succeed. It's a very similar thing happening with the fleet events.


*Forgive me, I need to exercise the sarcasm muscles every now and then lol
And I need to stop posting when I should be doing something else, as I tend not to think said posts through under said circumstances.

STAR TREK BATTLES - HIGH DPS PLAYERS NEED NOT APPY
Career Officer
Join Date: Jun 2012
Posts: 119
# 18
07-16-2012, 07:18 AM
Quote:
Originally Posted by sollvax View Post
Cruiser can turn to target the big ship with its FULL power (higher damage over time than your straif) but can't catch the fast attack stuff other than with beams

and no

your DPS is for the few seconds your target is being fired on

DPE is higher for beam armed ships in most cases
If this is your experience of Escorts then all the Escorts you've seen have sucked hard. Cruisers are actually useful in these things but mostly as the support vessels they are; Escorts are all about damage and that's what they bring in spades. If you want to spend 20 minutes tickling an NPC to death with a BA broadside then go for it but I'd rather the Escort popped it in one pass so that we can quickly get onto the next freighter.

Regarding the fighter spam, a Cruiser spamming Fire at Will is in a good position to deal with this, Escorts will clear some with CSV but those DHCs need to be pointing at the important targets and not at a bunch of fighters; given the speed of the fighters and the limited arc of DHCs there's even less reason why you'd think an Escort should be chasing them down rather than your Cruiser which, with the wide arc of BAs, is perfectly suited for spam clearance duties as well as (shock and horror) supporting the other ships on your team and the important NPCs. I know that the Cruiser's BAs miss a lot against fighters but so do DHCs and I usually find that an 800 damage BA shot missing is less important than a 4000-6000 damage DHC bolt missing when it could instead be hitting a bigger NPC.
The simple fact is that Cruisers aren't bringing the burst damage to deal with the attacking NPCs quickly, Cruisers and Science ships are better off CCing the attacking NPCs to let the Freighter leave weapons range so that you can move to the next Freighter rather than trying to destroy them all for no reason. The attacking mob doesn't even need to be destroyed in Blockade, you just have to prevent them from destroying the Freighters and even in Fleet Alert and Starbase Defence you're better off supporting friendly players and healing the friendly NPCs (where possible) than trying to out damage the Escorts.

Last edited by mwgacy1; 07-16-2012 at 07:24 AM. Reason: Spelling.
Survivor of Romulus
Join Date: Jul 2012
Posts: 1,207
# 19
07-16-2012, 07:18 AM
We all have those moments pal
Player of the once promising game known as Star Trek Online. Derider of the derisory, sultan of stun, captain of things obvious and people oblivious.
The only one who dislikes the oddy outfit. Would love a t5 TMP Constitution class or a Fleet K'tinga revamp!
In memoriam, exploration clusters, a victim of the great content massacre. 2010-2014.
Career Officer
Join Date: Jun 2012
Posts: 4,095
# 20
07-16-2012, 07:30 AM
One thing is certain; too many players on one map = Lag-tastic!


Game lagged itself to a standstill earlier courtesy of LOADS of players and science powers being popped everywhere.

STAR TREK BATTLES - HIGH DPS PLAYERS NEED NOT APPY
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 03:27 AM.