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Career Officer
Join Date: Jun 2012
Posts: 3,390
Hi Bort,

I just thought I'd post this to show that now, with their improved Torpedo Firing arcs giving you no way to avoid getting hit with Torpedos (which I approve of, and hopefully brings new value to Tank Cruiser builds) - NPCs are still doing damage well beyond a Tankable threshold.


Here are some highlights from a recent ISE:


[Combat (Team)] Tactical Cube deals 149617 (207193) Kinetic Damage to [NAME] with Plasma Torpedo - Heavy III.


[Combat (Other)] Tactical Cube deals 342293 (203411) Kinetic Damage to [NAME] with Plasma Torpedo - Heavy III.



I'm all for a challenge, but 342k damage is beyond excessive.


This was the final Tactical Cube in ISE.

Damage of this level does the opposite to tank and healer builds, it makes them irrelevant as the damage is of such a magnitude as to one shot kill any player regardless of build.

There's nothing you can realistically do to survive a 340k+ torpedo.
Captain
Join Date: Jun 2012
Posts: 1,054
# 2
11-17-2012, 01:28 PM
i have to agree, while tanking is fun, i find that it's a bit difficult to do when they're tossing out that kind of damage. Especially since my main is a tac in an escort it becomes even more frustrating since you cant escape the one shots and too much dps draws more aggro than most tanks can hold.
Rihannsu
Join Date: Jun 2012
Posts: 1,279
# 3
11-17-2012, 02:53 PM
Heavy III means it's a targetable slow moving torpedo that can be destroyed. It's your own fault in this case.

Although I don't deny there's something extremely wrong with borg plasma torpedos in general, as I just got blown up by this:
Quote:
[Combat (Self)] Tactical Cube deals 38538 (54856) Kinetic Damage to you with Plasma Torpedo.
Empire Veteran
Join Date: Jun 2012
Posts: 403
# 4
11-17-2012, 02:56 PM
Quote:
Originally Posted by ussultimatum View Post
Hi Bort,

I just thought I'd post this to show that now, with their improved Torpedo Firing arcs giving you no way to avoid getting hit with Torpedos (which I approve of, and hopefully brings new value to Tank Cruiser builds) - NPCs are still doing damage well beyond a Tankable threshold.


Here are some highlights from a recent ISE:


[Combat (Team)] Tactical Cube deals 149617 (207193) Kinetic Damage to [NAME] with Plasma Torpedo - Heavy III.


[Combat (Other)] Tactical Cube deals 342293 (203411) Kinetic Damage to [NAME] with Plasma Torpedo - Heavy III.



I'm all for a challenge, but 342k damage is beyond excessive.


This was the final Tactical Cube in ISE.

Damage of this level does the opposite to tank and healer builds, it makes them irrelevant as the damage is of such a magnitude as to one shot kill any player regardless of build.

There's nothing you can realistically do to survive a 340k+ torpedo.

do not forget: tactical cube can disable your shield and if you do not have HE it's over!!!
Starfleet Veteran
Join Date: Jun 2012
Posts: 326
# 5
11-17-2012, 02:57 PM
Plasma fire seems to be increased on The Hive, even overcoming the 40% armor hull resistance without additional bonus. And it is very rapid on damage.

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Captain
Join Date: Jun 2012
Posts: 1,213
# 6
11-17-2012, 04:24 PM
Quote:
Originally Posted by truewarper View Post
Plasma fire seems to be increased on The Hive, even overcoming the 40% armor hull resistance without additional bonus. And it is very rapid on damage.
Plasma fires also seem to take a **** ton longer to go out (Tact escort retro flyer here, no space for HE over Engineering team and Reverse shield Polarity).

I timed it, I took a single hit from a gate and lit up, got out of range and cleared the probes.


I was on fire for a full 63 seconds.



Something is wrong witht he timers on EVERYTHING in the game right now.
Commander
Join Date: Jul 2012
Posts: 262
# 7
11-17-2012, 04:34 PM
Quote:
Originally Posted by foundrelic View Post
Plasma fires also seem to take a **** ton longer to go out (Tact escort retro flyer here, no space for HE over Engineering team and Reverse shield Polarity).

I timed it, I took a single hit from a gate and lit up, got out of range and cleared the probes.


I was on fire for a full 63 seconds.



Something is wrong witht he timers on EVERYTHING in the game right now.
but hazard emitters is a science skill and should have no bearing on your engi team and rsp. also, ignoring it is like entering pvp without chainable tactical team. it's just a big no-no that severely gimps your survivability =(
Commander
Join Date: Jun 2012
Posts: 318
# 8
11-17-2012, 04:44 PM
I know of a Fleet star cruiser user who takes the tac cubes torp so it will boost the DPS done to the cube.

But thats a unbelievable tanky ship with and insane tanking skill speck on the pilot. It can take an elite Dontra thalaron blast point blank and then heal up to full in seconds. Moral of story is hull resists are hard to get up in the high numbers but on a engi cruiser with maco shields and skill cycling will do it and that crit high yeald might drop the ship to 3/4 health and a low shield facing, which is going to go right back to full in the next two skills. Thats what those torps are balanced against, your escort with a single epts1 and Brace on cooldown just dont get hit by that you wont live.
Career Officer
Join Date: Jun 2012
Posts: 3,390
# 9
11-17-2012, 05:54 PM
Quote:
Originally Posted by suaveks View Post
Heavy III means it's a targetable slow moving torpedo that can be destroyed. It's your own fault in this case.
1) Neither of those torpedoes hit me. That's why the names are removed.

2) Good luck targeting an invis-torp.

3) Good luck targeting a torp when you're within 2km.

Last edited by ussultimatum; 11-17-2012 at 07:44 PM.
Career Officer
Join Date: Jun 2012
Posts: 3,390
# 10
11-17-2012, 05:56 PM
Quote:
Originally Posted by truewarper View Post
Plasma fire seems to be increased on The Hive, even overcoming the 40% armor hull resistance without additional bonus. And it is very rapid on damage.

They seem to be increased in general, I don't have the log unfortunately but the plasma fire was ticking for 600-700 but it had sudden jumps up to 7000.


7000 hull in a single tick!
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