if you want to know the exact resist of your target, theres a tool that will show you in basically real time. you can find it in the TOC in my thread. i haven't seen over ~76.4% though with it
Damn, I did read whining at all cost. Seems this thread is not for me. Whiiineeeees about Galaxy.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
Let's assume there was an official tournament (i.e. no special rules; everything goes) with really good prizes. What kind of team setup would you field if you wanted to win at all costs? (Or what kind of setup would you expect from evil teams who have no conscience and want to win at all costs?)
id be really in favor of this actually. too much crying and not enough dying i say, bring the pain
"im fully prepared to be grav pulsed for 8 minute
oh and the ultimate team 5 tac bops razor style (with the right players/builds)
Then tell me that a skill with a 100% uptime that can maintain a resist at 85% with just a transfer and epts that only has 1 uncounterable counter thats not considered cheese and can be carried by any ship in the game is not op!
And you know why no one complains because the only people who talk on these forums use it as a crutch. Every number 1 premade in the game since the start of the game has built thier team around it.
So the way i look at it we had 2 choices: First go with the same TRIBBLE everyone else does and have 3 hr stalemate matches with the same 3 to 4 extends or second come up with a way to beat it. So anyone with a brain knows how to beat a heavy heal team is heavy sci.
You call us p2w spammers when funny now everyone is in a wells or destroyer sci spammers. I think your extends spammers. So sorry but dont expect to post a vid and not get a response.
So I challenge all you awesome pvpers take off your extends blankie and see what happens. And lets see some numbers on those shield resists and how many there are. and how long you can keep multiple players at max resist then calculate in the crazy regen lets see some of those numbers or are you scared..
amen extends/emps faggos the lot of them. know that true skill bros been saying emps if for lamers SINCE THEY LOOKED and saw how bogus imbalanced it is. tricobalt nerf.. sure.. emps GET OFF MAH SHIELD POWAH MOMMYYYY
anyhoo keep on trucking sob, old school vets bringin the pain since day 1
*oh and yeah fyi lockbox ship=ultimate p2w, anyone who disagrees has 3
5 Tactical captains. all with 3 SNB Doffs, rommy boffs and consoles.
2 of them would be in Escorts with AP doffs as the remaining 2. The Escorts likely would be the new 5 forward weapon Andorian scorts or failing that, Bug ships.
2 would probably have cruisers, running warp plasma, T5 romulan sci booster.
1 would probably be a sci ship. For maximum jack assery I would probably make it a carrier.
Why bother with SNB when you can just waste away everyone's best stuff with the stupid doffs instead. Now if cryptic did something really really dumb (as opposed to just being fail tastic like normal) and they handed out doffs that gave you APA on a weapon proc, I'd swap the tacs all out for 5 scis.
This one would run Transphasic instead... one ship spamming plasma to force hazards out is good enough.
Pretty much the same setup as up top... only 1 Gravity well doff... this should keep any threat of tric mines on the other side from disrupting the teams wagon wheel of extends.
Almost the same build as the wells spamming torps, but the added vesta console goodies, and some advanced noob fighters of course... sitting at 125 aux power... spamming VMs and SS at global just like his team mates.
Tech and torp doffs of course.
4 DHC... 1 Turret, 1 beam for the overload 2s... 1 KCB...
I put an extend 1 on it... which I think would be fine in a team like that... but if the team felt they needed it or there escort guy just sucked... an RSP after a team manages to get through all the sci spam / extend spam could cause someone to smash a keyboard.
2 Attack pattern Doffs... and 3 Dmg Control... or 2 dmg control + a hazards doff.
and Finaly
1 ENGI cruiser... I know right that doesn't seem right.
This engi cruiser would also be full aux... running all torps and mines.... 4 torps front 2 torps rear... with 2 mines. Type don't matter much plasma tranny or chron.
The EPS goes to the escort every single time.
Everyone would of course have grave pulse... theta consoels... and the sci would all have subspace jumps.
5 Extends, Circle em up... cruiser extends escort... sci extend each other... GW keep the trico mines away from the extendo wheals...
3 VMS... all at global cool down (should be able to disable 1-2 of the other team perma like... if the other team slots the engi team clears... they will enjoy the next point)
2 Scrambles... all at global cool down (as above if they clear these they sit people out with VM issues)
3 Sub nukes... Sci ships all running Subspace jump consoles so timing them will never be an issue.
Multiple copies of engi / sci teams... calling fixes team should be well protected.
4 Torp / Mine boats..... spamming torpedos everywhere... with a bug dropping facings. with 3 ships spamming tranny and one spamming plasma it would keep the other team on there toes, I think.
1 Sci ship dropping Gravity wells at global with a doff.... removing the other teams possible spam clouds.
Best (worst) case setup... everyone has a Gravity Pulse console... as well as a Theta Console... Cruiser for sure so he/she can tag team EWP/Theta clouds.
With all the aux to bats going around... of course everyone would be slotting Aux team bats.
I know some people woulds say that team wouldn't have enough DPS... really though I think 4 ships spamming torps and mines... and VMS and scrambles... even if it takes them 3 nukes every kill.... by around min 10 the other team will be ready to just log. lol
I don't think I could think up any more of a douche bag team then that.
Comments
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@f4tamy | Sad Pandas
id be really in favor of this actually. too much crying and not enough dying i say, bring the pain
"im fully prepared to be grav pulsed for 8 minute
oh and the ultimate team 5 tac bops razor style (with the right players/builds)
amen extends/emps faggos the lot of them. know that true skill bros been saying emps if for lamers SINCE THEY LOOKED and saw how bogus imbalanced it is. tricobalt nerf.. sure.. emps GET OFF MAH SHIELD POWAH MOMMYYYY
anyhoo keep on trucking sob, old school vets bringin the pain since day 1
*oh and yeah fyi lockbox ship=ultimate p2w, anyone who disagrees has 3
how many bugs in your fleet? thats what i thought, enter fvk is u wanna get pay to pwnt
one iso, to rule them all
This, but with a few more points in driver coils.
2 of them would be in Escorts with AP doffs as the remaining 2. The Escorts likely would be the new 5 forward weapon Andorian scorts or failing that, Bug ships.
2 would probably have cruisers, running warp plasma, T5 romulan sci booster.
1 would probably be a sci ship. For maximum jack assery I would probably make it a carrier.
Why bother with SNB when you can just waste away everyone's best stuff with the stupid doffs instead. Now if cryptic did something really really dumb (as opposed to just being fail tastic like normal) and they handed out doffs that gave you APA on a weapon proc, I'd swap the tacs all out for 5 scis.
so those snb doffs are the new s**** that turns off your dhc for 5 days ?
guess the next update will be to remove the pvp window from UI.
and seeing as we are theory crafting mass annoyance...
1 of these Full aux Sci 1 Wells
http://www.stoacademy.com/tools/skillplanner/index.php?build=WellsDB1_0
With 3 Plasma up front 2 mines and a beam for subs in back.
3 tech doffs... so they can keep SS and VM out almost all the time.
2 torp doffs
1 of these Full aux Sci 2 Wells
http://www.stoacademy.com/tools/skillplanner/index.php?build=WellsDB2_0
This one would run Transphasic instead... one ship spamming plasma to force hazards out is good enough.
Pretty much the same setup as up top... only 1 Gravity well doff... this should keep any threat of tric mines on the other side from disrupting the teams wagon wheel of extends.
1 of these... Full aux Sci 3 Vesta
http://www.stoacademy.com/tools/skillplanner/index.php?build=WellsDB3_0
Almost the same build as the wells spamming torps, but the added vesta console goodies, and some advanced noob fighters of course... sitting at 125 aux power... spamming VMs and SS at global just like his team mates.
Tech and torp doffs of course.
1 of these Tac Bug
http://www.stoacademy.com/tools/skillplanner/index.php?build=WellsDB45_0
4 DHC... 1 Turret, 1 beam for the overload 2s... 1 KCB...
I put an extend 1 on it... which I think would be fine in a team like that... but if the team felt they needed it or there escort guy just sucked... an RSP after a team manages to get through all the sci spam / extend spam could cause someone to smash a keyboard.
2 Attack pattern Doffs... and 3 Dmg Control... or 2 dmg control + a hazards doff.
and Finaly
1 ENGI cruiser... I know right that doesn't seem right.
http://www.stoacademy.com/tools/skillplanner/index.php?build=taccruizdb_0
This engi cruiser would also be full aux... running all torps and mines.... 4 torps front 2 torps rear... with 2 mines. Type don't matter much plasma tranny or chron.
The EPS goes to the escort every single time.
Everyone would of course have grave pulse... theta consoels... and the sci would all have subspace jumps.
5 Extends, Circle em up... cruiser extends escort... sci extend each other... GW keep the trico mines away from the extendo wheals...
3 VMS... all at global cool down (should be able to disable 1-2 of the other team perma like... if the other team slots the engi team clears... they will enjoy the next point)
2 Scrambles... all at global cool down (as above if they clear these they sit people out with VM issues)
3 Sub nukes... Sci ships all running Subspace jump consoles so timing them will never be an issue.
Multiple copies of engi / sci teams... calling fixes team should be well protected.
4 Torp / Mine boats..... spamming torpedos everywhere... with a bug dropping facings. with 3 ships spamming tranny and one spamming plasma it would keep the other team on there toes, I think.
1 Sci ship dropping Gravity wells at global with a doff.... removing the other teams possible spam clouds.
Best (worst) case setup... everyone has a Gravity Pulse console... as well as a Theta Console... Cruiser for sure so he/she can tag team EWP/Theta clouds.
With all the aux to bats going around... of course everyone would be slotting Aux team bats.
I know some people woulds say that team wouldn't have enough DPS... really though I think 4 ships spamming torps and mines... and VMS and scrambles... even if it takes them 3 nukes every kill.... by around min 10 the other team will be ready to just log. lol
I don't think I could think up any more of a douche bag team then that.