Starfleet Veteran
Join Date: Jun 2012
Posts: 1,477
Sounds awesome, doesn't it? If only it would happen. Balance would make this game great. It's tiring playing science or engineering when escorts seem to break all the rules. I mean how does a single escort kill you in under 3 seconds when you have Emergency Power to Shields III, Transfer Shield Strength III, Science Fleet II and Tactical Team I running, supposedly propping up your full strength Elite fleet shields? (Those represent my "prepared for alpha strike" combo as I head in to a battle.)

Come on, Cryptic. Make the game fun for everyone, not just a percentage of the playing population.
Captain
Join Date: Sep 2012
Posts: 1,786
# 2
05-31-2013, 04:29 PM
On the ground Engineers are possibly the strongest class in the game and, if properly played, they can match tactical in overall damage.

Tactical has an advantage for burst damage, but engineers live longer.

Only class which needs an "un-nerf" is science. Science relies for a large part on exotic damage, but those abilities were scaled down into oblivion a long time ago.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,477
# 3
05-31-2013, 05:02 PM
Well, I was a science in a science ship. It sucks that me having 135 Aux power, which should have boosted my TSS III resistance seemingly did nothing.

I suppose it serves me right for not choosing the OP class and an OP ship. Stupid me for choosing science because I always thought Star Trek always showed that quick thinking and innovative solutions were more effective than brute force!!

I know I'm wasting my breath but a person can always hope for fairness.
Lieutenant
Join Date: May 2013
Posts: 58
# 4
05-31-2013, 05:21 PM
I'm tactical myself and I have blue shields which are pretty good for my level and things just mash through them even though I have all my power in shields, shield reinforcement from my science crew and it normally does Jack, normally have to call in the pirates just to save my own behind.

So your not alone
"I don't care What Spock said Han shot first"
Lt. Commander
Join Date: May 2013
Posts: 128
# 5
05-31-2013, 06:18 PM
They can't stuff balance into a lockbox and milk it for cash. Don't hold your breath.
Career Officer
Join Date: Jul 2012
Posts: 37
# 6
05-31-2013, 06:25 PM
Quote:
Originally Posted by deleroux View Post
They can't stuff balance into a lockbox and milk it for cash. Don't hold your breath.
Yup. And I suppose thats why some ancient bugs don't get repaired, either
Rihannsu
Join Date: Jul 2012
Posts: 3,416
# 7
05-31-2013, 06:43 PM
Quote:
Originally Posted by darramouss1 View Post
... which should have boosted my TSS III resistance seemingly did nothing.
Why?

There are hard caps, this isnt new and only reason to go beyond 100 is for drains, I dont recall offhand but if I remember the power cap is at 115%, going above it have no effect outside drain mechanics thats part of the purpose of going above 100 because abilities use power.

You expected what? 65-70% of shield resist ... talking about complaining about OP when trying to be OP ...
Romulans ...
You start your career off as a simple farmer... then you launch yourself into a galaxy filled with intrigue, power plays, and high stakes games of interstellar conflict, as your career careens upwards onto your final destination ... a level capped Dilithium and Fleet Mark Farmer!
Captain
Join Date: Jun 2012
Posts: 3,106
# 8
05-31-2013, 07:12 PM
You were probably debuffed a lot and tractored. I never die to one or 2 people when I have EPTS3, TSS3, and TT up at the same time along with SFor RSF on my eng or sci, its after they subnuc it off or wait until some buffs expire they can do it. You have to also be prepared to break the tractor immediatley if you want to be ready for alpha strikes or you will get critted hard.
Starfleet Veteran
Join Date: Jun 2012
Posts: 1,477
# 9
05-31-2013, 09:06 PM
Quote:
Originally Posted by marc8219 View Post
You were probably debuffed a lot and tractored. I never die to one or 2 people when I have EPTS3, TSS3, and TT up at the same time along with SFor RSF on my eng or sci, its after they subnuc it off or wait until some buffs expire they can do it. You have to also be prepared to break the tractor immediatley if you want to be ready for alpha strikes or you will get critted hard.
He and I were the first ships to meet. We both rushed in and I had no debuffs on me. He just ripped through my defences and killed me in under 3 seconds. He and I were the first ships to meet. We both rushed in and I had no debuffs on me. He just ripped through my defences and killed me in under 3 seconds. Other in the match complained that he seemed to be super powered and seemingly invincible. According to the after battle report (which I know is not accurate) he did over 2mil in damage for a match that wasn't particularly long.


Quote:
Originally Posted by f2pdrakron View Post
Why?

There are hard caps, this isnt new and only reason to go beyond 100 is for drains, I dont recall offhand but if I remember the power cap is at 115%, going above it have no effect outside drain mechanics thats part of the purpose of going above 100 because abilities use power.

You expected what? 65-70% of shield resist ... talking about complaining about OP when trying to be OP ...
Going above 100 does make a difference for science abilities. OP for having full aux? Are you thinking clearly? How can it be OP when I have the same power to allocate as everyone else?
Commander
Join Date: Dec 2012
Posts: 291
# 10
06-01-2013, 06:43 AM
There is a hard cap on shield res, put in place after the whole engineer perfect shields thing.

Likely your having your shields beamed, aka sub system targeted, possibly with a beam overload. Or your having your resistance put in the dirt, which when combined with a Tacs alpha capability means you die quick. and why don't you have the 50% reduction to all energy damage running if you know its coming?

and before people go on about drains, in pvp their next to useless, outside of buffing your own power levels. I run a recluse that can get up to 230 or so flow cap, with a siphon 3 I'm pulling about 48 points, on paper. all it takes is 99 power insulation, and I'm pulling more like 4 points a tick. It takes a very, very hardcore drain build, on a KDF carrier, with drain pets, plasmatic leech, to even make someone with 99 power insulation bat a eye.

sci when the game was new could just turn people off, total shut down, which is no fun, nothing like being locked down for 45 secs by one guy. But they have beat it so hard with the nerf bat that unless sci officers pack up they just arnt intimidating.

Right now pvp is a escort, primarily tac officer, playground. the massive def escorts can get, along with the need to be able to turn almost on a dime, and the shear burst dps on relatively short cool downs that's possible renders anything else a weak link at best, a dead weight tot he team at worst.

the pressure dps that engis, and some sci use is also highly ineffective, since you can't pin a target down, for force them to continue to engage, even if you can survive the alpha, add in the rapidly rising survivability, like the new tac trait that debuffs acc, and its no wonder that acc x3 weapons on a escort with a tac captain are almost a must.

The whole system is basically broken in favor of what are supposed to be high dps, low survivability, ships that in some cases can out tank engies in battle cruisers or carriers. and the inability to draw them into a slugging match, were pressure dps matters, doesn't help.

Last edited by verline1; 06-01-2013 at 06:48 AM.
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