Commander
Join Date: Jun 2012
Posts: 259
PvP Feedback, in what I think is the most appropriate order of importance:

1. PvP has a steep learning curve, for new players to start PvPing competitively

2. Engineer Profession is underpowered: Tactical class can boost damage a lot, esp. spike damage which is critical in PvP, Science can wipe bridge officer powers, has powerful hull aoe resist and debuff hull resist, eng has self healing only abilities (this is bad because for a non-damaging ship to be useful in PvP it has to heal and not tank (since if it tanks no one will target it)).

3. Romulan tier 4 placate: This can be irritating in 1v1 PvP, and even team PvP is affected quite negatively by this (esp. since it disrupts abilities like tractor beam heavily).

4. There is no Fleet Patrol/Fleet Ha'feh "sweet spot" Klingon side, also Romulan side lacks a good healer that isn't lock box (Vesta, Recluse), perhaps a version of the Dread-naught will fix this.

Starfleet M.A.C.O. KDF Honour Guard

Last edited by afree100; 06-20-2013 at 08:21 AM. Reason: got rid of non-important stuff
Rihannsu
Join Date: Jun 2012
Posts: 3,079
# 2
06-18-2013, 02:49 AM
Quote:
Originally Posted by afree100 View Post
[...]
2. Engineer Profession is underpowered: Tactical class can boost damage a lot, esp. spike damage which is critical in PvP, Science can wipe bridge officer powers, has powerful hull aoe resist and debuff hull resist, eng has self healing only abilities, tanking in this game is pretty much useless, healing is infinitely more useful (not literally). This also affects PvE quite a bit aswell[...]
Well, to be fair, with LOR there are the new traits which help a bit to mitigate the difference between the classes and which reward you for commanding a ship of the type of your captain, which gives Engineers a lot of power to play with. It's probably not completely even playing field yet, but it's better than it was.

As it has been said many times that they plan to raise the level cap some point in the future, my hope is that they add some new ability for engineers that allows them to be tanks in PvP. Without an ability that punishes the opposing team for not attacking the tank, the tank will be ignored until the rest of the team is dead...
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Captain
Join Date: Jul 2012
Posts: 777
# 3
06-18-2013, 03:11 AM
Quote:
Originally Posted by afree100 View Post
2. Engineer Profession is underpowered: Tactical class can boost damage a lot, esp. spike damage which is critical in PvP, Science can wipe bridge officer powers, has powerful hull aoe resist and debuff hull resist, eng has self healing only abilities, tanking in this game is pretty much useless, healing is infinitely more useful (not literally). This also affects PvE quite a bit aswell
Well, I would prefer Cryptic to give cruisers a cap of 150 to all subsystem powerlevels without touching the overall base power. Only an Engineer could successfuly fill these subsystems up, so it probably won't attract tacs to exploit this. This move would not only increase their turnrate/speed and tanking abilities, but could also give beam arrays the punch they need so much. I would also combine this with some kind of inherent threat modifier to improve their role as a tank in PvE.

Quote:
4. Romulan tier 4 placate: this makes 1v1 PvP very distasteful for reasons I have already mentioned, 1v1 PvP is still pretty important, and even team PvP is affected quite negatively by this. This also disrupts many abilities such as tractor beam
Agreed. This is probably the most annoying trait Cryptic ever implemented in this game. It's not overpowered in any way, it just makes 1vs1 fight unnecessarily irritating. If a player combines it with the KHG/Adapted Maco shield it becomes even more ridiculous.
Commander
Join Date: Dec 2012
Posts: 361
# 4
06-18-2013, 03:13 AM
what about sensor analysis beeing useless with all the jamming procs? the devs allready know about that because they are giving it to other non-sci ships

what about subsystem targeting ? they gave it to other non-sci ships too, because they know 6 weapon slots is too limited, and we have to use a beam, reducing sci-vessels effectivenes in non-beam builds

same happens with eng's nadion inversion, it only works with energy weapons, they limit us, with tacs you just boost everything
it's not the ship or the build, it's the atitude
Rihannsu
Join Date: Jun 2012
Posts: 3,079
# 5
06-18-2013, 03:15 AM
Quote:
Originally Posted by eisenw0lf View Post
Well, I would prefer Cryptic to give cruisers a cap of 150 to all subsystem powerlevels without touching the overall base power. Only an Engineer could successfuly fill these subsystems up, so it probably won't attract tacs to exploit this. [...]
That's a beautiful idea! It would also fit the cruiser description in the game, which talks about "powerful warp cores".

It could even be refined for individual ships, in the same way that currently ships give +X power to a subsystem - "+Y to subsystem A, B, C or D power level cap".
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Promote what you love, instead of bashing what you hate.
Commander
Join Date: Jun 2012
Posts: 259
# 6
06-18-2013, 04:22 AM
Quote:
Originally Posted by eisenw0lf View Post
Well, I would prefer Cryptic to give cruisers a cap of 150 to all subsystem powerlevels without touching the overall base power. Only an Engineer could successfuly fill these subsystems up, so it probably won't attract tacs to exploit this. This move would not only increase their turnrate/speed and tanking abilities, but could also give beam arrays the punch they need so much. I would also combine this with some kind of inherent threat modifier to improve their role as a tank in PvE.
That is the best idea I have heard in a long time, and it should be ultra-easy for cryptic to implement. Although recently I have been thinking of more of an 24/7 passive that the engineer profession could have that may or may not replace one of their ordinary powers depending on balance, although I hardly think that is necessary, and I really hope such a thing would be implemented outside of the trait system since it is quite a major boost and some players may not notice it.

So your suggestion would be ideal to be applied to the eng profession, because they need more of a boost than cruisers do imo, but cruisers defiantly would benefit from something like this. Either way it gets implemented, it would be awesome.

Starfleet M.A.C.O. KDF Honour Guard
Empire Veteran
Join Date: Jun 2012
Posts: 421
# 7
06-18-2013, 04:34 AM
Quote:
Originally Posted by sophlogimo View Post
As it has been said many times that they plan to raise the level cap some point in the future,
there doesnt seem to be any plans whatsoever to increase the player level, however the player rank cap might be increased next season, basically so you can command a squad of your npc ships like you do boffs.

the speculation is here:
http://sto.gamepedia.com/Level#Future_Ranks
House of Sigma (channel KDFdefera for PvE requiring only KDF teams) List of KDF issues [my in-game handle @bootymcboots] (channel KDF Empire for KDF orientated discussion - still in development/growing)
Commander
Join Date: Jun 2012
Posts: 259
# 8
06-18-2013, 05:31 AM
That speculation has lasted several seasons, however I think we are getting close to a lvl cap increase, although I did think that for LOR quite a while before it was released, I think Cryptic considered ranking up gear, however they instead desided to give it a new quality (ultra-rare of course).

Perhaps because new colours look epic or something, I thought that there was an empty spot for vice admiral mk (a second one like ealier levels), although after just looking at the game item levels it seems that higher mks are one per rank not two like lower levels, so Mk X = lvl 40, Mk XI = lvl 45, Mk XII = lvl50 so Mk XIII should be level 60, although now I am curious as to why Cryptic whent lvl 40 --> 45 instead of 40 --> 50.

Starfleet M.A.C.O. KDF Honour Guard
Empire Veteran
Join Date: Jun 2012
Posts: 6,757
# 9
06-18-2013, 05:44 AM
Siphon drones should not be an issue anymore since the feds can field a drain boat just as lethal.
I say this because another player/another thread was boasting on how they could make such a vessel to have both +125 in every system but keep a target locked down as well with no power.
If the feds could not field thier own drain boat then I would say KDF siphon boats are unfair, but not now.
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Captain
Join Date: Feb 2013
Posts: 1,001
# 10
06-18-2013, 07:00 AM
Quote:
Originally Posted by bitemepwe View Post
Siphon drones should not be an issue anymore since the feds can field a drain boat just as lethal.
I say this because another player/another thread was boasting on how they could make such a vessel to have both +125 in every system but keep a target locked down as well with no power.
If the feds could not field thier own drain boat then I would say KDF siphon boats are unfair, but not now.
Please don't spread false information. You are quoting a post I made however, nowhere did I claim here or anywhere that it can lock a target down with no power because that is simply not true. With power resist, I can severely drain a target's power but in no way will it be close to zero, that's simply a lie that you are making up.

Siphon drones is a problem on its own, I'll leave the debate to more capable hands.
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