test content
What is the Arc Client?
Install Arc

The Carrier, from a PVP Point of View.

1910121415

Comments

  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2012
    webdeath wrote: »
    Well so far from my testing of the Polarized Hull Doffs, they pretty much don't work well at all. The amount of Damage Reflected per Rarity is to low. The Chance that it reflects is too low. And the fact that when it reflects it'll only reflect one shot at the most every 4 seconds during the 15 seconds that Polarized hull is up. Do not waste a Doff slot on these officers at this time. As you will be disappointed in their performance. And this is from using 2x Rare versions. (Rare versions 4% chance to reflect up to 20% damage, Very rare is I think 5% chance to reflect up to 25% damage)

    its funny how garbage these new doffs are, i really have to laugh out loud. i don't think theres been a case that its ever been more clear that the person who set these new doffs up doesn't play the game enough. even playing pve would be enough to know they are worthless. npc's shoot you like 1/1000 the number of times you get shot by a player or team of players, you could proboly do a pve mision and not have this doff proc go off once. the doff proc needs to be separated from polarize hull, and just made a pasive by the sounds of it. or have a chance to go off every time HE, PH, or A2S is used. that might actually be something.

    the energy officer doffs are even worse. sure just copy paste the Target subsystem proc, thats sorta good for a skill that has a minute and a half cooldown, onto skills that have a 30 second cooldown, and a 15 second global. you have never played the game AT ALL if you don't know thats worthless. there really is no excuse for this one. the white has the same functionality as the purple, anything beyond common is overkill. these doffs need to be set up like the team skill cooldown reducing doffs, or the EPtX cooldown reducing doffs.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited June 2012
    Actually "neglibible effect" would be a nice value for all DOFF procs, IMO. I think they are too much of a danger to game balance as they are.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • broken1981broken1981 Member Posts: 0 Arc User
    edited June 2012
    well here is my take....i posted this in another topic


    what all escourts needs to take a look at is the nurse doff. 500k for a blue. i think blue is fine. i seen my crew insta revieve while getting shot at. acutally this might be good for every class ship. escourts the most to keep that tt dps good. a purple is at 11 mill but its not worth it. blue is 150% purple is 200%. i mean my escourt does have 50 crew so maybe thats why i seen it regen that fast. other ship howver might need a purple when they have 3k in crew...looking at you oddy players out there. so on my escourt i have 2 purple tt 2 purple sdo 1 blue nurse.


    now i did skill to level 6 on my oddy and escourt subsystem rep. now mav i know that you really hate this skill. and you also say et will just clean the proc. but i would rather give et to another player on my team that could use it. besides clean the phaser proc get hit with another 5 secs later. also im using red matter and eps and warp core doff. i still get phaser proced but 1 thing i do notice is that it clears fast. infact that proc stays for about 3 secs max. reason due to sub skill scales with crew. the blue nurse is awesome on my escourt. that regen is just about insta recover. so my tt is staying very hot all match.


    my oddy....wellll......i think its 2.5k crew? this nurse is just healing them all. now if i had a purple on my oddy i would be set. right now i have just a blue. nice thing is you only basically need a blue on any given ship. the regen at 150 is awesome in combat. purple gives 200%.so sure give me a purple ill first put it on my oddy. give me another 1 and it goes on my escourt. give me another purple ill tell you that i dont need it.
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2012
    Actually "neglibible effect" would be a nice value for all DOFF procs, IMO. I think they are too much of a danger to game balance as they are.

    oh well of course, that would be best for sure. introducing doffs laughably below the current base line, and introducing those energy weapon doffs that are basically not compatible with the skills they 'benefit', is almost as bad as introducing another doff as op as the transfer shield doff.
    broken1981 wrote: »
    well here is my take....i posted this in another topic


    what all escourts needs to take a look at is the nurse doff. 500k for a blue. i think blue is fine. i seen my crew insta revieve while getting shot at. acutally this might be good for every class ship. escourts the most to keep that tt dps good. a purple is at 11 mill but its not worth it. blue is 150% purple is 200%. i mean my escourt does have 50 crew so maybe thats why i seen it regen that fast. other ship howver might need a purple when they have 3k in crew...looking at you oddy players out there. so on my escourt i have 2 purple tt 2 purple sdo 1 blue nurse.


    now i did skill to level 6 on my oddy and escourt subsystem rep. now mav i know that you really hate this skill. and you also say et will just clean the proc. but i would rather give et to another player on my team that could use it. besides clean the phaser proc get hit with another 5 secs later. also im using red matter and eps and warp core doff. i still get phaser proced but 1 thing i do notice is that it clears fast. infact that proc stays for about 3 secs max. reason due to sub skill scales with crew. the blue nurse is awesome on my escourt. that regen is just about insta recover. so my tt is staying very hot all match.


    my oddy....wellll......i think its 2.5k crew? this nurse is just healing them all. now if i had a purple on my oddy i would be set. right now i have just a blue. nice thing is you only basically need a blue on any given ship. the regen at 150 is awesome in combat. purple gives 200%.so sure give me a purple ill first put it on my oddy. give me another 1 and it goes on my escourt. give me another purple ill tell you that i dont need it.

    umm, aside from RP based concern, crew continues to be nearly irreverent, save for it being a modifier to subsystem repair. if you wanted to skill that, and i would like to sorta, it sounds like the nurse would be required. i suppose crew does buff the passive heal %, but i have never really noticed that mattering one bit. 99% of my hull healing is from abilities.
  • broken1981broken1981 Member Posts: 0 Arc User
    edited June 2012



    umm, aside from RP based concern, crew continues to be nearly irreverent, save for it being a modifier to subsystem repair. if you wanted to skill that, and i would like to sorta, it sounds like the nurse would be required. i suppose crew does buff the passive heal %, but i have never really noticed that mattering one bit. 99% of my hull healing is from abilities.

    i havent noticed it affecting healing either. but as for being irreverent i highly doubt this. have you noticed how badly tt get affected by low crew? tt2 with about 5 crew is +7.1 while full crew tt2 gives +24. thats a huge dip in dps. not to mention being more prone to phaser procs or subsystem targeted. if your doff lay out is 2 purple tt doffs and 3 purple sdo and go 2 sdo you dont lose anything but actually gaining. we all played pvp with out doffs. we all know how to keep our sheilds up. even if we lose them we have team work. in a 1v1 yes 3 sdo needed. but this is team play with over a mill of pets all using phaser which is massvie ammount of procs a ship can take. the nurse just helps guard from procs abit better.

    just having a blue nurse i notice my tt is more healthy during a match. phaser procs dont even have an effect like they used too. i notice a huge difference. less then 5 min into a match and most of my crew is dead. now i can go a full match and actually have crew. i also think most players just dont value crew during pvp only because we are all used to how phaser proc used to work. i always liked crew because it helps my tt keep up the good dps. if tt did not take off tact debuffs or even boost my dps and all it did was blance my sheilds i would not even have it. thats what my space bar does. but since tt does boost dps i do care alot about my crew, even more so since phaser procs happen so much its the main reason for my ship to go boom.


    just an edit, take a torp hit at full sheilds and see how much crew in a defiant gets wiped out. put in a blue nurse take the same torp hit and watch as a second later the crew just insta regen. it helps get crew back while in combat. i do think an oddy should use the purple. but for low crew blue is only needed. but only if you you dont want to be phaser proced and have that tt work for you.
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2012
    as far as i know, the only damage buff from TT is from a small bump in weapons proficiency skill points for 10 seconds, so an extreamly small damage buff.

    with crew, i think its % alive that maters more then number alive. i don't think the actual number maters, though i haven't checked the passive repair rate of an odyssey and defiant back to back to make sure.
  • broken1981broken1981 Member Posts: 0 Arc User
    edited June 2012
    as far as i know, the only damage buff from TT is from a small bump in weapons proficiency skill points for 10 seconds, so an extreamly small damage buff.

    with crew, i think its % alive that maters more then number alive. i don't think the actual number maters, though i haven't checked the passive repair rate of an odyssey and defiant back to back to make sure.

    i could hardly call tt2 +24 all energy damage for 10 secs a small bump. with a cloaked alpha and all buffed out thats major.

    again im not talking about passive repair rate here. sorry if im having a hard time understanding excally what you mean when you say this. the nurse regens crew during a match, ie, take a torp hit, say it killed 27% of your crew, it will bring back your crew to 75%. so during the match the nurse will regen your crew back to 75%. and 75% of your crew gives full dps of what ever tt skill that you have. even if im wrong and tt is a small bump, its still extra juice for pew pew. i got hit by 3 torps and was taking pahser fire. while i was taking phaser fire i watched my crew regen. since when does that happen? i only noticed crew regen out of combat.

    so lets just say you get hit with theta, well no crew left tt2 is worthless, could just use tt1 and chain it. wait!!!!! now i have an awesome nurse( hope she is hot and alone in sick bay) im getting my crew regened back to 75% (while under fire) thus less proned to pahser proc and my tt will get that dps boost. i dont know man im not a pro, just a semi decent player and this makes sence to me. i did my doff lay out according to the powers i use most. purple tt doffs x2 purple sdo doffs x2 blue nurse 150% crew recover in combat. so i have my offensive powers buffed and the tt doff even boost tt more then just the cd, (+10 per tt purple doff) defensive doff for when my shields go gown and nurse to keep my tt hot while also helping to guard from phaser procs.

    i feel that i have balanced out my doff lay out to be offensive as well as defensive. tryed to find that perfect balance of in between. i hope players like you will test this nurse. i hope that i am not wrong in my thinking. i am seeing it work under heavy pahser fire. even in my oddy i have has less disable time due to the nurse for getting all of my crew back to 75%. in fact ive noticed a disable time of under 5 secs. with no crew its way longer compounded by more then 1 system down at any given time. now im just at the point when i say go do it and torp me, not going to disable my systems for awesome longness, i got crew!!!!. lol yeah this thought about crew does come off odd. but now with all the pet spam from sci and now even escourt carriers its time to really think about guarding agsint crew death



    ok edit and stats +24 all energy +10 star ship attack patterens


    tt1 1882-1255 tt1 with crf3 2445-1881

    tt2 1895-1264 tt2 with crf3 2462-1894 so yes you are correct, its a small bump with just thoes stats. but with a cloaked alpha with omega its still very good.
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2012
    TT gives a small 10 second buff to Starship Energy Weapons Training, and Starship Projectile Weapons Training. TT1-18, TT2-24 and TT3-30. with TT2 and TT3, thats like having another tactical console equipped for 10 seconds. that can be kinda handy, but its nothing compared to the direct damage bonus of other tactical powers. i have never noticed the potency of the TT damage bonus being linked to alive crew, i'll look into that next time i play though. oh and the buff to attack patterns is from the conn doffs.

    the only things crew has been confirmed to effect is the passive hull regeneration and the passive subsystem repair rate. it effects these things in very minor ways, but it also makes putting points into subsystem repair a waist, after the crew became a multiplier for it every time my crew was dead the skill point based boost did next to nothing to repair the subsystem faster. even if the nurse doff could make it viable to put skill points back into subsystem repair, i have a hard time justifying also giving up an active roster spot for it.
  • broken1981broken1981 Member Posts: 0 Arc User
    edited June 2012
    TT gives a small 10 second buff to Starship Energy Weapons Training, and Starship Projectile Weapons Training. TT1-18, TT2-24 and TT3-30. with TT2 and TT3, thats like having another tactical console equipped for 10 seconds. that can be kinda handy, but its nothing compared to the direct damage bonus of other tactical powers. i have never noticed the potency of the TT damage bonus being linked to alive crew, i'll look into that next time i play though. oh and the buff to attack patterns is from the conn doffs.

    the only things crew has been confirmed to effect is the passive hull regeneration and the passive subsystem repair rate. it effects these things in very minor ways, but it also makes putting points into subsystem repair a waist, after the crew became a multiplier for it every time my crew was dead the skill point based boost did next to nothing to repair the subsystem faster. even if the nurse doff could make it viable to put skill points back into subsystem repair, i have a hard time justifying also giving up an active roster spot for it.

    i really wish i knew how to break up your post. so ill just have to address my points like this.
    tt is linked to crew. its been like this for a very very long time. phaser proc will disable your systems longer due to less crew. subsystem rep skill scales with alive crew. nurse doff will regen crew back to 75% in combat. so flying around with 75% crew guards against phaser procs, and target sub system disable.


    would you want me to send you a blue nurse doff to test on? i really dont mind it. you are a very good player and i respect you, mav, horizion, and many others. you guys always do the test on new things and see what works what dont. to me investing 1mill into a blue doff is worth it for a pro player to test.
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2012
    i think we can agree that if you want to run good subsystem repair rates, the nurse is all but required if its that effective. the crew multiplier for the repair time makes that so. on my builds, the opportunity cost is too high to focus on that though

    as far as the damage buff from tt goes, if you fire off TT for a combat boost, your opening yourself up for pain if you don't have it ready as soon as you are getting alpha'ed. even though it has a damage booster, your better off pretending it doesn't, and saveing it only when you need it defensively.


    oh and for breaking up posts, the text that looks like this [ QUOTE=broken1981;4403271] is added to the front of the quoted text. at the end of the quoted text there is this [ /QUOTE]

    simply copy and past those at the front and end of paragrahs you wish to isolate so you can discuse 1 thing at a time.
  • broken1981broken1981 Member Posts: 0 Arc User
    edited June 2012
    ahh ok ty. as an escourt yes i do look for the boost from tt. i think that 10 sec window is enough for cloaked alpha. also i seen your screen shots of getting phaser proced and having 3 systems down. we all have this happen every day. i think 1 nurse should be a must have type thing since we mostly only die to phaser proc and not player skill.

    maybe at 1 time sub skill was not worth it because crew dies off very fast. now we have this nurse so that means specing into sub skill is autally good. reason due to always having 75% of your crew during a match. how will 3 sdo help you when you use the sdo but 2 secs later your sheilds are down as well as 2 other systems due to no crew?

    after testing the nurse im very sure boost borg procs . my hull rep rate with out nurse is 189.4% with the nurse that becomes 190.4%


    now i have to edit this because it seems this only happends on the jem and not my defiant. not sure why
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • thishorizonthishorizon Member Posts: 1,158
    edited June 2012
    the nurse doff has impact.

    i can say that 5/10 times i die in a good match is from some sort of phaser proc.

    2/10 its because i got uber crit'd by a good escort

    2/10 i fly inebriated

    1/10 rammed into dust.

    and i.m the average player.

    the nurse doff (purple or blue) plus spec'ing into subsys repair will cut the duration of phaser procs by a little, therefore cutting down on those things.

    its a bit xpensive, you have to consider the impact. but 3 sec phaser procs vs 5 sec phaser procs aint too shabby. now you have to 9 out subsys repair, and run the blue or purple doff, but ive seen it work.

    i have no hard data because i run no parser. someone if its possible to test this?

    have fun kill bad guys!

    horizon
  • broken1981broken1981 Member Posts: 0 Arc User
    edited June 2012
    i have 6 in sub skill. i find a disbale time less then 5. no longer the 7 secs that i have counted. also im no longer getting more then 1 system down at a time. but only time will tell.

    did alot of 1v1 with a fleet mate and phaser procs only lated 2 secs and only 1 system. not more then 1. cannon rapid fire config
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited June 2012
    Not sure I agree with the Nurse Doffs.. only because even though Crew is important for Subsystem Repair..Might it not be more important to run other Doffs to do things like Double Gravity wells/Tyken's Rift, Make Viral Matrix last longer, Increase the recharge rate of your pets, or other things beyond Nurse Doffs.. :frown:
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • edited June 2012
    This content has been removed.
  • broken1981broken1981 Member Posts: 0 Arc User
    edited June 2012
    webdeath wrote: »
    Not sure I agree with the Nurse Doffs.. only because even though Crew is important for Subsystem Repair..Might it not be more important to run other Doffs to do things like Double Gravity wells/Tyken's Rift, Make Viral Matrix last longer, Increase the recharge rate of your pets, or other things beyond Nurse Doffs.. :frown:

    well that depends. you get 5 slots. all you need is 1 slot. but if you want 2-4 systems disbaled all at the same time during any time of the match then dont use the nurse. me, i prefer only a 2-4 sec disable time . i did a 1v1 and was only getting 2 sec phaser procs. well when i say i did a 1v1 i mean alot of them. did a tach against al-thor and he split up his ship and it was using disable attacks as well as pahsers. so basically thats 3 ships. phaser procs and subsystem targeting. it basicaly had no affect on my ship.


    as far as your concern about gw doff, you can only have 1 . im not saying you need more then 1 nurse. heck i dont even know if you can have more then 1 nurse. but all you need is 1. i went up against era and his spanish fleet. i got pahser proced for only 3 secs under team focus fire. best is all the pets tractors and pahsers was an awesome test to this new doff. i did die but not to phaser proc. every time i got phaser proc it was 2-3 secs. 3 secs was the most i was disabled for. after it comes off it does get reapplied. its a rinse and repeat sourta thing. i only died due to focus fire and them eating my sheilds. used to be phaser proc jsut stays and then more systems get shut down.
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • broken1981broken1981 Member Posts: 0 Arc User
    edited June 2012
    sophlogimo wrote: »
    Unfortunately, crew is practically irrelevant in STO space combat right now.

    whats irrelevant is your carrier and the need to post input. please dont put anything into this if you still insist epts is a bad idea.
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • edited June 2012
    This content has been removed.
  • falloutx23falloutx23 Member Posts: 456
    edited June 2012
    sophlogimo wrote: »

    For a torpedo carrier, that is obviously three projectile weapons doffs plus two others

    Well obviously! LOL
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2012
    sophlogimo wrote: »
    For a torpedo carrier

    wtf am i reading! :eek: he aint talking about the armatige is he.
  • edited June 2012
    This content has been removed.
  • thishorizonthishorizon Member Posts: 1,158
    edited June 2012
    sophlogimo wrote: »
    There is at least one, Atrox class Torpedo carrier in this thread. And it is not mine.

    does he have a learning disability?

    or maybe a hard time understanding facts?

    because i know of another person in this thread like that.
  • edited June 2012
    This content has been removed.
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited June 2012
    Hunh? What about me?
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited June 2012
    Well Sop, what did you want?
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • edited June 2012
    This content has been removed.
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited June 2012
    Oh him? Naw. No problems that I know of.

    As far as that Carrier I run around with for fun.. I Don't make whole threads about it. I'll talk about it if asked or share information about it when the information is useful.. but I don't rant about how awesome it is, when I know it's not. :smile:

    Oh and the reason people might not have been seeing me in game this week, is Dungeons and Dragons Online (DDO) has me in it's ebil clutches. (And Honestly I think Cryptic could learn A L O T from their F2P system.... A L O T!)
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • edited June 2012
    This content has been removed.
  • sonicshowersonicshower Member Posts: 216 Arc User
    edited June 2012
    i believe the ferengi rocket launchers have a higher firing arc. The reason torpedos have smaller firing arcs is for balance. If torpedos had a wider arc i suspect more slower turning ships would use them without giving up anything in return.
    sh2sxc7.gif
  • zackarysszackaryss Member Posts: 61 Arc User
    edited June 2012
    nicely worded its a great guide thanks for taking time posting it :D
    @ZackerySS - Joined on Aug 2008: year of the greenpig
    [SIGPIC][/SIGPIC]
This discussion has been closed.