Join Date: May 2013
Posts: 858
# 1 Full PvP Mechanical Review
05-20-2013, 11:18 AM
Thanks for reading, Please review my open world pvp changes here

This Post Is under Construction

The following post will be about racial diversity, and balancing

Fixing Potential Problems

Weapon Systems




Ablative Armor


Highest Rate of Cannons

Covariant shielding

Dispersive armor



Refractive shielding

Boridium PolyAlloy

Coming Later (when the race is released)



Resilient Shield Array

Polytrinic alloy

High Energy Discharge Beam

Shield array

Beritium armor

Polaron Beams

Shield array

Neutronium Armor


Last edited by uhmari; 05-23-2013 at 08:47 PM.
Join Date: May 2013
Posts: 858
# 2
05-20-2013, 11:40 AM
Ablative Armor (Federation)
+15-25 resistance to Kenetic and disruptor Fire
+15-25 resistance to Beam weapons

Dispersive Armor (Klingon)
+25-50 resistance to Cannon damage
+5%-10 Hp

Boridium Alloy (Romulan)
+25-50 Stealth
+25-50 speed & turn rate

Regenerative shielding
Regenerates Per Mp3
+10 % damage from Cannon sources (Take more damage from Disruptor)

Resilient Shielding
+65 all resistance
+10 % damage from Torpedo sources (Take more damage from Kenetic)

(Standard) Shielding
Same Stats

Paratrinic Shielding
+10% Hp
- 50% regeneration from standard shield rates.
Polaron weapons cannot penetrate this type of shielding.

Covariant shielding
+5% Max shielding
+10 % damage from Beam sources (Take more damage from Phaser Beams)

Phasers (Federation)
Shuts down a random subsystem for 5 seconds

Disruptors (Klingon)

Plasma (Romulan)
Damages Hull Over Time

Penetrates shielding by 10%

Anti Proton
Reduces resistance by 10% for 6 seconds (all resistance by 15)

Deals 200% damage to Shielding, but 50% damage to hull

Last edited by uhmari; 05-20-2013 at 11:43 AM.
Join Date: May 2013
Posts: 858
# 3
05-20-2013, 11:50 AM
Thoughts are reviews are as follows

1) PvE and PvP are vastly Unbalanced.
At times is very hard to kill something, and other times very easy.
This is largely due to Weapons, and Skill combinations (when its easy to kill)
and insufficient damage (when its hard to kill)

2) with the ipcoming buffs to pvp, we need to balance this above system out.

3) we need to do is change the buffs of the skills especially the following.

Rapid fire Cannon
Fire At Will Beam

My Recommendation is
Rapid fire cannon : Make it a passive to reduce the cool down of cannon
weapons by 1-2 seconds. so the rapid fire is more stable, but has less cealing (burst) power. Cool down increased by 10 seconds.

In other words if the peak dps for cannons now is 3000 Dps, and its floor is 1200 dps.
we should change the skills to do 2000 damage all the time.

Fire at will
This is a great skill, But it needs a review revisals.

first the duration should be increased by 5 to 10 seconds, but its cool down should
also be increased by 10 seconds.

Overload is another great example of a broken skill. Compared to the others above
its under powered, We should look at also lowering its max damage, but reducing its cooldown.

Suggestion is - 20% damage and - 10 second Cool down

(the Above racial info)

We should simply the game at current and try to give the races to difference and draw to using racial technology.

On way to do this is to give bonus's on the shop to using specific types of weapons, for example

Federation cruisers receive a + 10 power to Phaser weapons
Federation escorts receive + 10 power to cannon weapons

Klingon cruisers receive a + 10 power to Disruptor beam weapons
Klingon escorts receive + 10 power to Disruptor cannon weapons

Romulan cruisers receive a + 10 power to Plasma beam weapons
Romulan escorts receive + 10 power to Plasma cannon weapons

Additionally you can add in the others weapons to fleet ships

Federation : + 10 Damage to Anti-Proton weapons
Klingon : + 10 Damage to tetyron Damage
Romulan: + 10 Damage to Polaron damage

This helps encourage these weapons to go pvp based, which will allow balances to be better for both pve and pvp.

Last edited by uhmari; 05-20-2013 at 11:55 AM.
Join Date: May 2013
Posts: 858
# 4
05-23-2013, 08:38 PM
Looking for feedback still.
Join Date: Sep 2012
Posts: 4,816
# 5
05-23-2013, 09:13 PM
heh. "ablative" basically means it disperses...
anyway, what kills cruisers more than anything else is being slow.

need to jack the 'class' impulse modifiers out the window for starters.
especially when the funky class system means completely NOTHING to the source material and does NOTHING but cause imbalance between ships.
Figure out and address the players path of least resistance to reward. this one thing is THE consistent factor undermining all your efforts. be that crafting, raids or starbase projects.
Join Date: May 2013
Posts: 858
# 6
05-23-2013, 10:10 PM
not really sure i understand the

Agil Bit, Care to explain more?

You dont need to redo the entire stat system for the larger ships.

If they are larger, by default they should be slower, and slower ships should
have more tank.

So the solution to fixing that is to make the larger ships have a secondary shielding slot.
so they can get basically x2 the shield of the escorts.

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