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Career Officer
Join Date: Jun 2012
Posts: 1,760
Because def/acc/crit is poorly balanced and allocated to begin with. And so they should go bye bye! Poof! Gone!

We don't even need to consider how nonsensical it is that the enemy using crippling fire to destroy your ship is somehow invisible!

Placate on landing a Crit. Why is this garbage? Well it's garbage because it favors ships that do two things well. Hit, and crit! If you have a ship that can do those things often, you're in! It is particularly useful against targets that are easy to hit and crit!

It is not very useful against targets that are hard to hit and crit. Poopy!

Placate on being hit. Why is this garbage? Well its garbage because it indiscriminately activates regardless of the source of the damage. Sci abilities were never balanced on having to 'hit' the target. Not that many tac abilites are, but lets not visit that just yet. So you have a long duration low damage but very useful hold being broken due to this. Because it happens to pulse a small bit of damage. Or your turret plink plink plink set off the placate. It just doesn't make sense. On the one hand, this is VERY nice for those larger type of ships. They could use some sort of avoidance. NOT a great way to put it in the game though. Giving this to small fast wittle ships is almost criminal. Yah. Cause they NEEDED more defense, they were running out.

I'd like to say, that if this placate could be tweaked to only proc off of incoming energy weapons damage it would be better. And then if we could limit it to cruisers and sci's.....

but I digress.

It is similar to defense in that it ignores facets of the incoming damage. If any damage can cause a placate...well....ok. But not all damage was required to hit before....sooo.

Jam sensors, ams, ss, are boff abilites or console. Yah I know we all love ams. Still they are a little bit higher on the cost scale, and they have a bit of a CD and an immunity that sorta works.

And yes, as has been pointed out, only firing once to kill someone works, but I don't see that becoming a universally adopted strategy.

Cheers happy flying!!

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Last edited by thissler; 01-22-2013 at 07:47 AM.
Join Date: Jun 2012
Posts: 1,021
# 2
01-22-2013, 08:00 AM
~20% base Crit chance? Check.

[Acc]x2 [CrtH] or [CrtH]x2/3 weapons being all the more popular? Check.

Result? Good luck using duration based powers (Tachyon Beam, Tractor Beam, Quantum Focus Field, etc)
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Join Date: Jun 2012
Posts: 255
# 3
01-22-2013, 08:23 AM
You know you could just not use crit enabling weapons or boffs for PvP. Just a thought since we both know this is about the plac passive that's based on crits. PVPers aren't new to the idea of using specific lay outs that work well for PvP.
Join Date: Aug 2012
Posts: 16,983
# 4
01-22-2013, 08:38 AM
It's kind of funny thinking about it...

Tom and Jerry are fighting. Both Tom and Jerry each have the OnCritPlacProc and OnBeingCritPlacProc. Each has both specializations taken to 9, Borg, 0Point, Tachyokinetic, Rom Tac BOFFs, CrtHx3 weapons, and the Rom CrtH passive.

Why stop with just the CritPlacProcs? Let's give them KHG shields for the OnBeingHitPlacProc.

...if they started fighting on Thursday after a patch, would they finish their fight before the next Thursday?
Join Date: Jun 2012
Posts: 3,289
# 5
01-22-2013, 08:41 AM
These placate builds are very annoying, especially since the immunity you are supposed to gain after getting hit by Romulan t4 passive placate doesn't work. They are using that passive with HG shields, CPB doff that does aoe placate, AMS, and SS.

I think the game would have been better off without placates and confuse at all, but since they probably won't get rid f them, at least fix the immunity to t4 Romulan passive, and maybe we should get a longer immunity to placates after being hit by one like 30 second immunity to all placates after recovering from a placate. Or maybe a new sensors doff that has a chance to proc allowing you to completely resist a placate would be nice.
Join Date: Jun 2012
Posts: 1,123
# 6
01-22-2013, 08:47 AM
Tachyon Beam has an activation duration of 4 seconds. Plenty of time for it to fire off before you get placated.

I use it all the time on my B'rel Retrofit. The ability says up to 10 pulses, but the duration of the ability is 4 seconds. So, either the 10 pulses happens within those 4 seconds, or the pulses continue to happen after you get the full 4 second drain in there.

As for escorts not needing more defense, I disagree. With all the tractor spam (by players and pets alike), escorts are sitting ducks if their APO and/or PH are on cooldown.

Doesn't really matter much to a cruiser, since they move so slow anyways. At least they got the shield, hull, and better defensive BOFF layout. For an escort, it potentially be lethal (depending on how coordinated your enemies' attacks are.

But, yes....I find the T4 Romulan placate a bit too powerful. Especially if it's true that the placate immunity is broken.
Join Date: Oct 2012
Posts: 663
# 7
01-22-2013, 08:54 AM
I agree with the OP. All these placates are becoming somewhat ridiculous.
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Join Date: Nov 2012
Posts: 1,997
# 8
01-22-2013, 09:29 AM
Really? The T4 Passive is already garbage with it 12 sec CD for 2 sec blinding. Its usefulnes is little more than nothing. And the immunity makes you immune against every other player.
The real thing is the khg shield, which doesnt require a crit.

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Join Date: Jul 2012
Posts: 196
# 9
01-22-2013, 11:40 PM
the real issue is when the romulan placate and the KHG shield are put on a berel.

THAT is a untargetabule ship
Join Date: Aug 2012
Posts: 16,983
# 10
01-22-2013, 11:44 PM
Originally Posted by woodwhity View Post
Really? The T4 Passive is already garbage with it 12 sec CD for 2 sec blinding. Its usefulnes is little more than nothing. And the immunity makes you immune against every other player.
The real thing is the khg shield, which doesnt require a crit.
Grab something with a nice 15s CD or two things with a nice 15s triggered CD. See how many times you lose target during each 15s interval.

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