Captain
Join Date: Jun 2012
Posts: 598
# 1 Redundant Debuffs and Effects
10-18-2012, 06:39 PM
Do every debuff or effect have to mess with speed and turn rate? Some of these debuffs and effects are: Warp Plasma, Theta Radiation, plasma effect from plasma beams or cannons, plasma effect from plasma torpedo, Disruptor breech, Gravity Well, Tractor beam, Plasmonic Leech(KDF), Gravetic Anchor, Tyken's Rift, Energy Siphon Drones(KDF), I could possibly go on if I knew the names of the new powers, but all of these either slow your turn rate and speed or completely stop your ship. What is really going on in the mind of the developer incharge of these powers? Do he realize how much balance is being thrown off by making certain ships immune or resistant to these powers? Do the devs want every game playing experience for cruisers to be miserable? Cruisers already have a slow turn rate, and slow speed while escorts get fast speeds with high rurn rates.

Why should escorts get bonuses that make them resistant to being held by tractor beams? Why don't plasma effects bring escorts to a near halt like they do other ships? When I hit EPE while in my cruiser, I barely move from the cloud of plasma, but when escort hits EPE, it whisp away like a flying ball of cotton candy, getting out of attack range.

Why can't tractor baems hold escorts in place? In a cruiser, once you get caught in a tractor beam, you can try to use EPE but you won't go anywhere. Escorts on the other hand, are able to move enough to increase his distance from tractor source eventually escaping its grasp without using Polarized Hull. That doesn't even follow basic physics, let alone Star Trek canon. Smaller mass objects are easier to hold and push than larger mass objects. If you don't believe that, go outside, lift, push, and pull small and large objects. Why aren't cruisers, given bonuses with resistances and immunities to turn rate debuffs, since they are already crippled with low turn rates and slow speeds?

What is the purpose of Plasmonic Leech? To drain power from your target and add power yourself as long as you are firing. What does an escort with already power mods for weapons, engines and shields, need with such a power like Plasomic Leech? Oh, and its KDF only. They gave KDF AMS, what did Feds get in return? Seems to me, more bais acts for Devs to put out.

There is no balance in this game from the start. I would like to hear a Dev explain these actions on why ships that are naturally bonused and moded with speed and power to receive extra resistance to speed debuffs and power debuffs? Can the Dev project manager even out his team so that the escort lover devs aren't the ones coming up with new powers just to make the escorts the top ships in the game.

Last edited by alexindcobra; 10-18-2012 at 06:43 PM.
Captain
Join Date: Jun 2012
Posts: 2,041
# 2
10-18-2012, 06:49 PM
I'd have to agree, the resists based on ship type are very ineffective. The fact that a Defiant class starship or even a runabout can hold a Dreadnought cruiser, but the opposite isn't true is just plain wrong. It holds no basis in the actual franchise. Tractor beams and such should really gain a boost when used on escorts and lose some effect when applied to larger ships.
Captain
Join Date: Jun 2012
Posts: 3,289
# 3
10-18-2012, 06:49 PM
You can run Omega on the Regent, Odyssey, and Excelsior, although it isn't nearly as important for a cruiser to break snares at it is for an escort since you can often just tank through it.
Captain
Join Date: Aug 2012
Posts: 1,827
# 4
10-18-2012, 07:50 PM
All of those things are a feature STO provides
To escorts so it's easier to dispatch those
Pesky cruisers

The escort can fly up behind you at incredible
Speed click on tractor beam it grabs you with
Only 1/2 your weapons available

He burst damages you with cannons droping your shield
Then slams overloaded torpedoes into your hull.

Or something else equally evil. Lol

It's a feature your providing entertainment to
The Tac escort , and when you leave pvp be ready
To heal him I'n that STF your playing

Jellico....Engineer.....Stargazer KDF Tac
Saphire.. Science.....Ko'el Rom Kdf Tac
Leva........Tactical.....Mailu KDF Sci

JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Captain
Join Date: Jun 2012
Posts: 598
# 5
10-18-2012, 09:23 PM
Quote:
Originally Posted by marc8219 View Post
You can run Omega on the Regent, Odyssey, and Excelsior, although it isn't nearly as important for a cruiser to break snares at it is for an escort since you can often just tank through it.
If its not so important to get out of snares in STF as a cruiser then sit there then let that Borg heavy plasma crit torpedo hit you one time, and you will change your tune.

In PVP, most times when they snare you in a tractor beam, they will will either smother you with a cloud of gas, drain you with plasmonic leech, or subnuke you. When that happens, all you buffs are gone and tanking is over.
Captain
Join Date: Jun 2012
Posts: 3,289
# 6
10-18-2012, 09:49 PM
Quote:
Originally Posted by alexindcobra View Post
If its not so important to get out of snares in STF as a cruiser then sit there then let that Borg heavy plasma crit torpedo hit you one time, and you will change your tune.

In PVP, most times when they snare you in a tractor beam, they will will either smother you with a cloud of gas, drain you with plasmonic leech, or subnuke you. When that happens, all you buffs are gone and tanking is over.
I haven't been 1 shotted by borg plasma torps in a cruiser in a few months, only thing that does now somtimes is the isometric charge if it bounces off enough people first and Donatras thalaron beam. Hitting all defensive buffs while tractored as precaution helps a lot.

My way to deal with plasma torps is to let them hit me on purpose while at point blank range from the cube. Even at point blank range you still have a couple seconds to brace and use AUX2SIF3 and subspace field modulator and its easy to survive the plasma torp while the cube takes massive damage from its own torp sometimes losing over 60% health if its a regular cube, while you often take little damage, 30%to 40% at most.
Try it is a funny and effective way to kill cubes fast as cruiser.
Captain
Join Date: Jun 2012
Posts: 2,041
# 7
10-18-2012, 10:12 PM
Quote:
Originally Posted by marc8219 View Post
I haven't been 1 shotted by borg plasma torps in a cruiser in a few months, only thing that does now somtimes is the isometric charge if it bounces off enough people first and Donatras thalaron beam. Hitting all defensive buffs while tractored as precaution helps a lot.

My way to deal with plasma torps is to let them hit me on purpose while at point blank range from the cube. Even at point blank range you still have a couple seconds to brace and use AUX2SIF3 and subspace field modulator and its easy to survive the plasma torp while the cube takes massive damage from its own torp sometimes losing over 60% health if its a regular cube, while you often take little damage, 30%to 40% at most.
Try it is a funny and effective way to kill cubes fast as cruiser.
I am not sure if this is a bug, but there is a more interesting tactic if you are a science officer. When the borg cube shoots a heavy plasma torp at you, try to deploy scattering field. It doesn't offer resists to torp damage, but it has a chance to deflect heavy torps back toward your current target if it is 5km or less. On crit the cubes can oneshot themselves or bring their health below 10%.

The first time I noticed this was when playing romulan episodes and the plasma torps continually flew back into the romulan bird of prey. The second time I noticed this was while fighting unimatrix 2 of 10. It launched an invisa-torp at me, which ended up critting and blowing through it's remaining 40% health. Since then I have tried it when fighting all plasma torps, and it has been fairly consistent in deflection.
Captain
Join Date: Jun 2012
Posts: 598
# 8
10-19-2012, 06:05 AM
Quote:
Originally Posted by marc8219 View Post
I haven't been 1 shotted by borg plasma torps in a cruiser in a few months, only thing that does now somtimes is the isometric charge if it bounces off enough people first and Donatras thalaron beam. Hitting all defensive buffs while tractored as precaution helps a lot.

My way to deal with plasma torps is to let them hit me on purpose while at point blank range from the cube. Even at point blank range you still have a couple seconds to brace and use AUX2SIF3 and subspace field modulator and its easy to survive the plasma torp while the cube takes massive damage from its own torp sometimes losing over 60% health if its a regular cube, while you often take little damage, 30%to 40% at most.
Try it is a funny and effective way to kill cubes fast as cruiser.
That manuver only works if all the probes are destroyed from under the cube, by that time the cube becomes easy, but it doesn't mean you don't have to worry about a snare. Plus I haven't seen that work on the Heavy Tac Cube in Infected, as far as I know.
Captain
Join Date: Jun 2012
Posts: 598
# 9
10-19-2012, 06:19 AM
Quote:
Originally Posted by majortiraomega View Post
I am not sure if this is a bug, but there is a more interesting tactic if you are a science officer. When the borg cube shoots a heavy plasma torp at you, try to deploy scattering field. It doesn't offer resists to torp damage, but it has a chance to deflect heavy torps back toward your current target if it is 5km or less. On crit the cubes can oneshot themselves or bring their health below 10%.

The first time I noticed this was when playing romulan episodes and the plasma torps continually flew back into the romulan bird of prey. The second time I noticed this was while fighting unimatrix 2 of 10. It launched an invisa-torp at me, which ended up critting and blowing through it's remaining 40% health. Since then I have tried it when fighting all plasma torps, and it has been fairly consistent in deflection.
That invisible torpedo that everybody is talking about is not invisble. I saw what it is. Its a stupid glitch where the effect or damage of the torpedo hits you before it gets to you. Its a regular plasma torpedo thats hard to see till its at a close distance to you. Many times you can't see it because you are destroyed by the damage and the flames get in the way. One time I had a buff and shield rotated just in time when I got hit by the damage then the torpedo hit me. I saw it because I had survived the damage. That why you should avoid showing bare hull to the Tac cube because its torpedos do this all the time in STF's. The Devs need to fix that crap becasue thats stupid that damage hits you before weapon does.
Commander
Join Date: Jul 2012
Posts: 426
# 10
10-19-2012, 07:00 AM
Regarding the "why should escorts have abilities to get out of tractor beams", polarize hull is a bridge officer ability that anyone can have on any ship. Evasive maneuvers (the one that lets escorts and other ships move a little within the beam) is also available to to all players. Attack Pattern Omega is tactical only, but it can be used on any class of ship.

Also I'm not sure where the "tractor beams can't even hold escorts that aren't using one of those buffs" idea comes from because that's not even remotely accurate. Tractor beams stop escorts just like they do everything else.

Same thing with plasma fire/plasma effects. They may not stop an escort completely, but they do take away the two major advantages of flying an escort: speed and turn rate. If my escort has some sort of ongoing plasma damage, I'm basically stuck going very slowly in a straight line until the fire dissipates, unless I activate Attack Pattern Omega.

It's not that these debuffs don't affect escorts. It's just the ones you see getting free of them know how to handle their own buffs.
Demons run when a good man goes to war.
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