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the placate passive

maicake716maicake716 Member Posts: 0 Arc User
edited January 2013 in PvP Gameplay
is still way too strong.

it seems to apply with the first crit as soon as the resist wears off.

it completely distrupts any powers that has a continued apply to it. which happens to be a few science powers and the vesta lance console, and the galaxy x lance.

this single passive has made tractor beams, tachyon beams nearly useless.

known powers it interrupts and puts on their cooldown-

maco heavy grav beam
sub nuc beam
tachyon beams
tractor beams
the vesta lance
the galaxy x lance


all these powers (including a captain power and 2 powers you buy with real money) are effected.

it doesnt matter how high your sensor rating is either, or your defense against sensor related skills. it procs and lasts the full 2 seconds and puts those powers on cooldown if theyre being used when you get proc'd.

the 20% also feels way off, it seems to proc the moment you get a crit when the immunity is not there. (this could use some confirmation)

im tired of science always being on the recieving end :(
mancom wrote: »
Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
Science pvp at its best-http://www.youtube.com/user/matteo716
Do you even Science Bro?
Post edited by maicake716 on

Comments

  • brandonflbrandonfl Member Posts: 892
    edited January 2013
    maicake716 wrote: »
    is still way too strong.

    it seems to apply with the first crit as soon as the resist wears off.

    it completely distrupts any powers that has a continued apply to it. which happens to be a few science powers and the vesta lance console, and the galaxy x lance.

    this single passive has made tractor beams, tachyon beams nearly useless.

    known powers it interrupts and puts on their cooldown-

    maco heavy grav beam
    sub nuc beam
    tachyon beams
    tractor beams
    the vesta lance
    the galaxy x lance


    all these powers (including a captain power and 2 powers you buy with real money) are effected.

    it doesnt matter how high your sensor rating is either, or your defense against sensor related skills. it procs and lasts the full 2 seconds and puts those powers on cooldown if theyre being used when you get proc'd.

    the 20% also feels way off, it seems to proc the moment you get a crit when the immunity is not there. (this could use some confirmation)

    im tired of science always being on the recieving end :(

    They admitted that science powers were mistakenly nerfed with S5 because the Dev in charge didn't take the new resists that were added into account (still not sure why they needed a nerf to begin with, but they did it anywya). It has been a solid year now and they still haven't undone that mistake. This just compounds the problem because it is severely reducing the ability to be effective with the few Sci powers that still work well.
    LOLSTO
  • thishorizonthishorizon Member Posts: 1,158
    edited January 2013
    something i dont understand:

    automatic placates....

    at all, for any reason....it just does not make sense....
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    something i dont understand:

    automatic placates....

    at all, for any reason....it just does not make sense....

    EXACTLY. spend a damn station power slot if you want that, that would approach balance.

    its not just over time powers that are effected. i CANT effectively deal alpha strike damage to anyone with this damn passive. even worse when they have a KHG shiled too. loosing 20% at least of my alpha damage is HUUUUUUUUUUUUUUUUUGE when the damn placate happens in the middle of an attack. and they have the closest thing to tractor beam immunity ever too. don't even bother.
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited January 2013
    Now, on the top of that passive placate, add the HG placate, a bunch of pets swarming around you, and the auto target will mess your real target up. The placate should be removed and replaced with a damage resist bonus or a shield resist bonus IMO.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited January 2013
    If they must keep the placate, they should increase placate immunity to around 30 seconds or so. If I have to lose a Tractor Beam, then they shouldn't be able to placate me for those 30 seconds or so.

    If they don't change it, it's just utterly pointless to even bother slotting a tractor for use on anyone using the passive. It's going to get worse the more people get to that tier. :( They may as well get to it before it gets to that point.
    [SIGPIC][/SIGPIC]
  • woodwhitywoodwhity Member Posts: 2,636 Arc User
    edited January 2013
    Yeah nerf it until its even more useless. The 12 second immunity has nerfed it quite enough.
    And Tractor beams? Never bothered with them because of two APO...
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited January 2013
    :P

    Here we go with the whining about nerfs. Placating away expensive powers randomly is just a brilliant design decision.


    No 12 seconds is not enough. 12 seconds of immunity is a joke when it can put an expensive 30 to 45 second cooldown power immediately into cooldown.
    [SIGPIC][/SIGPIC]
  • stevehalestevehale Member Posts: 437
    edited January 2013
    I do find it obnoxious that there are more and more things that the game now does for the player both automatically, frequently, and at no additional cost. Just because the power creep is getting out of hand and people are running out of slots on their power trays that doesn't mean we need more stuff taking control out of our hands. We aren't NPCs. PvP should be more about the players and less about behind the scenes cryptic math in my opinion.
    __________________________________________
    Foundry: Yet Another Borg Mission
    It's terrible but easy, and these Borg are way cooler than the mess STO and Voyager left us.
    May not actually be "way" cooler or even "slightly" cooler.
  • [Deleted User][Deleted User] Posts: 0 Arc User
    edited January 2013
    snoge00f wrote: »
    :P

    Here we go with the whining about nerfs. Placating away expensive powers randomly is just a brilliant design decision.


    No 12 seconds is not enough. 12 seconds of immunity is a joke when it can put an expensive 30 to 45 second cooldown power immediately into cooldown.

    well i do blame the pvp'ers on this. along time ago i made a post about the klink placate on sheilds. but yeah i got jumped on by everyone in this thred about it. oh its you just suck bla bla bla its annoying at best. yeah well now look. you guys are ******** about t4 placate and now the klink sheilds as well. so for calling me a nub about placate a long time ago, look how its come now. t4 rep with sheilds lmao what ever.

    side note, this wasent directed at you snoge. just my rant got hyped after reading your post so fast quote. but yeah lest they did tone down the placate on sheilds along time ago but its still bs. its so stupid how the poeple that shot me down about tractors and placate and both combined now come to fourms looking to get it nerfed. and its just like i said, if they put it on a sheild i bet it will come as a passive. and that was a half joke back then. cant believe they actually did it lol.
  • stevehalestevehale Member Posts: 437
    edited January 2013
    You weren't jumped by everyone in this thread so simmer down chief:D. It was a bad idea then that only got slightly better with the fix (you are still likely to maintain the accuracy debuff more often than not thanks to the short placate resistance and high proc rate). That being said, I feel like the passive from the rep system is even more likely to proc thanks to generally higher crit chances. Thus, more... bad.

    On a side note, I'd still rather have seen Feds get a 5% shield resist while Klinks would get 5-10% defense to compliment the two factions varied play styles. (For MACO and KHG respectively)
    __________________________________________
    Foundry: Yet Another Borg Mission
    It's terrible but easy, and these Borg are way cooler than the mess STO and Voyager left us.
    May not actually be "way" cooler or even "slightly" cooler.
  • thisslerthissler Member Posts: 2,055 Arc User
    edited January 2013
    There's a word for basing a placate off of doing critical damage to an enemy with any random attack.

    You all know that word. Regardless of what it may or may not interupt it is a nonsensical ability. Just from the word go, right out the gate, as soon as an idea forms and that idea says in whole or in part:

    "I'm going to beat the snot out of you and you're going to sit there and take it."

    As a game designer you need to know that that won't work. This isn't something way out there or esoteric. This is a common value in game design. There's no debate here. Get your heads out of the sand and look around. See how many offensive placates exists in competitive MMO's and see how they are handled. Oh hell. You won't look. I'll just tell you.

    Generally they are on command. Everyone has one. And they are called various things, but interupt is one of them. Because they stop people from using a long cast ability. But they have a long cooldown. Generally longer than MOST of an opposing players offensive cooldowns. So you (both) have the ability to interupt ONE long cast ability every few minutes. Is that bad? No its an important part of game play. Should it become a passive ability that you can inflict on someone simply by critting them?

    Yah...not so much.

    I hope my charm really came through in this post. I've been working on my 'people skills'.
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited January 2013
    thissler wrote: »
    There's a word for basing a placate off of doing critical damage to an enemy with any random attack.

    You all know that word. Regardless of what it may or may not interupt it is a nonsensical ability. Just from the word go, right out the gate, as soon as an idea forms and that idea says in whole or in part:

    "I'm going to beat the snot out of you and you're going to sit there and take it."

    As a game designer you need to know that that won't work. This isn't something way out there or esoteric. This is a common value in game design. There's no debate here. Get your heads out of the sand and look around. See how many offensive placates exists in competitive MMO's and see how they are handled. Oh hell. You won't look. I'll just tell you.

    Generally they are on command. Everyone has one. And they are called various things, but interupt is one of them. Because they stop people from using a long cast ability. But they have a long cooldown. Generally longer than MOST of an opposing players offensive cooldowns. So you (both) have the ability to interupt ONE long cast ability every few minutes. Is that bad? No its an important part of game play. Should it become a passive ability that you can inflict on someone simply by critting them?

    Yah...not so much.

    I hope my charm really came through in this post. I've been working on my 'people skills'.

    Spot on, 10/10, would read again.
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
  • rooster75rooster75 Member Posts: 0 Arc User
    edited January 2013
    thissler wrote: »
    There's a word for basing a placate off of doing critical damage to an enemy with any random attack.

    You all know that word. Regardless of what it may or may not interupt it is a nonsensical ability. Just from the word go, right out the gate, as soon as an idea forms and that idea says in whole or in part:

    "I'm going to beat the snot out of you and you're going to sit there and take it."

    As a game designer you need to know that that won't work. This isn't something way out there or esoteric. This is a common value in game design. There's no debate here. Get your heads out of the sand and look around. See how many offensive placates exists in competitive MMO's and see how they are handled. Oh hell. You won't look. I'll just tell you.

    Generally they are on command. Everyone has one. And they are called various things, but interupt is one of them. Because they stop people from using a long cast ability. But they have a long cooldown. Generally longer than MOST of an opposing players offensive cooldowns. So you (both) have the ability to interupt ONE long cast ability every few minutes. Is that bad? No its an important part of game play. Should it become a passive ability that you can inflict on someone simply by critting them?

    Yah...not so much.

    I hope my charm really came through in this post. I've been working on my 'people skills'.

    +1

    /10char
  • marc8219marc8219 Member Posts: 0 Arc User
    edited January 2013
    Rather then nerf this ability more, just remove it and replace it with another passive, it should have never been in game in the first place.
    Tala -KDF Tac- House of Beautiful Orions
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited January 2013
    JAM sensors should be the only long cast ability interrupt. a passive one happening exactly every 12 seconds is absurd. ive also been saying from day one these placates terrible, back when the KHG was introduced
  • bareelbareel Member Posts: 3 Arc User
    edited January 2013
    Best option?

    Disable reputation abilities in PvP until a PvP specific reputation with properly designed abilities that will work well in PvP is released to be used only in PvP.

    Snarky Answer? (sarcasm btw)

    Time your tractor or alpha strike to go off after the enemy blows his passive placate and you get immunity ya nubs :eek:. L2P :D:D its not like anyone complains about a well timed RSP or APO messing up their plans!

    Reality?

    They have no clue what they are doing at this point. The entire system is designed around OP being the new balance and that only works until OP becomes dangerously stupid broken. It relies upon players not being very good at min/maxing and remaining ignorant of the underlying issues. And if you don't think most players are bad at min/max just join an Estf pug.

    *edit add-on*

    In the end though until someone somewhere realizes that you cannot have good gameplay that uses the same exact mechanics for PvP and PvE these issues will continue to be a problem. They are two different types of gameplay. I challenge anyone to show me an mmo system that is well balanced, fun to play, and rewarding in both a PvE and PvP environment. And by that I mean they use the same exact system/mechanics and players use the same exact builds/gear/powers in both.
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    broken1981 wrote: »
    well i do blame the pvp'ers on this. along time ago i made a post about the klink placate on sheilds. but yeah i got jumped on by everyone in this thred about it. oh its you just suck bla bla bla its annoying at best. yeah well now look. you guys are ******** about t4 placate and now the klink sheilds as well. so for calling me a nub about placate a long time ago, look how its come now. t4 rep with sheilds lmao what ever.

    side note, this wasent directed at you snoge. just my rant got hyped after reading your post so fast quote. but yeah lest they did tone down the placate on sheilds along time ago but its still bs. its so stupid how the poeple that shot me down about tractors and placate and both combined now come to fourms looking to get it nerfed. and its just like i said, if they put it on a sheild i bet it will come as a passive. and that was a half joke back then. cant believe they actually did it lol.

    Not to defend the KHG placate, but there's a huge difference between the two. Against the KHG the attacker has the option of not shooting and just spamming Sci abilities the OP mentions including TBing a target and debuffing it further. Then switching to another target while the TB remains up and allies attack the debuffed target. I had found this to be more of an annoyance than anything.

    Now you have builds w/~20% CritH chance which basically means all they need to do is attack you and you're going to get placated. They now have greater control over who gets placated when. So, you can't count on using TB to get a positional advantage even if you aren't firing. This hurts not just offensive output, but defensive positioning.

    The KDF Vet ship kept me around for awhile, but it's getting harder and harder to log on anymore. (FYI, can't remember the last time I used KHG shields, I prefer the Omega set).
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
  • afree100afree100 Member Posts: 332 Arc User
    edited January 2013
    I love using tractor beams on my escorts (and carriers) now... It is incredibly annoying to lose targets once you have them selected, esp for Alpha Strikes like everyone has been saying.
    +1 to remove this passive completely

    Edit:
    Disabling reputation in PvP would make those abilties useless though, who cares if the borg get placated for 2secs its not going to really do anything at all, Cryptic designed it to be used in PvP, it needs to be fixed since it is way to OP. Just a random idea, maybe a hull buff for a passive it would be useful against the borgs torps and wouldn't be bad in PvP as long as it was resonable (a few thousand HP).

    Edit 2:
    Not that related but what about having Tachyon beam lower the targets shield resist by means of a debuff and the amount scales with aux power, charged particle burst could also do something like this (different duration, different amount etc, obviously lower though since it affects multiple targets, it would still be useful since you can trick the other team into healing someone and jump on someone else, the debuff could be cleared by science or eng team) to all targets within a certain range.

    And Cryptic already has certain abilties that are different in PvP to PvE (there is a ground weapon that has a different placate time against human targets than NPCs), and atm saying that there should be equal amount power in PvP and PvE is not 'working' very well since I and many others change weapons, boffs etc depending on PvP and PvE (well anyone that cares about maximum performance in the type of battle they are participating in does (for example tractor beam in PvP is awesome (stops targets, lowers defence) but in PvE putting a second hazard emitters there is much more benefical (clears borg/plasma debuffs more often, recovery for torps easier etc).
    Starfleet M.A.C.O. KDF Honor Guard
  • bareelbareel Member Posts: 3 Arc User
    edited January 2013
    afree100 wrote: »
    Not that related but what about having Tachyon beam lower the targets shield resist by means of a debuff and the amount scales with aux power, charged particle burst could also do something like this (different duration, different amount etc, obviously lower though since it affects multiple targets, it would still be useful since you can trick the other team into healing someone and jump on someone else, the debuff could be cleared by science or eng team) to all targets within a certain range.

    Provided it doesn't push people into negative resists and removes a % of their current resist instead of a flat amount (ie reduce enemy shield resist by 50%) that is a pure gold idea.
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited January 2013
    snoge00f wrote: »
    :P

    Here we go with the whining about nerfs. Placating away expensive powers randomly is just a brilliant design decision.


    No 12 seconds is not enough. 12 seconds of immunity is a joke when it can put an expensive 30 to 45 second cooldown power immediately into cooldown.

    Is switching from expensive spike powers to less costly maintaned damage even an option when you consider the ridiculous healing present in PvP?

    I only ask because the passives are only going to get worse as more and more are introduced. I don't imagine they will get nerfed to any considerable degree since they do involve a bit of grinding and why upset most of the playerbase?

    Who knows with luck the metagame may be able to shift to a less spike focused game if they reduce healing but improve NPC AI and we can all play in a nicely balanced less spikey/less uber heal world..... yeah, yeah, pie in the sky and all that.
  • afree100afree100 Member Posts: 332 Arc User
    edited January 2013
    bareel wrote: »
    Provided it doesn't push people into negative resists and removes a % of their current resist instead of a flat amount (ie reduce enemy shield resist by 50%) that is a pure gold idea.

    Yes it would need to be kept positive so teams don't add 5 versions of the same debuff to the same target to make them glass, it would be ideal if further instances of the debuff on the same target deminshed for every extra copy added aswell. I had in mind that it would take a certain percentage of shield resist (so basically a counter to Emergency Power to Shields and similear) that scaled with aux power if that is what you meant (pretty sure it is).
    Starfleet M.A.C.O. KDF Honor Guard
  • maicake716maicake716 Member Posts: 0 Arc User
    edited January 2013
    afree100 wrote: »
    Yes it would need to be kept positive so teams don't add 5 versions of the same debuff to the same target to make them glass, it would be ideal if further instances of the debuff on the same target deminshed for every extra copy added aswell. I had in mind that it would take a certain percentage of shield resist (so basically a counter to Emergency Power to Shields and similear) that scaled with aux power if that is what you meant (pretty sure it is).

    or they could make it like target subsystems power drain- only the highest applies.

    so if several hit the target at different numbers, only the best would apply, if theyre all the same only one would apply.
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • [Deleted User][Deleted User] Posts: 0 Arc User
    edited January 2013
    p2wsucks wrote: »
    Not to defend the KHG placate, but there's a huge difference between the two. Against the KHG the attacker has the option of not shooting and just spamming Sci abilities the OP mentions including TBing a target and debuffing it further. Then switching to another target while the TB remains up and allies attack the debuffed target. I had found this to be more of an annoyance than anything.

    Now you have builds w/~20% CritH chance which basically means all they need to do is attack you and you're going to get placated. They now have greater control over who gets placated when. So, you can't count on using TB to get a positional advantage even if you aren't firing. This hurts not just offensive output, but defensive positioning.

    The KDF Vet ship kept me around for awhile, but it's getting harder and harder to log on anymore. (FYI, can't remember the last time I used KHG shields, I prefer the Omega set).

    well you dont need to shoot at me. just tb me and watch me placate you with fed klink sheilds. its super bs and it was back then as well. with double placate i can tank even better now against premades. i ranted this when the new stf sets came out. was jumped on by many "top" pvp'ers. but this is not the only op setup. im rolling a new pvp tact. this time i have space passives. (jem is wasted on my main tact) i want to try the sheild passives with full mk12 borg set. the hit points of mk12 borg sheild comes out to mk12 maco sheild but with awesome regen added by the passive. i bet it will tank even better then standed maco.
  • wolverine595959wolverine595959 Member Posts: 726
    edited January 2013
    The placate affects cannon escorts the most. I was going against a defiant and besides trying to get the defiant in a cannon arc long enough to do damage I spend half the fight switching targets because well because the defiant kept disappearing. I can't wait til I can get it along with KHG I am going to annoy the hell out out of the "have everything" feds. :D
    Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up :rolleyes:
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited January 2013
    The problem isn't the fact that they bring out effects like the Placate passive, or the KHG shield.

    The problem is that they work fine in PVE. And that is how the development of new powers get passed. It works in PVE? Good. Then after weeks to months to sometimes years of complaining, that the power works in bad ways in PVP, does it get changed.

    This is not a good way to design powers.

    Now I'm not saying that PVP should be the only way to look at powers, skills, and so on. Just that it hurts more then it helps when you don't keep PVP in mind and make sure that the power is balanced well enough for both PVE and PVP.

    A placate skill that placates when ever you Crit? And it can't be broken? Not good.

    Perhaps changing it from a Passive to an Activation based power might help resolve the situation. Then it can be Subnuced off, and it will only last as long as it's duration. Say it lasts 30 seconds with a 2 minute cool down. Sure it's still going to be annoying, but at least it will be better balanced with PVP in mind.
    For even more balance, make it a "Toggle" power that can be turned off with a stun instead.
    And if that isn't the desire of the way the ability is supposed to work, then increase the duration of the resistance, and/or reduce the duration of the Placate.

    Just my thoughts on both it and other things in general.
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • maicake716maicake716 Member Posts: 0 Arc User
    edited January 2013
    webdeath wrote: »
    The problem isn't the fact that they bring out effects like the Placate passive, or the KHG shield.

    The problem is that they work fine in PVE. And that is how the development of new powers get passed. It works in PVE? Good. Then after weeks to months to sometimes years of complaining, that the power works in bad ways in PVP, does it get changed.

    This is not a good way to design powers.

    Now I'm not saying that PVP should be the only way to look at powers, skills, and so on. Just that it hurts more then it helps when you don't keep PVP in mind and make sure that the power is balanced well enough for both PVE and PVP.

    A placate skill that placates when ever you Crit? And it can't be broken? Not good.

    Perhaps changing it from a Passive to an Activation based power might help resolve the situation. Then it can be Subnuced off, and it will only last as long as it's duration. Say it lasts 30 seconds with a 2 minute cool down. Sure it's still going to be annoying, but at least it will be better balanced with PVP in mind.
    For even more balance, make it a "Toggle" power that can be turned off with a stun instead.
    And if that isn't the desire of the way the ability is supposed to work, then increase the duration of the resistance, and/or reduce the duration of the Placate.

    Just my thoughts on both it and other things in general.

    i think thats a great idea! also consider that people like to "activate" things themselves because it makes them feel like theyre doing something.

    so.. bring on the more clicky!
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited January 2013
    Just increase the immunity and you'll make it less annoying and stupid.

    Make it 45 seconds or so.
    [SIGPIC][/SIGPIC]
  • paxottomanpaxottoman Member Posts: 0 Arc User
    edited January 2013
    I think people are missing the point about this T4 passive.

    The placate activates when YOU as the owner of the passive, critical hits something or someone. On a cannon rapid fire, you're most likely going to be placating your current target. At best, that target will be interrupted from doing the aforementioned abilities. Key word, the target that has been crit will be placated.

    However, if the owner of the passive uses an AOE delivery of their criticals, then it is possible that the entire team will be placated. But, the player has pretty much sacrificed so much directed DPS that their damage will only be effective in destroying anything small or low in HP.

    To conclude, if anyone does use the AOE tactic with the T4, they really aren't a threat... They're just annoying at best...

    I personally do not have the passive employed on any of my ships currently, and I am debating if I even should.
    Turkish RP Heroes
    [SIGPIC][/SIGPIC]
  • maicake716maicake716 Member Posts: 0 Arc User
    edited January 2013
    paxottoman wrote: »
    I think people are missing the point about this T4 passive.

    The placate activates when YOU as the owner of the passive, critical hits something or someone. On a cannon rapid fire, you're most likely going to be placating your current target. At best, that target will be interrupted from doing the aforementioned abilities. Key word, the target that has been crit will be placated.

    However, if the owner of the passive uses an AOE delivery of their criticals, then it is possible that the entire team will be placated. But, the player has pretty much sacrificed so much directed DPS that their damage will only be effective in destroying anything small or low in HP.

    To conclude, if anyone does use the AOE tactic with the T4, they really aren't a threat... They're just annoying at best...

    I personally do not have the passive employed on any of my ships currently, and I am debating if I even should.

    i dont think was mentioned in any of the issues....
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • p2wsucksp2wsucks Member Posts: 0 Arc User
    edited January 2013
    broken1981 wrote: »
    well you dont need to shoot at me. just tb me and watch me placate you with fed klink sheilds. its super bs and it was back then as well. with double placate i can tank even better now against premades. i ranted this when the new stf sets came out. was jumped on by many "top" pvp'ers. but this is not the only op setup. im rolling a new pvp tact. this time i have space passives. (jem is wasted on my main tact) i want to try the sheild passives with full mk12 borg set. the hit points of mk12 borg sheild comes out to mk12 maco sheild but with awesome regen added by the passive. i bet it will tank even better then standed maco.

    The odds of a TB damage tic triggering the KHG shield placate is very low. It really isn't the same, and again I'm not defending it just pointing out it's not apples to apples to compared the CritH placate w/the the Shield's placate. TB and other Sci abilities can be applied much more easily to a target w/KHG than a target shooting you w/the rep system proc.

    Also, fyi the original passive was a 10% defense boost it was than changed to the placate -ACC proc, since 30% potential defense boost w/Captain 2 part Aegis and KHG shields was seen as too much. I never did get why people didn't have issue w/the -ACC since imo it's more powerful than a brief placate.

    The low regen w/the poor shield mods many of the KDF ships have makes this shield trash for many setups compared to other options. Imo, it'll be better on Fed ships w/the better shield mods and generally more team repairs available.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
    Random Quote from Kerrat
    "Sumlobus@****: your mums eat Iced Targ Poo"
    C&H Fed banter
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