Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
01-30-2010, 04:38 AM
Quote:
Originally Posted by KabaalGen
Mark II white and greens. And saying it is too much is nonsense, when i made my Klingon i had loads of much better blue gear to mail it from my fed toon... that toon is only level 4.
This is a bit of a stretch. You won't have loads of useful gear from sb24 as first it's random. Even if you run the place asap you still have to some stuff to open klingon and you won't be level 4. You can get blues and greens from sb24 but making sure your higher level and doing the most damage isn't a given at that level range.

Most feds that I have grouped with have whites and greens at best. There really isn't a point to camp sb24 as you can hit tier 2 and work on mark 4. The gear doesn't start to come into play much till tier 2 through quests etc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
01-30-2010, 04:45 AM
Quote:
Originally Posted by Bone_Flavored_Gum
Completely agree. Something is up with the low level PVP balance. I can shoot at a Klingon ship over and over with full power to weapons and barely scratch the sheilds, yet kingon ships can easily go through my sheilds. 4 Kingons vs. 1 fed ends in a quick death as the teir 1 ship folds faster than superman on laundry day. The Klingon ships stay around for a good 30 seconds until the shields finally go out. You're also dead on about the scores. Klingons are obviously putting out way more power and possibly tanking way more than their fed counterparts. Needs to be balanced.
If you're dropping fast it could be a couple factors. First cannons will chew through them fast. Two Rapid fire bof skill just makes cannons godlike. Three they could be higher level. All or some of these factors can contribute to your demise.

Don't get me wrong klingons are dishing out twice as much as I can with green mark 2 dual heavy ruptors and a mark 2 torp and even two dual heavies. I assume the starter BOP as an escort gets a bonus.

Anyhoo haven't played my klingon yet in release so not sure about the loot buff and possible ship buffs should be fun .
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
01-30-2010, 04:51 AM
I got my Klingon up to Lt. Cmdr. tonight so it's fair to say I experienced a lot of PVP.

The only problem I see with the Fed side is that there are new players who haven't yet figured out how to form the Laserball. Once they do, things will be back to 'normal'. The few times I saw the Feds actually working together they were certainly holding their own, including winning the capture-point game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
01-30-2010, 05:10 AM
Quote:
Originally Posted by travistrout View Post
I got my Klingon up to Lt. Cmdr. tonight so it's fair to say I experienced a lot of PVP.

The only problem I see with the Fed side is that there are new players who haven't yet figured out how to form the Laserball. Once they do, things will be back to 'normal'. The few times I saw the Feds actually working together they were certainly holding their own, including winning the capture-point game.
Its that the laserball is less effective. You can tell when you have groups of 6 Feds doing crap damage to the klingons because of the superior equipment. Again you only need to look at the end of the round and see the damage being done.

The ball technique is not a difficult thing. Most beta players did it without thinking.

Its just when the individual players in the ball are putting about 1/5 the DPS that the other side is doing then there is a bit of a problem. The gear was adjusted from complaints that were well founded, but adjusted a bit too much. You can tell how players know this on the Klingon side. Players used to throw up jam sensors, evasive, and all sorts of skills. Now they just stride around ignoring extra players on their six.

Now you can say this will not be a problem later of course. But then what was the point of improving Klingon starting gear if it would not mater later? I can think of a few.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
01-30-2010, 05:17 AM
Quote:
Originally Posted by Aior
Its that the laserball is less effective. You can tell when you have groups of 6 Feds doing crap damage to the klingons because of the superior equipment. Again you only need to look at the end of the round and see the damage being done..
As I said, on those few occasions when I saw groups of Feds they were doing quite well. What I mostly saw, however, was the blue team crashing into us in ones and twos. They'll learn, and quickly.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
01-30-2010, 05:25 AM
OK Wide Beams are crap damage anyway, then you have hardly any power in weapons - what did you think it was going to do?

And its not gear. I did stop the signal at lvl 4, by then 2 blue shields, 6 ground weapons, 3 consoles, 2 mkii heavy phaser cannons, 1 phaser turret and some other stuff had all dropped/givern as rewards. oh and a mkii quantum torp.

except for the console - everything was better than the starting gear - And after mailing it to myself, the only thing i didnt replace on my ship was the distrupter, and that was only because i didnt want to use the phaser cannosn.

The shields are even better than the MK IV's we have access to.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
01-30-2010, 05:41 AM
I rushed through Fed missions to unlock klingon and his gear was just as good if not better than my Klingons. He also had a lot more credits.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
01-30-2010, 11:11 AM
k, this is what I'm seeing in PvP at the moment (from klingon side)

Feds coming into 5 BoPs in 1s and 2s, dropping out of full impulse in weapons range
Klingons coming into fedballs in 1s and 2s dropping out of full impulse in weapons range
Feds frontloading (usually cannon/photon front, phaser turret rear). Usually leads to comments of "Wow BoP are maneuverable!" as someone in a BoP sits right behind them blasting away with cannon and torpedo shots
Feds who aren't frontloaded not broadsiding with their dual beams (effective DPS halved)
People firing cannons at 10km out and not trying to close (damage drops off after 5km I believe)
Fedballs that are utterly uncoordinated (saw one of 5 ships that shot at 3 different targets)
Organised Klingons (scary but true)
Mass firepower being directed at someone who's obviously tanking (max shield settings, engineer captain with rotate shield freq and BO with emergency power to shields, who's equalising shields as well)
and, people not equalising their shields (especially feds, I've killed a few who had 3 sectors white)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
01-30-2010, 11:41 AM
I don't think the gear thing is as much of an issue as Kilnk damage.
In pvp, I have half Mk II gear (weapons and a couple other things) the rest MK I.
At the end of a space pvp match just look at the damage done. The klinks always double the amount the Feds can do. I know the Devs wanted to boost Klinks a bit but this is ridiculous.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
01-30-2010, 12:34 PM
The best gear the Klingons get is the loose nut behind the keyboard.

Our option is pretty simple. Be good at being a Klingon or quit and go back to a Fed toon.

I saw this in Monster play in LOTRO and **** Midgard too. The kind of player who can and will take a faction that is an underdog and has to play tactically and strategically well enough to make it a viable play choice will filter out from the rest and do so much to the chagrin of the fair haired favorites of the devs.

"It's not the size of the dog in the fight but the size of the fight in the dog." -- M. Twain.

--m.
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