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Lt. Commander
Join Date: Jun 2012
Posts: 236
# 101
09-24-2012, 01:19 PM
It boils down to proper immunities, like so many things pvp related.
Lt. Commander
Join Date: Jun 2012
Posts: 230
# 102
09-24-2012, 01:20 PM
Quote:
Originally Posted by havam View Post
@hilbert just do the math on how many system are offline for how long with three atrox carriers VM and three VM doffs, i know "it's canon" ....
I have never said that VM was "canon" or anything remotely like that.

Phasers are the canon choice for the Federation though, just like disruptors are for the Klingons. The subsystem shutdown proc is arguably the best in the game and needs to be properly balanced. I never said anything else.

And no, I truly have never been in a match that I lost because of phaser procs and would have won if the other team had used a different weapon type.
Captain
Join Date: Jun 2012
Posts: 668
# 103
09-24-2012, 01:26 PM
Quote:
Originally Posted by fakehilbert View Post
And no, I truly have never been in a match that I lost because of phaser procs and would have won if the other team had used a different weapon type.
Not to go off topic... but bs.

Anyone here who claims they have never seen a match decided by phaser procs hasn't played enough games.

Mancom you have NEVER played a game where the healer gets shield proced goes down and then the team looses 2-3 other players before he can get back in ? I have multiple times...
You have never been in a game where an engine proc on an escort stops him in his tracks and goes boom? ....30s later again the team is down 2 or 3 kills.

Come on we have all seen phaser procs 100% decide games they are more obnoxious then sub nuke doffs by a mile. Come on no one remembers the Turret Boats .... every match those ships won where 100% due to phaser procs... don't make me convince 4 other people to kit there cruisers with phaser turrets to prove the point TSI style. lol
Captain
Join Date: Jun 2012
Posts: 1,015
# 104
09-24-2012, 01:29 PM
Quote:
Originally Posted by husanakx View Post
... don't make me convince 4 other people to kit there cruisers with phaser turrets to prove the point TSI style. lol
Dooooo it! Turret boats FTW!
Lt. Commander
Join Date: Jun 2012
Posts: 230
# 105
09-24-2012, 01:36 PM
Quote:
Originally Posted by husanakx View Post
Mancom you have NEVER played a game where the healer gets shield proced goes down and then the team looses 2-3 other players before he can get back in ? I have multiple times...
You have never been in a game where an engine proc on an escort stops him in his tracks and goes boom? ....30s later again the team is down 2 or 3 kills.
Of course I have been in such matches. I have seen many individual kills (and follow-up kills) that happened faster (or at all) because of phaser procs. But it never changed the ultimate outcome of the game in terms of which side won. Maybe that's because I have had the luxury of usually being teamed with Era and his ETs.

I have seen many matches be decided because my side didn't have a subnuke we could call or because of pugs who didn't rebalance their shields. But I cannot recall a single match where phaser procs decided which side won. (Although they may have changed how fast a side won or given the losing side some additional kills they would otherwise not have scored.)
Career Officer
Join Date: Jun 2012
Posts: 152
# 106
09-24-2012, 02:09 PM
Quote:
Originally Posted by pug02 View Post
7 Turrets with RP3 + RP2 = 8.35 Hits per second average.
With 1.4925% chance of SNB proc that equals 0.1246 Proc per second.
Or a proc every ~8 seconds.

The 4xDC + 3xTurrets + RP3 + RP2 is by far the most effective for SNB, with a proc every ~7 seconds (7.12s).
The problem with your math is that it's based on the number of hits per second; the proc has a chance to apply with each weapon firing cycle, NOT with each shot fired. Per-shot abilities are limited (as a far as I know) to Tetryon Glider and DEM. It works out to a 9.9912% chance to proc with every firing cycle if you have seven weapons and three doffs. If a weapon has a 5-second firing cycle, that gives you 12 firing cycles per minute, for an average of 1.19 procs per minute, which is far, far too high to be acceptable.

I rather like Zyhpoid's notion of the doffs reducing SNB cooldowns; perhaps 10 seconds per doff; I'd propose though that for those that have them bound to Tac or Eng captains, some way of unbinding them would be appropriate.
12th Fleet | Sad Pandas | Starfleet M.A.C.O.
Career Officer
Join Date: Jun 2012
Posts: 574
# 107
09-24-2012, 02:18 PM
Borticus, from the choices you laid down, the best for me is the one with immunity, but it should be at least 1.5 - 2 min. Or better, 1 min immunity, and up to 3 buffs cleared, 1 if you have 1 doff, 2 buffs for 2 doffs and 3 buffs for 3 doffs.

As a side note, I see this as a great opportunity for balancing the whole doff system, if possible. I would propose this:

Instead of having x% chance for each specific doff to proc, why not adding all % into a single proc chance, and limit the intensity of the power, for ex bfi doff, 2 of them -purples- give a 100% chance, but they should proc a tss1, not higher, which to be honest is more than enough as a free heal. [edit: right now, almost always when I have 3 purple doffs I get a full shield back and a huge resistance due to the fact more of those doffs proc most of the time-> for 10 secs I'm almost in god mode, lol, only getting bleed through damage]. For subnuc, 3 of them should give you 1.5 chance to strip only one buff (probably the last casted by/to target to make it useful). This way the % proc chance doffs wont make pvp seem like lotto-game. It would be similar to the doffs that reduce cool down by x sec.

There is a big difference between bfi and subnuc doffs though, bfi doesn't debuff you as subnuc and subnuc even debuffs your fun when used abusively, lol.
Hear! Sons of Kahless
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...

Last edited by trueprom3theus; 09-24-2012 at 02:23 PM.
Career Officer
Join Date: Jun 2012
Posts: 574
# 108
09-24-2012, 02:31 PM
I'd rather see those subnuc doffs reducing the subnuc for a sci Cpt than the way they are now, but the only downside this has is that we'll see a lot of sci captains teams subnucing the crap out of everybody. It's better than everybody with those subnuc doffs but it opens the realms of another nightmare IMO.
Hear! Sons of Kahless
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Ensign
Join Date: Jul 2012
Posts: 12
# 109
09-24-2012, 02:50 PM
Phaser Procs. is not a great problem You can conter that with a Eng Team. Give an Team player a Eng team and the phaser Proc is off. For the SNB Doff's give's nothing to conter......


And higher you resistance against Phaser Weapons......


Cryptic can change the chance from 0.5% to 0,1% or 0,05% when to Fleets fight with max SNB Doff'S (15) that Proc go from 8sec to 2min
........
Ensign
Join Date: Jul 2012
Posts: 12
# 110
09-24-2012, 03:05 PM
A new idea.....

Erase all SNB-Doffs in the Game, or Cryptic create a New ,,withe Doff" there neutralize that SNB doff.... that is easyer for Cryptic and not to many work.
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