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So, let's talk about my tactical carrier, the USS Tolerance

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I must say that as I just found out how shield resistance works completely different from hull resistance, EPTS becomes indeed all the more tempting...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    WTG /10charsjjjskskja
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Edit: While I suggest you read everything for your benefit, if you don't want to then just skip to the bottom as that should get the point across pretty well I hope....
    sophlogimo wrote:
    Well, I understand it as a ship that has lots of defense and no offense, so that it cannot be killed and cannot kill others. That is not true for the Tolerance, especially not with the current build.

    How is that not true of the Tolerance? I have a very standard tank on my sci-Raptor and a comparatively weak one on my Bortasqu and you couldn't get through either, and kept talking that it was some sort victory that you got my Raptor to 72%.
    sophlogimo wrote:
    I just wanted to point out that you cannot conclude from our match that either of us is not offensively useful in battle, because everything you said about my ship was also true about yours: Lots of healing, too little offense.

    This comes right back to what I was saying in your post, "well because you couldn't kill me then you're a zombie too" and in our latest match you went and called my ships, "part of the undead" because they didn't get you.

    For the record though, both my Raptor(s) and my Bortasqu have one (yes one) hull heal, and 3 shield heals (well 4 on the Bortasqu if you count RSP). By comparison you have 3 hull heals and 3 shield heals (4 if you count RSP) and you needed all of it against my Bortasqu.

    You have significantly more healing power than any of my ships on any of my 5 max level characters (except my Eng-healer) but a fraction of my damage potential. Yes you're sitting here telling us that we're wrong because what.....a parser is telling you that you're doing 3k sustained dps and you think that's good?

    Sustained dps is not useful in pvp (exception being for keeping up pressure between bursts), if it were then people would run DCs instead of DHCs; what's most important is your burst potential, and while my ships have that your ship most certainly does not.
    sophlogimo wrote:
    Yes. However, from my arena matches, the Tolernace does pose a threat to people. Yeah, I know, they must all be totally imcompetent stupid captains out there, according to the general forum consensus. But that's the environment I play in.

    I'm sure that you do threaten the average pve player, but without backup you're not a threat to the average pvper, you're just an annoyance.
    sophlogimo wrote:
    That is just a contrafactual statement. I did not "categorically dismiss advice". I looked into each and every bit of it, and found some to be applicable to a tactical carrier, and some not.

    The hell you didn't, we offered you suggestion after suggestion and all you agreed with us on what that you should probably use EPtS, and looking from your current build that you have listed you've dismissed that notion as well now.

    Everything that was suggested in that original set of 1v1s is better than what you're running now for a Tac carrier, but I'll get more into that later in the post.
    sophlogimo wrote:
    Wait, there is a flaw in your logic here. You need to qualify what kind of ships exactly, because obviously I would not be able to kill a "zombie", right?

    Fair enough that I should have been more specific, but you need to threaten the average pvp player's ship, and to date as far as I know you've gotten lucky once against the weakest ship in the game at max level (B'rel).
    sophlogimo wrote:
    You normally need two ships to destroy another one anyway, that is the whole reason why so many people dismiss 1v1. If I am not mistaken, the question, on the higher levels of competence, is not if one ship alone can destroy an other ship, but if a given ship does at least half of what is required to destroy another ship in a meaningfully short amount of time. Or do you disagree?

    No you don't normally need two people to kill another person, the exceptions being tanked out ships like yours and in that case they're no threat to a pvper anyway, or when the one ship has a healer.
    Husanak wrote: »
    Sophlogimo 20K shielding 55k Hull
    Sivar 8-10k shielding 28k Hull.
    Yes indeed I see how you clearly won the battle of attrition. :)
    If you don't have the dps to kill a brel healing or not you have issues... you are in a sci ship you should be able to negate his healing.... oh wait your a tactical captain who is more concerned he may cloak on you.

    Just to clarify, I wasn't in the B'rel (I'm not a fan of BoPs really), I went against him with an old sci-raptor and a cannon Tac-Bortasqu build that I've been working on and trying to turn vicious.

    I've done 1v1 matches with him on two different days (2 matches with the Tac-Bortasqu and 1 with the Sci-Raptor).

    The Sci-Raptor build I was running was two years old and is no longer viable today, I knew this going in but I did it anyway because if I actually had killed him with it then it only would have lent credence to my case, however I could only get him to the mid-50s with it. The Bortasqu succeeded in killing him several times in the first meeting, but in the most recent one he set a 10 minute timer and I failed to kill him within it (got him into the 30s but he got out of arc before I could finish him).

    For reference he never got my Raptor below 70%, and he got my Bortasqu into the 50s once because I was trying to teleport him rather than heal up.
    sophlogimo wrote:
    For reference, here's the current build.

    Fore weapons: 1 tetryon beam array, 2 tetryon beam turrets
    Deflector: Borg
    Engine: Borg
    Shields: MACO Mk XII Resilient Shield Array
    Aft weapons: 1 tetryon beam array, 2 tetryon beam turrets

    Technical Consoles: 1 Borg Console, 2 Neutronium Armor.
    Science Console: Tachyon Detection Field, 3 x Field Generator
    Tactical Consoles: 2 x Tetyron Pulse Generators

    Hangars: 1xDelta Flyers, 1xDanube Runabouts

    Boff powers:

    Lt Tac: Tactical Team, Beam overload 2.
    Lt Cmdr Engineering: Engineering Team 1, Reverse Shield Polarity 1, Aux to Structural 2.
    Cmdr Science: Polarize Hull, Transfer Shield Strength 2, Transfer Shield Strength 3, Charged Particle Burst 3
    Lt Cmdr Science: Tractor Beam 1, Sci Team 2, Hazard Emitters 3.

    Doffs: 2 Conn Officer, 2 Lab Scientists, 1 Exocomp maintenance engineer (special battery buffs)

    Devices: weapons battery, drive battery, shield battery, aux battery

    Power levels, primary configuration: 120/74/54/56

    Energy transfer rate: 174% (8.7 per second)
    Hull: 55459
    Defense at full speed: 62.2% (half speed will drop this to 36.1%)
    Shield capacity: 13701 per facing
    Hull's resistance against anything:26%
    Base Accuracy: 25%
    Chance on a critical hit 3,4%
    Critical Severity: 59.1%
    Acceleration 20
    Flight speed 20.88
    Turn rate 6.9 degrees per second

    If this is the build you're currently running then you've both improved and gotten worse....

    You've improved in that you now have the MACO shield over the old quest level covariant, but you've gotten worse in your weapon's department.

    Your main armaments are 4x turrets, which are the game's weakest dps per slot and you have nothing buffing their damage. On top of that the 2 beam arrays amount to nothing useful because there is just 2 of them.....meaning that you have mixed beams and turrets yet you have the strengths of neither builds as you are not buffing the turrets or getting the full potential broadside power of the beams.

    The fighters remain a problem and I don't understand why you're insisting on using Danubes when not only do they do poor damage but their tractor beam is redundant since you have your own.

    To add insult to injury you're STILL running multiple team skills, which is something you should not do under any circumstance because of the shared CDs. PICK ONE type of team skill and stick with it.....

    Every build that we gave you in that first set of 1v1s is better than what you're running and would actually let you DPS but you keep coming back at us saying that we're wrong....
    sophlogimo wrote:
    I am open. If my logic is flawed, prove it. Claims and things that might seem natrual to you, but that I just cannot see without any evidence, however, should never convince anyone of anything.

    Then here is this for you: If you've eliminated the impossible then whatever is left, however improbable, must be the truth......

    You insist that your ship is a damage threat and not a zombie, yet:
    -To date you have 1 known solo kill on an actual pvper, and it was directly from a BO2 mega crit on a B'rel
    -From known information you have almost twice the healing power of a dps ship
    -From known information you have a fraction of the damage potential of a dps centered ship, and what you do have is built around an unreliable ability (Beam Overload)
    -From known information in your current build you have one damaging ability with which to utilize your Captain abilities
    -From known information you one of your hangars committed to utility, and only one committed to dealing damage
    -From known information you're running an Aux-dependent shield stripping ability (CPB3) without high Aux power.
    -From known data you've put out less damage than anybody that you've faced while dramatically out healing them

    ....you have 1 dps ability (Beam Overload) and 6 heals......

    The goals that you have for your ship are impossible to meet with your build(s) and line of thought; therefore, however improbably it might be for you, you need to start listening to our advice (and using it) about how to set up your ship.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Sivar wrote: »
    Sustained dps is not useful in pvp, if it were then people would run DCs instead of DHCs
    Sustained DPS is very useful in pvp. If a team has _only_ sustained dps it can become a problem and lead to incredibly long matches, but sustained dps is a really important ingredient for a successful team.
    Sivar wrote: »
    To add insult to injury you're STILL running multiple team skills, which is something you should not do under any circumstance because of the shared CDs. PICK ONE.....
    I disagree. Two different team abilities are not a problem and I would even suggest to always have a tactical and a science team. Three different teams are no problem on a cruiser. On a carrier with its limited engineering slots, I'd drop the ET.

    And just for bragging: I was part of the TSI team that won the TE fall event against QEW and my ship had 4 team abilities installed. :eek:
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    mancom wrote:
    Sustained DPS is very useful in pvp. If a team has _only_ sustained dps it can become a problem and lead to incredibly long matches, but sustained dps is a really important ingredient for a successful team.

    It's useful for keeping up pressure in between bursts, but that's his problem as he has no burst ability. Even if he were to pop everything for an alpha strike then he'd still bank everything on 1 shot from BO2 and then the damage that he'd be doing is meaningless and easily tanked through.
    mancom wrote:
    I disagree. Two different team abilities are not a problem and I would even suggest to always have a tactical and a science team. Three different teams are no problem on a cruiser. On a carrier with its limited engineering slots, I'd drop the ET.

    And just for bragging: I was part of the TSI team that won the TE fall event against QEW and my ship had 4 team abilities installed. :eek:

    I know that there are some who disagree with my stance on that and just to be clear, I don't mean having more than one of the actual abilities, I mean more than one type.

    It's one thing to carry two copies of a team skill if it's the same team skill, then you're playing to a strategy, but when you have more than one type of team skill then you're running an increasing chance of conflict when you need one or the other the most.

    Also, premade builds afford more flexibility than solo builds, the fact that you could run 4 team skills is fine because you had your team to back you up if things went south and that's the point of premades. However you know as well as I do that in solo you need to build to support yourself reliably before you can do anything else.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Mavairo wrote:
    S'all right. I'm taking him to Fast Lane instead. ya'll have fun with the rodent and snot filled children. We'll enjoy, adult beverages and women wearing short shorts and form fitting clothes.

    Let me get a stack of ones.
    gx4th wrote: »
    Those women have sexy adams' apples.

    Its ok, I've been to Bangkok on work in the past. I know how to spot the real ones versus the posers where ever I go now.:p
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Roach wrote: »
    Its ok, I've been to Bangkok on work in the past. I know how to spot the real ones versus the posers where ever I go now.:p

    Imagine taking the OP with you.

    "Dude, check the man-hands."

    "No, that's a girl."

    "But the adam's apple..."

    "I'm gonna take her upstairs."

    "There are no TRIBBLE and he needs a shave."

    " ;) You just don't know about women."

    "I'm telling you, I saw his junk when he sat down. He sits with his legs apart in that dress."

    "Hold my beer, I'll be right back."

    "Dude, he was standing up peeing in the stall next to me... too late, he's gone."
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    I just had part of my cherry cheesecake go up my nose reading the post above mine.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    This captain is, by the way, on the bridge now. Anyone who wants to test a team fight just invite me.
    Sivar wrote: »
    [...]
    How is that not true of the Tolerance? I have a very standard tank on my sci-Raptor and a comparatively weak one on my Bortasqu and you couldn't get through either, and kept talking that it was some sort victory that you got my Raptor to 72%.

    This comes right back to what I was saying in your post, "well because you couldn't kill me then you're a zombie too" and in our latest match you went and called my ships, "part of the undead" because they didn't get you.

    I said "I could say that", not "I say that". ;) The question is: Where do you set the point where it becomes a "zombie".
    For the record though, both my Raptor(s) and my Bortasqu have one (yes one) hull heal, and 3 shield heals (well 4 on the Bortasqu if you count RSP). By comparison you have 3 hull heals and 3 shield heals (4 if you count RSP) and you needed all of it against my Bortasqu.

    Yes, but in both of our cases adding another ship to the attack would have meant the target dies.

    Let me say it again, because I have a feeling it is not understood: You need 2 ships to destroy one ship anyway if people are acting competently. You don't need (and don't want) to have more dps than required to do that job meaning after all defenses, resistances etc, you should do sort of 51-60% of what is required to destroy the target. Do you disagree with that?
    You have significantly more healing power than any of my ships on any of my 5 max level characters (except my Eng-healer) but a fraction of my damage potential. Yes you're sitting here telling us that we're wrong because what.....a parser is telling you that you're doing 3k sustained dps and you think that's good?

    You are forgetting my pets. 3k is about like 4k for a cruiser, which is okay. With pets, 3k means 5.5k sustained. Average will be higher, though, because of the captain skills.
    I'm sure that you do threaten the average pve player, but without backup you're not a threat to the average pvper, you're just an annoyance.

    That may be the case, but then I encounter lots and lots of below-average PvPers in PUGs.
    The hell you didn't, we offered you suggestion after suggestion and all you agreed with us on what that you should probably use EPtS, and looking from your current build that you have listed you've dismissed that notion as well now.

    And for the reasons I gave: EPTS is not usable on others, and there is this transpahsic change coming up that makes me want more hull heals. However, I must say that I misremembered the effects of the shield power setting, which does indeed get up to 35% resistance on its own at 125, and did falsely believe that shield resistances worked just as hull resistance, which it doesn't.

    That does make me question my decision.
    No you don't normally need two people to kill another person,

    Then why are you guys all opposed to 1v1, even though 1v1 is essentially what we get to see on the TV shows most of the time?

    From my experience, two ships are required for a sure kill. Yes, lucky hits or a bad build can still end such a battle. But usually, that should not be possible on equal levels of competence.
    [...]The Bortasqu succeeded in killing him several times in the first meeting,

    Actually, once. The first occurence, if you remember, was when I got disconnected. Blame UMTS. ;)
    but in the most recent one he set a 10 minute timer and I failed to kill him within it (got him into the 30s but he got out of arc before I could finish him).

    Hm, maybe 12 minutes would be a better test, to have all cooldowns go down twice.
    [...]
    Your main armaments are 4x turrets, which are the game's weakest dps per slot and you have nothing buffing their damage. On top of that the 2 beam arrays amount to nothing useful because there is just 2 of them.....meaning that you have mixed beams and turrets yet you have the strengths of neither builds as you are not buffing the turrets or getting the full potential broadside power of the beams.

    The reasoning behind this is to do at least 3000 dps all the time, 3750 in a broadside and about twice that in an "alpha strike" even without BO2. In addition to the pets.
    The fighters remain a problem and I don't understand why you're insisting on using Danubes when not only do they do poor damage but their tractor beam is redundant since you have your own.

    Because escorts tend to be able to get away from one, but not from two these days, and chroniton torpedos that don't cost a weapon slot are nice, too. Yes, against a Bortasqu, that is not all that useful.
    [...]
    Every build that we gave you in that first set of 1v1s is better than what you're running and would actually let you DPS but you keep coming back at us saying that we're wrong....

    No, I keep coming bet saying that I want to do things differently... and sorry, thanks for the suggestion, but I do not believe in mines.
    You insist that your ship is a damage threat and not a zombie, yet:
    -To date you have 1 known solo kill on an actual pvper, [...]

    On that now I disagree. There are many PvPers out there that you are not aware of, and I blew many of them up. They may not be the top players, I don't know, maybe their build was just not ready to take fire from 2 ships.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    sophlogimo wrote:
    This captain is, by the way, on the bridge now. Anyone who wants to test a team fight just invite me.



    I said "I could say that", not "I say that". ;) The question is: Where do you set the point where it becomes a "zombie".



    Yes, but in both of our cases adding another ship to the attack would have meant the target dies.

    Let me say it again, because I have a feeling it is not understood: You need 2 ships to destroy one ship anyway if people are acting competently. You don't need (and don't want) to have more dps than required to do that job meaning after all defenses, resistances etc, you should do sort of 51-60% of what is required to destroy the target. Do you disagree with that?



    You are forgetting my pets. 3k is about like 4k for a cruiser, which is okay. With pets, 3k means 5.5k sustained. Average will be higher, though, because of the captain skills.



    That may be the case, but then I encounter lots and lots of below-average PvPers in PUGs.



    And for the reasons I gave: EPTS is not usable on others, and there is this transpahsic change coming up that makes me want more hull heals. However, I must say that I misremembered the effects of the shield power setting, which does indeed get up to 35% resistance on its own at 125, and did falsely believe that shield resistances worked just as hull resistance, which it doesn't.

    That does make me question my decision.



    Then why are you guys all opposed to 1v1, even though 1v1 is essentially what we get to see on the TV shows most of the time?

    From my experience, two ships are required for a sure kill. Yes, lucky hits or a bad build can still end such a battle. But usually, that should not be possible on equal levels of competence.



    Actually, once. The first occurence, if you remember, was when I got disconnected. Blame UMTS. ;)



    Hm, maybe 12 minutes would be a better test, to have all cooldowns go down twice.



    The reasoning behind this is to do at least 3000 dps all the time, 3750 in a broadside and about twice that in an "alpha strike" even without BO2. In addition to the pets.



    Because escorts tend to be able to get away from one, but not from two these days, and chroniton torpedos that don't cost a weapon slot are nice, too. Yes, against a Bortasqu, that is not all that useful.



    No, I keep coming bet saying that I want to do things differently... and sorry, thanks for the suggestion, but I do not believe in mines.



    On that now I disagree. There are many PvPers out there that you are not aware of, and I blew many of them up. They may not be the top players, I don't know, maybe their build was just not ready to take fire from 2 ships.

    However, Sivar's ships both of them would survive such an assault longer than your ship will. Quite abit longer most likely.

    When you can only use your own heals to sustain yourself, and not buff any team mates up because you have to literally blow everything you have to survive being attacked by a single ship and you aren't capable of downing even a light duty Raptor.. you're a zombie. Put it this way, Sivar's bortas fat and obese as it is, isn't hitting it's max threshold on healing to survive a 1v1 engagement. Your ship on the other hand with it's utter lack of EPTS1 and 2 on the other hand is consuming every heal you have as soon as it's available. in a team environment, especially once FAW, CSV, Torp Spread, GWs and Eject Warp Plas are being bandied about, your ship isn't going to have anything to spare, even against 'incidental damage'. You're going to be far too busy chugging your own heals, and still being a completely harmless ship.

    As a tac, you can never throw down too much dps. Infact there's no such thing as too much DPS if it doesn't compromise your build. Hence, why my MVAM is loaded with VM1 and TBR. Because I can throw it, and throw it down harder while debuffing my opponents which makes me more valuable to my Team than if I were concerned with saving my precious hull and SPs.

    Also your ship doesn't put out no where near enough DPS even with a fully charged go down fighting to hit the point where you should even be remotely concerned about throwing it down too hard.

    Except that's not how cannons work. You will be shooting at various targets who are 5km or more away. Meaning your turret DPS will be 1/2ed just by that alone. Furthermore, turrets do the literal least DPS out of anything in the game. I gaurantee I could Embarass your ship with my tac Recon build on the final tallies at the end of any given match with my 6 beams. And should my team need more burst I have the speed and agility to run 3 DBBs and 3 turrets. Which gives a team alot more forward bite in a shorter period of time. Also since Vm is a 90 degree skill (as is GW) I'm even more encouraged to put my nose on a target.

    You on the other hand will struggle to keep targets close enough to get anything out of the turrets you've loaded up. Heck I'll pit my 6 beams and 2 DBB tac Assault Cruiser against your build and I bet I can still make it look like you've not been firing weapons.

    Dude, your runabouts did nothing to slow me down. their free tractor is a joke, compared to some of the other pet choices out there at this point.

    No there are many PvEers that you blew up. You don't kill dedicated Pvpers. You're all happy of killing the same crowd that I can kill in a shuttle craft.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    sophlogimo wrote:
    I said "I could say that", not "I say that". ;) The question is: Where do you set the point where it becomes a "zombie".

    I can't decide if you're trolling me or being serious......I'll give you the benefit of the doubt....

    But to answer your question directly: You are a zombie because your ship is loaded to the max with heals and other Aux based abilities yet you run max weapon power and therefore are not getting the full benefit of their use. Furthermore you're a zombie because you do not deal sufficient damage to pose a threat due to your lack of damage abilities or damaging deployables.

    In summary, you're built like a healer, but you're not a healer and would be less effective than one if you tried to be, and because of the way you're built, you do not deal damage sufficient to kill average pvpers or aid the group to any significant amount.
    sophlogimo wrote:
    Yes, but in both of our cases adding another ship to the attack would have meant the target dies.

    Let me say it again, because I have a feeling it is not understood: You need 2 ships to destroy one ship anyway if people are acting competently. You don't need (and don't want) to have more dps than required to do that job meaning after all defenses, resistances etc, you should do sort of 51-60% of what is required to destroy the target. Do you disagree with that?

    ...and that is simply not true, two ships are not a standard requirement to kill a single person in a normal situation. There are only two exceptions to that, and that is where A: the target is a mega-tank or B: the target has a healer.
    sophlogimo wrote:
    You are forgetting my pets. 3k is about like 4k for a cruiser, which is okay. With pets, 3k means 5.5k sustained. Average will be higher, though, because of the captain skills.

    You didn't do have a noticeable increase in damage output when you had the fighters out from when you didn't when we did our 1v1 yesterday.
    sophlogimo wrote:
    That may be the case, but then I encounter lots and lots of below-average PvPers in PUGs.

    The Federation is known for having horrifically-awful-terribad pug groups that just get omgwtfroflchompedw/bbqsauce.
    sophlogimo wrote:
    And for the reasons I gave: EPTS is not usable on others, and there is this transpahsic change coming up that makes me want more hull heals. However, I must say that I misremembered the effects of the shield power setting, which does indeed get up t 25% resistance on its own at 125, and did falsely believe that shield resistances worked just as hull resistance, which it doesn't.

    That does make me question my decision.

    The transphasic buff is meaningless on anything but a build designed to bleed people as the torps don't do enough damage in the first place to make a the % penetration worth while. This was tested extensively when the B'rel first came out and is getting tested again now, people will argue with me but I'm calling it now that it won't make a difference.
    sophlogimo wrote:
    Then why are you guys all opposed to 1v1, even though 1v1 is essentially what we get to see on the TV shows most of the time?

    Who is declining fights with you? Also it could be that nobody is lining up to fight you because they think you won't listen to any advice they have....
    sophlogimo wrote:
    Actually, once. The first occurence, if you remember, was when I got disconnected. Blame UMTS. ;)

    Oh so the other 2 times we fought and I killed you in those match sets were just flukes as well? If you've noticed I keep referring to the first 1v1s that we did as matches or sets because we kept doing changing things and adding new people.

    The first time I killed you to died, then said you lagged and logged, believing you were gone we all left. We remade the match with the same people and you fought Hale for the 3rd time in his B'rel then we ended the match to remake it as Hilbert wanted to join. At that point you fought me for the second time and I killed you (took 8 minutes by Hilbert's clock), you fought two more 1v1s, then you wanted a piece of me again, at which point I killed you again (took 12 minutes as I recall).

    In those matches you fought eight 1v1s for a combined score of: 1-5-2
    sophlogimo wrote:
    The reasoning behind this is to do at least 3000 dps all the time, 3750 in a broadside and about twice that in an "alpha strike" even without BO2. In addition to the pets.

    That's the point of what I was getting at though, you're not getting enough out of your design because you're not buffing your most numerous weapons, nor do you have enough for a proper broadside. Sustained dps like what you have isn't sufficient to be meaningful during a fight because it's just not that much and I was shrugging it off on my Raptor just as well if not better than my Bortasqu.
    sophlogimo wrote:
    Because escorts tend to be able to get away from one, but not from two these days, and chroniton torpedos that don't cost a weapon slot are nice, too. Yes, against a Bortasqu, that is not all that useful.

    Who gives a **** if an escort gets away, it's not your job as a carrier to go chasing after them, and even if it matters to you, you have a tractor anyway thereby making the danube's redundant and detrimental to your dps output...

    If you're in a group you have to either do damage to contribute, which you don't (despite your protests to the contrary), or if you don't do enough damage you have to heal people, which you're not effective at because you're both a Tac officer and you're not running full Aux for heals that are Aux dependent.
    sophlogimo wrote:
    No, I keep coming bet saying that I want to do things differently... and sorry, thanks for the suggestion, but I do not believe in mines.

    Exactly, you say you want to do things differently, and we're telling you why what you're doing is not working or going to work yet you keep blowing us off and doing the same damn thing and/or digging yourself in deeper.
    sophlogimo wrote:
    On that now I disagree. There are many PvPers out there that you are not aware of, and I blew many of them up. They may not be the top players, I don't know, maybe their build was just not ready to take fire from 2 ships.

    You're agreeing with my point with your response by saying that you got the kill because there were multiple ships targeting it. Re-read my post and you'll see that I was mainly referring to solo situations, and before you write it off saying "you need multiple people to kill ships" you don't, it is entirely possible to solo kill and you've been solo killed.

    Even if you do dispute what I just said, you haven't rebuked the other points I made in that final listing....
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Sivar wrote: »
    [...]
    In summary, you're built like a healer, but you're not a healer and would be less effective than one if you tried to be, and because of the way you're built, you do not deal damage sufficient to kill average pvpers or aid the group to any significant amount.

    Then I must have some kind of rarely-interruptded luck strain with my opponents. Who, by the way, are mostly Klingons.
    ...and that is simply not true, two ships are not a standard requirement to kill a single person in a normal situation. There are only two exceptions to that, and that is where A: the target is a mega-tank or B: the target has a healer.

    B would be 2vs2. And I must say that most of the time, I see escorts being very tanky and needing two ships to kill them, too. Yes, even two escorts or tactical cruisers.
    You didn't do have a noticeable increase in damage output when you had the fighters out from when you didn't when we did our 1v1 yesterday.

    2.5 k was Hil'bert's measurement from Stalkers plus Danubes, if you recall.
    The transphasic buff is meaningless on anything but a build designed to bleed people as the torps don't do enough damage in the first place to make a the % penetration worth while. This was tested extensively when the B'rel first came out and is getting tested again now, people will argue with me but I'm calling it now that it won't make a difference.

    It will be interesting to see how it turns out.
    Oh so the other 2 times we fought and I killed you in those match sets were just flukes as well?

    Honestly, I don't remember that at all.
    The first time I killed you to died, then said you lagged and logged,

    I did certainly not say i lagged, because when these disconnects happen, I am not warned in advance. It just happens. :-/
    Who gives a **** if an escort gets away,

    The kill score that determines which side wins?
    Exactly, you say you want to do things differently, and we're telling you why what you're doing is not working or going to work yet you keep blowing us off and doing the same damn thing and/or digging yourself in deeper.

    Yes, you are telling me. But I see differently every day in Arenas and C&H. So, whom would you believe, some words from strangers or what you see right in front of you?

    Yes, I readily admit that it may be that this all has to do with the fact that you guys are just better than the average or the people I encounter. But without hard data, it does not make sense to believe that.
    You're agreeing with my point with your response by saying that you got the kill because there were multiple ships targeting it. Re-read my post and you'll see that I was mainly referring to solo situations, and before you write it off saying "you need multiple people to kill ships" you don't, it is entirely possible to solo kill and you've been solo killed.[...]

    Then those builds are faulty. Honestly, no one would choose a build that might get you killed if death was more relevant in this game.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Klinks suck at this game. Just like feds do.

    Infact the term Alexander applies to most klinks.

    If the escort is running away that's good. Because chances are either someone else will murder him. Or you can find someone else to murder instead and get the win.

    Put it this way sophy. I out tanked you. I out CCed you, I out Killed You. Just imagine how bad I'd sodomize those poor fools that you win against. Yes you play against horrible players. the Daytime players of sto (what's daytime for Easters) are notoriously full of suck to the point that if I'm home I don't even que during the day. Because well frankly I'll go 15-0 repeatedly and that's boring.

    Most people you fight don't even balance their own shields, and you're off long before Prime Time for STO. There's no Hard Data that suggests your ship would be even remotely superior to the multiple builds that have been proposed to you. Infact if you look at the hard math, your ship comes out Sucking like a cheap hooker by comparison. It doesn't shield tank properly, which means it can't heal others properly, it has next to no crowd control, and it's dps is pathetic at best.

    meaning... it sucks.

    And using your own faulty logic... your build Sucks too. Because it died in 1v1. It died to ships with vastly less healing SPs, and Hps.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    sophlogimo wrote:
    Then those builds are faulty. Honestly, no one would choose a build that might get you killed if death was more relevant in this game.

    If that where true people in games like EvE would fly nothing but super defensive. Which is simply not the case. With no death there is no victory. Sorry playing to a stalemate is NOT a win. At some point you have to give up some heals to gain some pew pew... the trick is balance.

    Here is a tip I used to give people flying bops... and its something I try to do in all my builds... here it is my best most secret advice.

    Build for balance... count your boff skills... Go for a 50/50 split Offense Defense.
    6 offensive 6 defensive skills... or as close as you can make it depending on the ship. Some skills like omega can be both as well.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Husanak wrote: »
    If that where true people in games like EvE would fly nothing but super defensive. Which is simply not the case.

    I will have to believe you that.
    With no death there is no victory. Sorry playing to a stalemate is NOT a win.

    I don't klnow why I have to keep telling you guys this, but stalemates are usually not what I see with that ship in team fights.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    sophlogimo wrote:
    I will have to believe you that.



    I don't klnow why I have to keep telling you guys this, but stalemates are usually not what I see with that ship in team fights.

    I can kill that grade of player that you win against in a Shuttle Craft.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    mancom wrote:
    Sustained DPS is very useful in pvp. If a team has _only_ sustained dps it can become a problem and lead to incredibly long matches, but sustained dps is a really important ingredient for a successful team.


    I disagree. Two different team abilities are not a problem and I would even suggest to always have a tactical and a science team. Three different teams are no problem on a cruiser. On a carrier with its limited engineering slots, I'd drop the ET.

    And just for bragging: I was part of the TSI team that won the TE fall event against QEW and my ship had 4 team abilities installed. :eek:

    I think when talking about number of team abilities (with or without Team doffs whatever) i think 3 is the optimal number. And it totally depnds on your role on what those 2/3 should be.

    4 = really inefficient but it _could_ still be viable and have some function.

    personally i use 2x TT and a ST on my escort, in a team setup anyway. thats the limit though.

    Its just what you want to keep running right after the other one, 2x TT will give u that posibility, ofcourse necessity on escorts.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Mavairo wrote:
    [...]
    Put it this way sophy. I out tanked you. I out CCed you, I out Killed You.

    Which made me question and change my build.
    Just imagine how bad I'd sodomize those poor fools that you win against. Yes you play against horrible players.

    Give me better opponents then. ^^
    And using your own faulty logic... your build Sucks too. Because it died in 1v1. It died to ships with vastly less healing SPs, and Hps.

    That build has been changed because of that. Since then, it hasn't.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    And you are still blowing every single heal you have just to survive.

    You still aren't actually doing any real damage, and your CC is as bad as it was before.

    Your ship is still utterly pointless in a -real- pvp match. Then start queing up during Prime Time if you want to see where your ship really stands.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    sophlogimo wrote:
    With all due respect, that build would blow up very quickly against the Tolerance.

    Why exactly?

    That build has TT, 2x EPTS, TSS2 and HE2.
    Plus the natural engie abilities of lulz healing, I think it could probably fit ST3 in there too for good measure.

    Further once the build is deployed and does its attack, your ship would have no realistic way to damage it besides your turrets/rear weapons, and fighters.

    Its a gimmick build I purposely posted with the intent of showing you the stuff you have to do to attempt to solo kill something as an Atrox.

    Seriously how do you counter/kill that ship with your own?
    Your damage is garbage, you arn't popping anythings tank, EVER unless they DC or have to go AFK/pass out.

    The above mentioned ship actually has a "win condition".
    You bait a ship in close, let it get its front 90 on your tail, slam into evasive, EWP, and full reverse.
    By doing this you blanket the space infront and behind the ship with EWP, and you have the disable doff.
    You run cannons and turrets for better forward DPS, you are now nose to tail with them your cannons perfectly lined up.
    You use Tachyon Beam and TB to help hold them in place incase they try to make a run for it, along with helping drain there shields thanks to the doffs.
    You use CRF1 to pump a good burst of shield damage into there tail.
    Aim for the finishing burst with a PSW3 once there shield facing drops.

    If you can find a better damage setup more likely to down a ship 1v1 with an Atrox, be my guest to post it but realistically it just can't ever kill an opposing ship without the opposing pilot being braindead/dumb.

    This is actually a HORRIBLE build, that NOBODY should EVER fly. But thats what you have to do in an Atrox to try and get a solo kill, and generally its a try and fail (works well on bops though).
    I'm trying to show you the extremes you have to go to for a kill, and you said yourself this is a garbage build and it is... THATS THE WHOLE POINT!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Honestly Shelevs Carrier is better for a team than sophy's.

    Shelev can set up control zones with his warp plas, which will actually do something other than put cloak into cooldown.

    He also at the start of the fight can contribute -something- kind of sorta in the name of DPS, and debuff turn rates with tractor beam -and- tach beam.

    There's actual something resembling CC on his ship.

    And it's self sustaining, which means the heals he has in the way of HE and TSS he can actually spare when he gets shot at instead of having to instantly gobble it all up or die horribly.

    Ironically enough he will also do more damage on the score board as well courtesy of the warp plasmas, and nadion inversion completely negating his weapon drains. It is still a terrible build that I'd avoid being teamed with when possible, but I'd rather see it than sophy's on my team.

    At least I know with shelevs I can count on external heals still being thrown when he's being shot at.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Mavairo wrote:
    And you are still blowing every single heal you have just to survive.

    You still aren't actually doing any real damage, and your CC is as bad as it was before.

    Your ship is still utterly pointless in a -real- pvp match.

    Unproven.
    Then start queing up during Prime Time if you want to see where your ship really stands.

    Yeah sure. I'll just move to some other time zone to play STO. :p
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    No it's proven.

    Tell me why do you think almost every ship over the last 2 Years that's serious about pvp uses EPTS.

    Go ahead tell me. Clearly we all must be morons in capable of original thought, I mean it's not like some of us in this very thread face rolled you, and have played in Tournament level pvp or anything. It's not like any of us are smart enough to do testing, in addition to the Math, in live pvp or anything.

    You eat your heals like crazy just to survive. Rather than absorb hits, and have enough static resistance in place to weather the storm. Infact you equipped "more heals" in order to not die in fifteen seconds or just get your face TRIBBLE off. You still haven't equipped any -good- crowd control abilities, and you actually -lowered- your effective DPS by equipping turrets.

    Or, you could just man up and play during Prime Time on the weekends.

    Or join the OrganizedPvP channel, in game and ask for matches.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    again, can't believe this is still going.

    mav, you have the patience of a saint.

    a big 'ol redneck escort pilotin' saint.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    again, can't believe this is still going.

    mav, you have the patience of a saint.

    a big 'ol redneck escort pilotin' saint.

    Shhhhhhhh this thread is what makes my workday go by faster. He's provided so much joy to my office, due to my spasms of laughter. Joy spreads, he's like the happy herpes.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    omg lol........
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    Mavairo wrote:
    No it's proven.

    Tell me why do you think almost every ship over the last 2 Years that's serious about pvp uses EPTS.

    Because that resistance bonus plus energy bonus to shields is damn useful. But sometimes other things are even more important.
    Or join the OrganizedPvP channel, in game and ask for matches.

    Are there really good people there in my timezone? Why don't I encounter them in the C&H or arena matches, with few exceptions?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    sophlogimo wrote:
    Because that resistance bonus plus energy bonus to shields is damn useful. But sometimes other things are even more important.



    Are there really good people there in my timezone? Why don't I encounter them in the C&H or arena matches, with few exceptions?

    1st of all, nothing is more important, on any ship, other than keeping your shields up and hardened.

    rule #1 - stay alive.

    2nd of all, most of the good pvp'rs are regulars in opvp chat. where the f have you been since you started doing pvp in this game?

    rule #2 - understand your surroundings
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    1st of all, nothing is more important, on any ship, other than keeping your shields up and hardened.

    rule #1 - stay alive.

    2nd of all, most of the good pvp'rs are regulars in opvp chat. where the f have you been since you started doing pvp in this game?

    Why do you think did I mention "time zone"? (Good night, by the way.)
    rule #2 - understand your surroundings

    What you say.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited June 2012
    sophlogimo wrote:
    Because that resistance bonus plus energy bonus to shields is damn useful. But sometimes other things are even more important.



    Are there really good people there in my timezone? Why don't I encounter them in the C&H or arena matches, with few exceptions?

    No, nothing is more important than that static bonus to shield resistance, regen and a mid grade shield heal, for the slots that EPTS1 and 2 occupy. Nothing seriously, you are trying to debate with Tournament level players. Do you honestly think that we wouldn't run across moments where we would have been like "man I should have X instead of this!" After 2 years?

    I think we would, especially given that some of us play like 20 to 30 matches a night.
    Not once since I put EPTS on my ships 2 years ago have I ever thought twice about it.

    Not A Single Time, this counts cruisers, Escorts, Sci ships, and yes Carriers.

    Rareminflotte or whatever their name is isn't a terrible fleet, and they are germans. (no offense to them, I simply can't spell a word I use maybe once every eight months, and see maybe that often as well)
    Again, join the OrganizedPvP channel. You'll find good players.

    Because the majority of players in this game I seriously question if they managed to install the game all by themselves. Seriously, that's how bad the lionshare of the player base is.
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