Commander
Join Date: Dec 2012
Posts: 266
# 21
06-01-2013, 10:50 AM
Quote:
Originally Posted by kamipoi View Post
i think your miss understanding what i mean im refering to the resistances granted by TSS EptS Extends
hull resistances though they are fine but when 1 skill makes you hit the resist cap due to what gear oyu have and passives well thats wrong it should take a few skills to hit cap
I have yet to see one skill that can put you at cap on its own, typically its 2-3 skills, with consoles in, and 6-9 pips spent in hull armor/reinforcement. with two nuetroniums, mk XI urples, EpTs 3, 30 secs, and a TsS 2 or 3, I getting into the area of 58%, if someone hit me with a extend my shield rest might cap at 75. but your looking at 2 consoles, 2-3 maxed out skills, two LT cmd slots, all tied up to do that for 15 secs. with a polarize hull, rotate shield frequency, a engie could cap out everything, for a short burst.

but that gets into how you play and timing things, not just mindlessly spamming a macro spacebar. before alot the changes I used to use that to eat a alpha if I could get a escort to commit, typically the smart ones would back off and come back.

but that's also aimed at solo play, one on one. and balancing one on one wont fix mass pvp very well. one sub nuc and bam all that's gone. Beam target shields, with a over load, drop a facing, take the shield res right out of the equation, alpha bare hull.

Ive taken my recluse aginst some pretty heavy fitted bug ships, I can drag the fight out, but the inherent imbalance in pvp means that essentially the escort is in no real danger unless he monumentally screws up, were I solow get whittled down, and it might take 5-10 mins, but eventually cool downs arn't matching up, ive lost too much hull and shields, and the alpha spike wins out and I explode.

Conversly ive had a guy in a brel, in a team match, use a combination of abilities and doffs to warp plasma me, scramble sensors, drop tri mines on me, and give me some torps, which basically insta poped me. but he had to do more then spam a space bar to do it, and it was only truly effective the first time because it cought me utterly off guard.

but he also was in no danger from me, his speed, def, and genral tankyness compared to my pressure dps, and in ability to force him to fight me in any way, is indicative of the problem.

most debuffs are heavily limited now, and abilities that cripple movement, or ship systems are way to easy to remove. the abilitiy could be level 3, and the person applying it have 200+ effective skill invested, but a level 1 ability with no investment can null it.
Lt. Commander
Join Date: Jul 2012
Posts: 248
# 22
06-01-2013, 10:56 AM
even if heals were reduced sustained dps would be crap without a resistance nerf also fleet shields make it easily possible to hit the cap and fast and they even surpass the cap if you use resa or b against their defense types with just 1 TSS.

and spike is already balanced as well as it ever will be with the resist healing we currently have we got into this useless pressure dps because they raised healing and then they only raised spike to compensate for it they didn't heal pressure damage any

P.S.

also we would need to consider PVE balance aswell sustained moderate dps jsut isnt doing so well in that catagory either. not sure what would need to be changed to make that work...
Andy@andy30
http://sto-forum.perfectworld.com/image.php?type=sigpic&userid=1615554000&dateline=1  365460663

Last edited by kamipoi; 06-01-2013 at 11:06 AM.
Commander
Join Date: Dec 2012
Posts: 266
# 23
06-01-2013, 11:34 AM
Quote:
Originally Posted by kamipoi View Post
even if heals were reduced sustained dps would be crap without a resistance nerf also fleet shields make it easily possible to hit the cap and fast and they even surpass the cap if you use resa or b against their defense types with just 1 TSS.

and spike is already balanced as well as it ever will be with the resist healing we currently have we got into this useless pressure dps because they raised healing and then they only raised spike to compensate for it they didn't heal pressure damage any
Still need to fix sci though, once that's fixed, id look at res, sci can throw some heavy resistance debuffs out. as can Tac with a couple of the attack patterns. and none of that fixes the whole def problem, it doesn't matter how much damage you can do, spike, or pressure, if it doesn't connect most of the time, which comes back to debuffs being to easy to remove of get rid of.

Once all that's squared away shield regen might need to be looked at, and id look at resistance debuffs, and how their being applied, stacking, or not stacking, before id tweak resistance its self, but that's me.
Lt. Commander
Join Date: Jul 2012
Posts: 248
# 24
06-01-2013, 11:40 AM
as said the immunities need to get moved out of tact abilities or separated into non dps buffing tact abilities atleast....and some sci abilities need to be retooled such as tachyonbeam should lower resistances instead of the pitiful drain it does now gravity well needs looking at a half blind mouse could walk out of it without noticing it....

thigns like that but most of all they need to make pressure damage viable again(more viable)
Andy@andy30
http://sto-forum.perfectworld.com/image.php?type=sigpic&userid=1615554000&dateline=1  365460663
Commander
Join Date: Dec 2012
Posts: 266
# 25
06-01-2013, 12:25 PM
Quote:
Originally Posted by kamipoi View Post
as said the immunities need to get moved out of tact abilities or separated into non dps buffing tact abilities atleast....and some sci abilities need to be retooled such as tachyonbeam should lower resistances instead of the pitiful drain it does now gravity well needs looking at a half blind mouse could walk out of it without noticing it....

thigns like that but most of all they need to make pressure damage viable again(more viable)
the skill investment for some sci abilities could also use a touch of tweaking, some are affected by up to 3-4 skill pools, which all influence various aspects of the ability. means stretching points out.

which comparatively engineers or tac only need 1, two skills max even for end tier abilities to max them out. something else to put in the bin to get looked at perhaps.
Starfleet Veteran
Join Date: Jun 2012
Posts: 281
# 26
06-01-2013, 12:39 PM
The problem I see is not that Tac ships are OP, but rather doing what they are meant to do, which is high burst dps. The problem we have is Sci, they are Absolutely Useless, I say this because cryptic doesn't know what to make of Sci. Either we are healers or Crowd and Control. Engineering skills heals better and cruiser heals much better than Sci. So what do they want for Sci. This what we need to be asking.
"You ask why we give our ships computer normal emotions. Do you really want a warship incapable of loyalty?"
Lt. Commander
Join Date: Jul 2012
Posts: 248
# 27
06-01-2013, 01:23 PM
what sci should be doing is debuffing the enemy resistance and all of those types of debuffs taken from tacts skills imunities and healing should be the realm of engineers and viola you got a use for everyone sci should lose the healing skills to engineering aswell
Andy@andy30
http://sto-forum.perfectworld.com/image.php?type=sigpic&userid=1615554000&dateline=1  365460663
Commander
Join Date: Dec 2012
Posts: 266
# 28
06-01-2013, 01:31 PM
A little cross over doesn't hurt, and to be fair most of sci heals are either shields, or about removing things and give some hull healing. besides you don't want to totally pigeon hole each class, or you'll end up with ships with slots that cant be effectively filled for the role the ship is doing.
Lt. Commander
Join Date: Jul 2012
Posts: 248
# 29
06-01-2013, 01:33 PM
good point but they realy do need to toss immunities out the airlock im fine with skillpoints making them resistant to things but when a skill all of a ship type takes causes majority of anouthers to do nothing to them i find this disturbing....
Andy@andy30
http://sto-forum.perfectworld.com/image.php?type=sigpic&userid=1615554000&dateline=1  365460663
Empire Veteran
Join Date: Jun 2012
Posts: 6,359
# 30
06-01-2013, 01:45 PM
Quote:
Originally Posted by kamipoi View Post
as said the immunities need to get moved out of tact abilities or separated into non dps buffing tact abilities atleast....and some sci abilities need to be retooled such as tachyonbeam should lower resistances instead of the pitiful drain it does now gravity well needs looking at a half blind mouse could walk out of it without noticing it....

thigns like that but most of all they need to make pressure damage viable again(more viable)
What Tac abilities? The only movement protection offered in any Tac ability is the movement debuff protection given in ApO.

I would have no issue withthat protection being removed from ApO but the speed, turn , damage and defensive buffs need to stay as they already exist in the ability.

This puts the biggest weakness back into playing the escort- removing its mobility- but keeps its strengths.
STO is very much an Adam One culture and completely inarticulate about Adam Two.

Last edited by bitemepwe; 06-01-2013 at 01:48 PM.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 04:51 PM.