Survivor of Romulus
Join Date: Jul 2012
Posts: 781
# 21
07-16-2012, 07:34 AM
Quote:
Originally Posted by reyan01 View Post
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.
Yeah, a lot of that is down to pets and cpu load. Then add in the sound bugs in some of the maps that causes sounds to randomly play more and more and before long you have one toasty cpu!
Player of the once promising game known as Star Trek Online. Derider of the derisory, Sultan of Stun, Captain of the Obvious and the Oblivious.
Dies a wee bit each time he sees a dino.
Lieutenant
Join Date: Jun 2012
Posts: 97
# 22
07-16-2012, 09:19 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
I don't know that I agree with that. A cruiser can take on multiple small ships at once, while escorts mostly concentrate on 1 target at a time.

It would be different if the enemy level required fly bys, but a lot of these missions just don't have difficult enemies... the challenge is quantity rather than quality. Thus an escort can basically park or go to 25% engines and rip into a big ship, then move on to the next, much more quickly than a cruiser, without having to worry too much about dying. Meanwhile, a cruiser can hop from small target to small target more quickly than an escort who has to turn and face.

The best way to translate the high DPS of an escort into DPE is to maximize the amount of time they're shooting vs the amount of time they're turning to face targets. Even a fairly nimble escort can have a hard time keeping a fighter in its sights, so they're left usually firing their aft turrets a good portion of the time.

Then we haven't even talked about carriers, who can just go intercept and have their pets take care of the fighters. Or science vessels who, when not healing, should be tying up the smaller stuff into a cluster that is easily destroyed by either cruisers OR escorts.
Lieutenant
Join Date: Jun 2012
Posts: 97
# 23
07-16-2012, 09:25 AM
But back to the main point of the thread...

Yes, there should be something done differently than making the requirement "5 players from LVL 2 to 50." I queued up for one in a LtCmdr ship, not realizing it would put me with the big boys, and I did a decent enough job with the small stuff, but I would've been a real hindrance on Blockade or NWS (this was in Fleet Defense). I felt bad, but that's the way it's set up now.

The mission should be accessible to all, but there should be some way of making everyone useful. But there are a few options:

-Gating it so that ships of similar levels fight together
-Give (sometimes massive) boosts to health, damage, and cooldown proportional to how far from VA you are. If you're Lt, and all you've got is one FAW, you should be able to spam it almost non stop
-Set the 5 man team as the basis for VA level, then start slotting more ships to get a similar total firepower. e.g. start the engagement with 5 VAs OR 3 VAs + 3 Capt OR 2 VAs + 4 Cmdr + 6 Lt (just assign a point value to each level and make the total points add up)
Career Officer
Join Date: Jun 2012
Posts: 3
# 24
07-16-2012, 10:25 AM
There needs to be some sort of system that can allow all VA?s to play together or all Lt?s up to play together or a combo of both.

Sometimes I will want to play with people on my level (VA 50) to be as successful at the missions as possible but other times I will want to play with my Fleet Members, no matter their rank. It?s very important to me that I am available to do this because its a Fleet Event, something that all of our fleet members should be able to partake in. I would hate to exclude someone because of rank.

Im not sure what the Devs can do but as long as it can be balanced so that I can play with my fleet no matter the ranks and have fun or team up with people at my same rank and be successful at both.
Tral
U.S.S Limitless

Infinite Diversity in Infinite Combinations
Republic Veteran
Join Date: Jun 2012
Posts: 799
# 25
07-17-2012, 09:38 AM
Quote:
Originally Posted by fleetadmiraltral View Post
There needs to be some sort of system that can allow all VA?s to play together or all Lt?s up to play together or a combo of both.

Sometimes I will want to play with people on my level (VA 50) to be as successful at the missions as possible but other times I will want to play with my Fleet Members, no matter their rank. It?s very important to me that I am available to do this because its a Fleet Event, something that all of our fleet members should be able to partake in. I would hate to exclude someone because of rank.

Im not sure what the Devs can do but as long as it can be balanced so that I can play with my fleet no matter the ranks and have fun or team up with people at my same rank and be successful at both.
^That functionality is already in game, it's called making a private match. PvE Queue -> Create Private.

On topic
The normal PvE queue shouldn't permit pre 50s from being teamed with 50s. It's beyond stupid getting teamed up in a team of 4 50s and a lvl 11 which contributes nothing and only degrades the experience of 4 other people, completely unacceptable.
Ensign
Join Date: Jun 2012
Posts: 26
# 26
07-17-2012, 12:22 PM
I agree that something should be done about this. I've been playing an Eng/Assault cruiser in these missions. As an example, I've been focusing on pulling the aggro off the freighters and shielding them until they reach their destination while the escorts in my team pound the enemy ships, but in a couple of instances, I had Dakotas and Golfballs in my team that were keeping their distance after being popped a couple times. This heavier burden on the rest of us prevented us from doing well.
Before this season hit, the reality of joint missions was simple: level the lowbies quickly so they could participate in STFs and such with us.
The ability to play together with lower level toons is great in theory but has not been effective in practice. The Borg alerts are a perfect example. As soon as I see a Connie or two warp in, I know we won't win it. I don't know what the best solution would be whilst still including them, but it's discouraging the way it is now.
Cleverly disguised as myself - Helmsmn2
Starfleet Veteran
Join Date: Jun 2012
Posts: 140
# 27
07-17-2012, 12:36 PM
How about automatic level matching to the highest level player in the game (or lowest, alternatively)?

Much easier than gating, since the code is already in game.
Survivor of Romulus
Join Date: Jun 2012
Posts: 4,593
# 28
07-17-2012, 12:42 PM
That already happens
Captain
Join Date: Jun 2012
Posts: 1,393
# 29
07-17-2012, 01:18 PM
Quote:
Originally Posted by januhull View Post
How about automatic level matching to the highest level player in the game (or lowest, alternatively)?

Much easier than gating, since the code is already in game.
The problem with that is that you can't give lower lvls tractor beam repulsors and gravity wells. These new missions are often best dealt with by using science abilities (crowd-control), and those can't be "auto-leveled" as (I suppose) damage and resistances to make up for less weapons and hull.
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!
Ensign
Join Date: Jun 2012
Posts: 19
# 30
07-17-2012, 01:32 PM
Quote:
Originally Posted by plb1982 View Post
while escorts mostly concentrate on 1 target at a time.
Cannon: Scatter Volley much? :p
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