Last night went up against Tuq Heghta. I was anhialated. Approx 3000 was the sum of my dps. Each time i approached, i had 0 power in any system. Only issue is that i was killed by pets. No player skill involved. Blame is cryptic, not Tuq. Unbalanced is an understatement.
Based on this battering decided to see if the same could be done by cat carriers. Sadly, it was the case. Pandas went into ques with 3 carriers . It was aweful. I had to do nothing. My pets did it all. I apologise to LF in particular as they bore the brunt of the test in ques.
PVP has now become PVE
The "I win" button truly exists.
Very informative thread thank you
It does show that these builds shows how the atrox can eaily take a nerf and still be very effective, like the Vo Que is just now.
:mad: However as Naz says easy to generate too much and the new pets are are way too powerful they really need a rebalance urgently to keep the fun in PvP
There are already people avoiding PvP due to these changes
The difference between the two carrier sets is kdf: suck you dry of all power; completly helpless. fed: completely shut down, with tractor beams (no, omega doesn't work) and phaser procs (3 carriers worth of pets is like 50+ phasers shooting you every second from the pets alone = ridiculous ammount of procs) and when you're not tractored you're chronitoned; completley helpless.
So they both produce the same result, just by different means.
3 carriers is an absolute abortion of a team to face, I was this ---><--- close to warping out vs 3 carriers yesterday.
I'm the type of guy who wants to test what others state so i physically see the effect and comment on it first hand.
Was playing an Arena match yesterday, where both teams bailed; leaving me in my science ship vs a kitty carrier. I could barely scratch it; and was getting eaten alive by its pets (I know it had runabouts, not sure what else).
Later I tried a 1 v 1 with a fleetmate who had a kitty carrier, but he used nothing but stalkers. That was actually a pretty good fight (I lost 1 - 3, but most of the rounds were pretty close).
Delta, runabout and the kitty fighters - all rare used simultaneously.
I am so glad that we were so very wrong about the new carrier being Stupid.
:rolleyes:
Cryptic, and it's defenders can bite my shorts.
At least the KDF carriers are getting a taste of their own medicine after 2 years of clogging up our screens, and more recently not only clogging up the screen and lagging the instance up, but also shutting down our ships.
When at Ker'rat I'm able to vaporize a Vo'quv or a Kar'fi with a devastating surprise alpha strike mocking its escort nearby cloaked, I feel a monster pleasure that only a Fed player can understand.
But I recently prefer to give support to the new Atrox, decloaking for example behind an unsuspecting Bop too busy at shooting and not looking back.
One Atrox can't resist for a long time in a concentrated attack, although an Ing has a much greater chance of tanking compared to a Tac or a Sci, but already a couple of them becomes a serious challenge to the opponents as we Feds know well, used to all the spam launched by the Klinguns carriers.
The secret is to balance and distribute wisely the types of fighters available to create a good mix between two or more Atrox.
I have watched with great pleasure a three Atrox team that must have gotten the picture, they tore apart five bandits hovering helplessly around until they were caught by powerful tractor beams and then inexorably destroyed. From what I saw there were perhaps a Ing, a Tac and a Sci commanding those wonderful ships and I was cloaked enjoying the show, even though I was always ready to intervene.
Better than a front row ticket to the movies!:D
We should get a video with 4 FAW/heal carriers with runabouts and a scatter volley advanced escort together just to demonstrate how lame this is. It could be the new grav well stacking.
I played in a game with just 2 kitty patrols and regularly had 4 beams on me.
The difference between the two carrier sets is kdf: suck you dry of all power; completly helpless. fed: completely shut down, with tractor beams (no, omega doesn't work) and phaser procs (3 carriers worth of pets is like 50+ phasers shooting you every second from the pets alone = ridiculous ammount of procs) and when you're not tractored you're chronitoned; completley helpless.
So they both produce the same result, just by different means.
3 carriers is an absolute abortion of a team to face, I was this ---><--- close to warping out vs 3 carriers yesterday.
For my B'rel I've found CVSx2, APB clears the pets as they spawn. I had tried GW (too long cooldown) and TBR (too few targets/pulse) and found those to be less effective/ineffective, I believe EWP wouldn't work for the same reason as GW. Though you could use those to augment your aoe weapon boffs. PH3 & Evasives seems OK @ getting out of TBs, but don't wait as soon as 1 hits you get out.
I find disabling tab targetting NPCs helps to target carriers quickly. While imo it's OP, use phasers. Eventually they'll shut down the aux of the carrier for a little bit stopping many heal options/pet spam.
I haven't built a disabling aux build, but I'd think SNB/phasers/TSSA/VM should cause enough problems a high dps teammate could finish them off.
The other option is if you can't beat them, join them. I've done this w/a KDF tac of mine in a Karfi. Basically you're betting your pets/DHC DPS/captain abilities > then their spike heals/heals over time. If nothing else you use your pets to distract their pets while you put a hurt on the carrier.
Also, I run @ half resolution and turn off various graphical enhancements while PvPing to help w/the lag issues.
In all personal honesty, concerning the Atrox Carrier's pets, the Danube are probobly the most powerful just because of how strong their tractor beam magnitude is per shuttle.
It's probobly the one pet that needs a serious looking into.
When at Ker'rat I'm able to vaporize a Vo'quv or a Kar'fi with a devastating surprise alpha strike mocking its escort nearby cloaked, I feel a monster pleasure that only a Fed player can understand.
But I recently prefer to give support to the new Atrox, decloaking for example behind an unsuspecting Bop too busy at shooting and not looking back.
One Atrox can't resist for a long time in a concentrated attack, although an Ing has a much greater chance of tanking compared to a Tac or a Sci, but already a couple of them becomes a serious challenge to the opponents as we Feds know well, used to all the spam launched by the Klinguns carriers.
The secret is to balance and distribute wisely the types of fighters available to create a good mix between two or more Atrox.
I have watched with great pleasure a three Atrox team that must have gotten the picture, they tore apart five bandits hovering helplessly around until they were caught by powerful tractor beams and then inexorably destroyed. From what I saw there were perhaps a Ing, a Tac and a Sci commanding those wonderful ships and I was cloaked enjoying the show, even though I was always ready to intervene.
Better than a front row ticket to the movies!:D
if a bop is riding a carriers *** long enough for you to move in and take it out they are doing it wrong
In all personal honesty, concerning the Atrox Carrier's pets, the Danube are probobly the most powerful just because of how strong their tractor beam magnitude is per shuttle.
It's probobly the one pet that needs a serious looking into.
I tend to agree, it's not so much the spam that's the problem, as I see it, but the ability on the pets. I appreciate that they make attempts to spice up the utility of the pets and all with drains and tb and such, but it's like they didn't take into account how many pets would be in any given match, and thus failed to balance their respective abilities bearing that in mind.
In all personal honesty, concerning the Atrox Carrier's pets, the Danube are probobly the most powerful just because of how strong their tractor beam magnitude is per shuttle.
It's probobly the one pet that needs a serious looking into.
im not a tractor beam expert, but doesn't the level of the tracter beam basically make the hold last longer? so instead of 75%-100% uptime on tractering people with TB1 you would have 90%-100% uptime with TB2? regardless of level you are 100% mobilized i know that, dampeners only resists that by like half a % :rolleyes:
im not a tractor beam expert, but doesn't the level of the tracter beam basically make the hold last longer? so instead of 75%-100% uptime on tractering people with TB1 you would have 90%-100% uptime with TB2? regardless of level you are 100% mobilized i know that, dampeners only resists that by like half a % :rolleyes:
Well, whatever the improvement may be, the change was unnecessary and a step in the wrong direction.
The Patch notes got Edited..They are Tweeking the Danube so that the Rarity of the ship affects the Tractor Beam strength from what I read.
They are basically tweaking the Danbue so it does what it was intended to do. E.g. "Danube now working as INtended" but not "Danube working sensible for a PvP game".
every launch should only launch a single runabout and 2 shuttles, type 8 or 10 depending on rarity. that would cut the tractors and chronos in half at least. maybe do that with deltas too, if people cant spam tractors they might try spamming tach beam and npc transphasics, nip that too.
if a bop is riding a carriers *** long enough for you to move in and take it out they are doing it wrong
Eh...the Bop too aggressive lacks of caution!:p
And Cryptic, you're doing a wonderful job, more patches like this, please...and don't listen the whimpers of the evil Klinguns...:D
Why do so many people whine? Aren't we all here for the challenge?
Because for the first time in their barbaric life the evil Klinguns are really scared...and no, they don't like a challenge...they wonna always win easy with the carriers, the toy consoles, the universal Boffs, the Bop insane turn rate, the battle cloak...:D
Because for the first time in their barbaric life the evil Klinguns are really scared...and no, they don't like a challenge...they wonna always win easy with the carriers, the toy consoles, the universal Boffs, the Bop insane turn rate, the battle cloak...:D
I don't see that many exclusive Klingon players in this thread. I see people that also like to do the occasional FvF. And still don't like being tractored by 8 pets at once.
Comments
Very informative thread thank you
It does show that these builds shows how the atrox can eaily take a nerf and still be very effective, like the Vo Que is just now.
:mad: However as Naz says easy to generate too much and the new pets are are way too powerful they really need a rebalance urgently to keep the fun in PvP
There are already people avoiding PvP due to these changes
I'm the type of guy who wants to test what others state so i physically see the effect and comment on it first hand.
Delta, runabout and the kitty fighters - all rare used simultaneously.
:rolleyes:
Cryptic, and it's defenders can bite my shorts.
At least the KDF carriers are getting a taste of their own medicine after 2 years of clogging up our screens, and more recently not only clogging up the screen and lagging the instance up, but also shutting down our ships.
But I recently prefer to give support to the new Atrox, decloaking for example behind an unsuspecting Bop too busy at shooting and not looking back.
One Atrox can't resist for a long time in a concentrated attack, although an Ing has a much greater chance of tanking compared to a Tac or a Sci, but already a couple of them becomes a serious challenge to the opponents as we Feds know well, used to all the spam launched by the Klinguns carriers.
The secret is to balance and distribute wisely the types of fighters available to create a good mix between two or more Atrox.
I have watched with great pleasure a three Atrox team that must have gotten the picture, they tore apart five bandits hovering helplessly around until they were caught by powerful tractor beams and then inexorably destroyed. From what I saw there were perhaps a Ing, a Tac and a Sci commanding those wonderful ships and I was cloaked enjoying the show, even though I was always ready to intervene.
Better than a front row ticket to the movies!:D
Yup, that would hurt plenty.
I played in a game with just 2 kitty patrols and regularly had 4 beams on me.
For my B'rel I've found CVSx2, APB clears the pets as they spawn. I had tried GW (too long cooldown) and TBR (too few targets/pulse) and found those to be less effective/ineffective, I believe EWP wouldn't work for the same reason as GW. Though you could use those to augment your aoe weapon boffs. PH3 & Evasives seems OK @ getting out of TBs, but don't wait as soon as 1 hits you get out.
I find disabling tab targetting NPCs helps to target carriers quickly. While imo it's OP, use phasers. Eventually they'll shut down the aux of the carrier for a little bit stopping many heal options/pet spam.
I haven't built a disabling aux build, but I'd think SNB/phasers/TSSA/VM should cause enough problems a high dps teammate could finish them off.
The other option is if you can't beat them, join them. I've done this w/a KDF tac of mine in a Karfi. Basically you're betting your pets/DHC DPS/captain abilities > then their spike heals/heals over time. If nothing else you use your pets to distract their pets while you put a hurt on the carrier.
Also, I run @ half resolution and turn off various graphical enhancements while PvPing to help w/the lag issues.
It's probobly the one pet that needs a serious looking into.
if a bop is riding a carriers *** long enough for you to move in and take it out they are doing it wrong
I tend to agree, it's not so much the spam that's the problem, as I see it, but the ability on the pets. I appreciate that they make attempts to spice up the utility of the pets and all with drains and tb and such, but it's like they didn't take into account how many pets would be in any given match, and thus failed to balance their respective abilities bearing that in mind.
And now it's even better! :rolleyes:
Well, whatever the improvement may be, the change was unnecessary and a step in the wrong direction.
The Patch notes got Edited..They are Tweeking the Danube so that the Rarity of the ship affects the Tractor Beam strength from what I read.
They are basically tweaking the Danbue so it does what it was intended to do. E.g. "Danube now working as INtended" but not "Danube working sensible for a PvP game".
every launch should only launch a single runabout and 2 shuttles, type 8 or 10 depending on rarity. that would cut the tractors and chronos in half at least. maybe do that with deltas too, if people cant spam tractors they might try spamming tach beam and npc transphasics, nip that too.
Eh...the Bop too aggressive lacks of caution!:p
And Cryptic, you're doing a wonderful job, more patches like this, please...and don't listen the whimpers of the evil Klinguns...:D
Smells like vinegar to me....................
Yeah, I think the green ones stay as is and the bluers get in improved tractor (version or power I wonder?)
8x 14 second tractor here we come
Legitimate balance concerns aren't whining, at least not in my book.
I like to pvp. If I wanted to shoot NPC's, I go play some pve.
There is a fine line between something making the game more challenging and something making the game no fun.
Being tractored 8 times = no fun
Because for the first time in their barbaric life the evil Klinguns are really scared...and no, they don't like a challenge...they wonna always win easy with the carriers, the toy consoles, the universal Boffs, the Bop insane turn rate, the battle cloak...:D
Yes, now both factions are ruined equally. Plenty of people played FvF exclusively, so as to avoid the carrier spam.