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Anti Hargh'peng Armor console

SystemSystem Member, NoReporting Posts: 178,019 Arc User
So, for those of us who like fighting other players, instead of an AI that is (IMHO) about as menacing as Pac Mans, why not put a console for sale in the c-store that completely nullifies the effects of the Hargh'peng?
It would be the only thing that would keep me interested in playing PVP anymore. (Or renewing my subscription, for that matter.)
I'd pay $10 to be able to enjoy STO again. Anyone else?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    But 'Hazard Emitters' are already a counter for the Hargh'peng behind armor effects... (Though if someone is mounting multiple Hargh'peng torpedoes, you may need multiple Hazard Emitters in your Bridge crew to fully counter...)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    But 'Hazard Emitters' are already a counter for the Hargh'peng behind armor effects... (Though if someone is mounting multiple Hargh'peng torpedoes, you may need multiple Hazard Emitters in your Bridge crew to fully counter...)
    Which still leaves a 15 second window where you can be hit by up to 5 Hargh'Pengs theoretically. And that's if you devote 2 (and some ships only have two) science slots to it.

    The real solution to the Hargh'Peng problem is either giving them a global cooldown or making them unique, e.g. you can equip only one. Everything else is a weird band-aid.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    All they would need to do is extend the, (removes hazard debuffs) from 15 sec to 30 sec
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Chances are if they are mounting multiple Pengs then they are reducing their normal energy weapons. I would just stick with my normal Neutroneum (sp) armor.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    The problem with making them unique is if you already have more than one you can still put them all on your ship
    giving them a global cool down might be the best way to slow them down and allow for better healing.
    Extending Hazard emitters to 30 seconds would unbalance PVP in a very bad way. it would be like when we had cruisers chaining rsp and that's not an answer. or perhaps make them target able there is another idea.
    in the mean time you can use polarize hull brace fore impact or armor for the kinetic damage.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    The problem with making them unique is if you already have more than one you can still put them all on your ship
    giving them a global cool down might be the best way to slow them down and allow for better healing.
    Extending Hazard emitters to 30 seconds would unbalance PVP in a very bad way. it would be like when we had cruisers chaining rsp and that's not an answer. or perhaps make them target able there is another idea.
    in the mean time you can use polarize hull brace fore impact or armor for the kinetic damage.

    Global Cooldown also has the advantage that you can still use any spares you got on other ships. Unique is a little too restrictive IMO. Unique per Ship could be a more sensible limitation.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Global Cooldown also has the advantage that you can still use any spares you got on other ships. Unique is a little too restrictive IMO. Unique per Ship could be a more sensible limitation.

    if they came out as Unique there would have been no problem with them. restrictions should be put on such things as this and the peng boats are why. its something that was a great idea but with no control just like the tractor beam mines. we might not like it bur restrictions are there for a reason.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    'pengs just need to become unique period. That would solve all the problems.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    dvsaris wrote: »
    'pengs just need to become unique period. That would solve all the problems.

    Not really.

    Let me play Devil's advocate for a second. (BTW: I don't use Har'pengs). Har'pengs are really nice in pve missions, they do not affect other users, nor diminish their gameplay. Why should PvE suffer for something that is breaking PvP. I have another solution to propose. Ban Har'pengs in PvP, this will make pve happy and pvp happy, (except for those pvpers that use them :p), best of both worlds.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Sollaf wrote: »
    Not really.

    Let me play Devil's advocate for a second. (BTW: I don't use Har'pengs). Har'pengs are really nice in pve missions, they do not affect other users, nor diminish their gameplay. Why should PvE suffer for something that is breaking PvP. I have another solution to propose. Ban Har'pengs in PvP, this will make pve happy and pvp happy, (except for those pvpers that use them :p), best of both worlds.


    Your are right the majority of the people that equip it see it as a quick fix to a bad build. My escort doesn't do enough damage but when I put a Peng on my damage goes up. It is a skill less weapon you do not need to time your alpha to drop shields to land a regular torp you just LOL autofire peng. And the minority that aregood to decent PvPers are using them in I told you so builds. I am running an B'Rel-R with 4 pengs up front and I am getting 27K+ crits on an alpha. If I was asked to join a team for serious PvP I would jump back into my KDF tac in a raptor.
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