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Starfleet Veteran
Join Date: Oct 2012
Posts: 1,173
I notice that plasma is largely ignored in PVP because

1) Omega anti-borg shields all carry 15%-20% plasma resists
2) Plasma fires are instantly removed by any Hazard Emitters

I find #2 above quite strange since it is 100% effective regardless of how many plasma fire stacks are present or the hazard emitter level being used. Here is a proposal: How about making plasma fires more persistent by allowing only 1 plasma fire stack to be cleared per level of Hazard Emitter being used per second? For example, Hazard Emitters 1 can clear a tripple plasma stack in 3 seconds, while Hazard Emitters 3 can clear it in just 1 second?

The above change still won't put plasma weapons on par with phasers, disruptors, or any other energy type, but it will make plasma fires just a little more effective without being game-breaking.

Thoughts and comments are welcomed.
Starfleet Veteran
Join Date: Sep 2012
Posts: 718
# 2
02-12-2013, 02:30 PM
You might want to take a look at the cool down on hazard emitters. It is 45 seconds. The global cool down is 30 seconds. Most ships will have two science ability slots to work with.

If they use both of them on hazard emitters to protect against plasma fire then they don't have polarize hull to protect them from tractor beams and they don't have transfer shield strength to bolster their shield tank.

To gain total resistance to plasma fire they would have to make themselves venerable in other ways. This is fair in the same way that it is fair for some one to stack specific damage resistances. It sucks to fight them with the damage type they chose to defend against, but they have made themselves vulnerable to other people to do this so it is fair.

Now if you would like to use plasma weapons and you feel there are too many resistance buffs against it then consider that there are some damage bonuses available to you that are not there for other weapons.

Two parts of the Romulan Singularity Harness set will give you +7.6% plasma damage and the threat scaling consoles available at the romulan embassy will give you slightly improved bonuses over those given by your current consoles increased or reduced threat generation and up to +9.6% plasma damage.

What you save in EC buying plasma weapons on the exchange you will have to spend on consoles and gubbins to give you extra damage but you can be more then competitive with other damage types if you are willing to make the investment.
Starfleet Veteran
Join Date: Jun 2012
Posts: 709
# 3
02-12-2013, 02:36 PM
Quote:
Originally Posted by pwstolemyname View Post
What you save in EC buying plasma weapons on the exchange you will have to spend on consoles and gubbins to give you extra damage but you can be more then competitive with other damage types if you are willing to make the investment.
Couldn't agree more. Plasma was overblown out of proportion with Rom marks. Before that havent seen anyone actually using it in PvPs. There are always better consoles if you spend the money to optimize it or change to other weapon type. Old phaser still great as ever
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Captain
Join Date: Jun 2012
Posts: 1,448
# 4
02-12-2013, 03:10 PM
Along the cooldown lines mentioned before look @ other energy weapon's procs and their counter's cooldown:

Phasers: ET as low as 15 seconds, w/immunity of 5 second from ET as well as stacking immunities. Also has crew interaction to bring systems online quicker.

Tetron: There is none, but it's resistable like plasma fire is, iirc. ~2500-3k damage total iirc w/high flow cap investment.

Disrupter: TT clears iirc which has 5 second window in chain cycle.

Polaron: Idk if it can be cleared tbh, but it's resistable.

AP: CritD is it's extra proc.

Plasma: HE 30 sec global, hull resists to reduce damage, chains crits.

For projectile procs:

Tric stun resistable via Aux2damp, trics like plasmas can be shut down and has high payload of kinetic damage. Aux2damp has a shorter cooldown than HE.

Cronts can't be cleared, but can be made immune from effects and resist effects.

Transphasics have bleedthrew damage and the 1 crits all issue.

Quants and Protons don't have 2ndary effects to speak of.

In the end it seems inline to me.
Captain
Join Date: Jun 2012
Posts: 1,442
# 5
02-12-2013, 03:28 PM
Sci Team clears the polaron drain effect as I recall, I think it also clears Chroniton Proc. I would need to experiment with these to confirm as they are both science type debuffs.

The proc of Quantums and Photons is to kill crew. - Like anyone cares about crew loss.
Lt. Commander
Join Date: Aug 2012
Posts: 182
# 6
02-12-2013, 03:40 PM
One other thing to think about, Plasma fires can Crit, can they not? HE doesn't in fact, I don't think a singular heal can crit in the game, which is a MASSIVE imbalance if you ask me, but hey, I"m just the guy healing you...
Captain
Join Date: Jun 2012
Posts: 1,116
# 7
02-12-2013, 03:55 PM
I can introduce to my fleetmate who has specc'ed his build to use plasma DOT.

HE won't save you.
Commander
Join Date: Jul 2012
Posts: 476
# 8
02-12-2013, 03:55 PM
Quote:
Originally Posted by shar487a View Post
I notice that plasma is largely ignored in PVP because

1) Omega anti-borg shields all carry 15%-20% plasma resists
2) Plasma fires are instantly removed by any Hazard Emitters
Note that anti-borg shield have "energy" plasma damage resist, not projectilly, not dot. As a sci plama torp boat im ok with hazard, cause spaming plasma is a good tactic option forcing to waste hazard emitters, that also is usualy the most common and effective hull heal.


What its unballanced is the resist that 2 pieces of borg set have to the dot itself and other sci abilites like FBP that i normally use to blow careless escorts easily, cause it activates the borg regen all the time.
[That's it, Spanish and/or Hispanic Fleet]
L'Ter@lotherus - Alien Sci Officer - Wells/Destroyer
(No quiero mas reputaciones - No more rep!)
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,173
# 9
02-12-2013, 04:30 PM
All of the above points are valid with a few corrections:

-Phasers have a 10 second proc cooldown and 5 second max system disable duration to prevent chain-system disables.

-Disruptor Breaches are not cleared by tactical teams.

-Chroniton slows should be clearable via AP-Omega, but I'll check later to confirm.

Anyway, the bulk of non-plasma energy weapons front-load their damage or effects -- they do not require time to be effective since their impact is immediate. Phasers disable subsystems. Disruptors lower resists. Tetryons drain shields. Polarons drain susbsystem power. Plasma, on the other hand, requires time to actually deal damage, and the latter is further mitigated by stacking human leadership traits. Plasma energy weapon procs do not trigger often, and when they do, their damage dealt per stack is so trivial that passive regen will often offset it completely.

Because of the above, I suggested to make plasma dots just a little more resilient -- not higher damage, but just a little longer lasting. Players will still have plenty of time to counter plasma dot damage.

BTW, I use all the energy types except for tetryon on various ships. I would like to see plasma's proc become more viable by giving it more staying power as opposed to bigger damage quantity.
Starfleet Veteran
Join Date: Oct 2012
Posts: 1,173
# 10
02-12-2013, 04:33 PM
Quote:
Originally Posted by shookyang View Post
I can introduce to my fleetmate who has specc'ed his build to use plasma DOT.

HE won't save you.
My Breen ship sounds similarly spec'd with full Romulan plasma weaponry, Romulan Plasma Harness, and Borg space set. The Hyperflux plasma dot is quite deadly if not cleared in time. I use it for farming fleet actions since it consistently places 1st
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