im sick of cloaked alfas, you cant counter that, medic kit cant overheal a tac, and if you do, it means you wont attack since your arm is allways activating skills. sci requires speccing into diferente skills to obtain some effect, the sci kits are stupid, 1 skill requires 1 spec, other skill requires other spec ( both beeing useless anyway )
in the other hand, if you see for exemple fire team, you will see all the skills doing this :
+x%dmg, the other skill the same, the other skill the same, the other skill the same, etc etc etc - this results into the absurd ammount of damage you see, instakilling a medic sci with 1 shot of a weapon bought in Exchange for 3k ec
use dampening field you may say ? well, just do 3 steps to the right, and tadam ! you countered the sci skill with more cooldown before sci team
enemy neutralization is a joke of a kit too. weapons malfunction, fuse armor, mines and bomb, as simple as that
the devs should try to pvp once in a while and test the stuff they do ...
if you are new to the game, take this advice, go tactical, the rest sucks.
in space you can boost every type of damage. you wont need specialized builds or resistances, go tac, your skills will affect everything, its not like scis or engs that work sometimes like nadion inversion that works only with energy weapons, or photonic fleet that is cleared easely. the same happens with traits, energy conservation will only work with sci skills, if you try another ship, you wont be as effective as you would in a sci vessel, with a tac you can fly every type of ship and builds and be the more effective, you will even boost sci skills better than the scientists ! ah and dont Forget to choose the placate passive when you reach t4 romulan ! and get those nukara web mines, they are not broken
anesthyze gas requires the use of the remainning crappy skills of the kit
no heals in a sci is the same as saying you want to die.
medical vanguard will only work if you have shields, that wont happen in pvp unless you run and cover, but covered, you dont need the resistance
with an eng you just use weapons malfunction and you cancel the alpha or part of it
in ground pvp there isnt a middle :
or you die fast, or you tank all with 0 dps, or you get crappy skills, or you knockback to death, or you reduce the cooldown of hypos, or you hide and run for ever. or you are a sci that keeps respec'ing and grinding like a crazy to get all ground gears but you skill suck
im sick of cloaked alfas, you cant counter that, medic kit cant overheal a tac, and if you do, it means you wont attack since your arm is allways activating skills. sci requires speccing into diferente skills to obtain some effect, the sci kits are stupid, 1 skill requires 1 spec, other skill requires other spec ( both beeing useless anyway )
in the other hand, if you see for exemple fire team, you will see all the skills doing this :
+x%dmg, the other skill the same, the other skill the same, the other skill the same, etc etc etc - this results into the absurd ammount of damage you see, instakilling a medic sci with 1 shot of a weapon bought in Exchange for 3k ec
use dampening field you may say ? well, just do 3 steps to the right, and tadam ! you countered the sci skill with more cooldown before sci team
enemy neutralization is a joke of a kit too. weapons malfunction, fuse armor, mines and bomb, as simple as that
the devs should try to pvp once in a while and test the stuff they do ...
if you are new to the game, take this advice, go tactical, the rest sucks.
in space you can boost every type of damage. you wont need specialized builds or resistances, go tac, your skills will affect everything, its not like scis or engs that work sometimes like nadion inversion that works only with energy weapons, or photonic fleet that is cleared easely. the same happens with traits, energy conservation will only work with sci skills, if you try another ship, you wont be as effective as you would in a sci vessel, with a tac you can fly every type of ship and builds and be the more effective, you will even boost sci skills better than the scientists ! ah and dont Forget to choose the placate passive when you reach t4 romulan ! and get those nukara web mines, they are not broken
this is what i feel about this game
devs, please, fix this game ...
Follow your own advice and make yourself a Tactical, problem solved.
Honestly, most of the things that you are discribing are not a problem, with the exception of Kit Switching and Knockback.
because half of the things i said are about tacs and you are a tac, that's why its not a problem for you, but it is for me, imagine if your tactical aptitude didnt work 90% of the time, same happens with dampening field
change to tac ? that's the best option you have ? surrender to the majority ? lol
the tac with more security team doffs will win xDD
dont Forget you can stack 2 ambush doffs by changing kits <.<
You do realize that Kit Swiching is consered an exploit as it was not intended to gain max dps by just swapping kits. lier you call me? Complainer you call me? Well look here, there is offical dev responce on this just issue stating that it is indeed a exploit.
Kit swapping is probably not long for this world. We're not sure exactly how we're going to fix it, but it's an unintuitive mechanic that creates a large performance gap between those in the know and those playing the game the intended way.
Hey look i even put it in red for you too see it
and proof that i didnt just make this up, here is the link it came from
I somewhat Agree with the OP... Kit powers take far too long to use. Why bother clicking on powers when you can mow down everything far better just hitting the firing button repeatedly?
The other problem is that ground movement has always seemed rather clunky. Too easy to run into things and the like.
I somewhat Agree with the OP... Kit powers take far too long to use. Why bother clicking on powers when you can mow down everything far better just hitting the firing button repeatedly?
The other problem is that ground movement has always seemed rather clunky. Too easy to run into things and the like.
I set up all my heals on the bottom tray so when I'm in a healing role, I don't have to hope that the CTRL or ALT key will be registered and not set the heal off. When I'm in tanking mode, I have all my heals, Tricorder Scan, and both primary and secondary fire set to my number home row. This way, if I'm in a healing role I can still fire with my number pad 1 (which does not have any bind on it) and not blow a heal, and use my number pad to toss heals on teammates. Clicking on powers is way to slow and you will die doing that. Hammer has invited numerous people to our mumble server to run in teams with us. We're not perfect, but just by the amount of trash talk towards us on the forums, we must be doing something right.
As for running into things, yes, that's true sometimes. That tends to come from lag for me. But you also learn to use your surroundings to take cover and get a flank shot.
We need the Borticus magic wand to see Ground PvP fixed once and for all, just like 6 months back.
Just fix the Knockback and Kit Switching, the rest of the TRIBBLE can wait for the PvP Season, if that is ever going to happen.
Borticus says we are wrong about the Knockback and it is working as intended. That's right. The whole community is wrong on how it works. It's supposed to knock you back less distance, as opposed to giving you an immunity. As you quoted him saying here.
wrong, if willpower and resistances causes the knock to be weaker, it means it will be even easier for the oponent to knock you back again the more willpower you have. since you will be closer to the opponent exploiting you. anyway, the thing here is that you cant use skills or hypos once you are beeing exploited
Borticus says we are wrong about the Knockback and it is working as intended. That's right. The whole community is wrong on how it works. It's supposed to knock you back less distance, as opposed to giving you an immunity. As you quoted him saying here.
Maybe we would have got a better answer if pug wouldn't had put the video about that one serious bug between videos about random stuff he wants nerfed or ones were he obviously didn't understood how resistances work.
Been checking ground pvp queue every day and its dead, probably due to KB bug, and new doffs, more dead then when the Cryo launcher used to be OP. I just wait 5 min or so then log my space characters back on.
Been checking ground pvp queue every day and its dead, probably due to KB bug, and new doffs, more dead then when the Cryo launcher used to be OP. I just wait 5 min or so then log my space characters back on.
Borticus says we are wrong about the Knockback and it is working as intended. That's right. The whole community is wrong on how it works. It's supposed to knock you back less distance, as opposed to giving you an immunity. As you quoted him saying here.
And how does he explain more than 10secs chain-rooting of Toons spec'd for Resistance? :rolleyes:
well, i can live with instakill tacs, thats theirs job anyway, but i cant live with tacs having a perfect kit, engs having a perfect kit, and scis having only crappy kits
Probably the same reasons as for space pvp: horrible balance and too much min-maxing, which is especially bad due to massive bonus stacking.
Decrease the bonuses, decrease the stacking, eliminate killer combos. That would go a long way towards enjoyable, maybe even 'casual' PvP. (now I mean this in the better definition of the word. yes, casual also means more people are likely to participate in it..)
no, i want a kit that doesnt have 4 heals, or 4 controls or 4 dmg skills, because the heal will never be enough, the damage will never be compared to a tacs, and the controls are weak, im not saying that all of our kits are bad, im just saying it doesnt make any sense that ur boffs have a better combination of skills than we
no, i want a kit that doesnt have 4 heals, or 4 controls or 4 dmg skills, because the heal will never be enough, the damage will never be compared to a tacs, and the controls are weak, im not saying that all of our kits are bad, im just saying it doesnt make any sense that ur boffs have a better combination of skills than we
Yea sci's are so underpowered... hey wait a moment..
- I've seen fire-kit sci's beat top tac's in dmg already, their dps isn't a joke.
- Every "good" premade on ground has 1 or 2 sci's because they are so weak? No but because everyone knows you can't win without em.
In fact if we look at the history of ground combat in this game from the very beginning to now i'd say science are a lot more powerful those days then they ever were in the years before. I'd say theres actually a reason why you don't have good healing on a dps kit as sci and thats called balance.
Yea sci's are so underpowered... hey wait a moment..
- I've seen fire-kit sci's beat top tac's in dmg already, their dps isn't a joke.
- Every "good" premade on ground has 1 or 2 sci's because they are so weak? No but because everyone knows you can't win without em.
In fact if we look at the history of ground combat in this game from the very beginning to now i'd say science are a lot more powerful those days then they ever were in the years before. I'd say theres actually a reason why you don't have good healing on a dps kit as sci and thats called balance.
You are using Tac buffed science officers. Most people discussing this topic are comparing the kits in a 1 v 1 scenario where 160 damage from fire is less powerful and takes more time to activate than a shotgun blast. With Tactical Initiative and Strike Team (Doffs even) a physicist becomes far more powerful.
The divide between those who premade PvP and those who prefer casual pick up groups is very large in STO. Larger than almost any other game. That may be one of the biggest hurdles facing STO PvP.
Of course this does not make those who premade well evil, mean, or to blame for all the game's ills.
You are using Tac buffed science officers. Most people discussing this topic are comparing the kits in a 1 v 1 scenario where 160 damage from fire is less powerful and takes more time to activate than a shotgun blast. With Tactical Initiative and Strike Team (Doffs even) a physicist becomes far more powerful.
You make it sound like fire sci's can't win 1on1 situations, thats just lol.
The time it takes to "activate" a shotgun or the exotermic are both 1.25 seconds.. the little difference is actually that you need to get close for the shotgun while you can drop the fire from 30 meters away.. so no, the fire is actually faster to activate.
Comparing fire with shotguns is kinda nonsense tho, every class uses weapons.
The divide between those who premade PvP and those who prefer casual pick up groups is very large in STO. Larger than almost any other game. That may be one of the biggest hurdles facing STO PvP.
Of course this does not make those who premade well evil, mean, or to blame for all the game's ills.
I activate my buffs the same way in premades as i do when i pug... as can every other pug.
What you really mean to say is that having newbies on your team that don't activate their abilities will lower your groups efficiency heavily.
I often see people in pvp that deal less damage then my security escorts even.. hows that possible? Its because pve in this game is so trivial that you can reach max level without ever learning how to play.. and thats the real issue.
if you did win to a tac with that kit, than the tac did not have any idea of what he was doing
he just had to get closer and instakill you, or mantain the distance and use a sniper or a stun pistol, any weapon in a tac will be good, since the damage will be allways enough to kill you
Comments
that's how i see ground PVP in STO...
in the other hand, if you see for exemple fire team, you will see all the skills doing this :
+x%dmg, the other skill the same, the other skill the same, the other skill the same, etc etc etc - this results into the absurd ammount of damage you see, instakilling a medic sci with 1 shot of a weapon bought in Exchange for 3k ec
use dampening field you may say ? well, just do 3 steps to the right, and tadam ! you countered the sci skill with more cooldown before sci team
enemy neutralization is a joke of a kit too. weapons malfunction, fuse armor, mines and bomb, as simple as that
the devs should try to pvp once in a while and test the stuff they do ...
if you are new to the game, take this advice, go tactical, the rest sucks.
in space you can boost every type of damage. you wont need specialized builds or resistances, go tac, your skills will affect everything, its not like scis or engs that work sometimes like nadion inversion that works only with energy weapons, or photonic fleet that is cleared easely. the same happens with traits, energy conservation will only work with sci skills, if you try another ship, you wont be as effective as you would in a sci vessel, with a tac you can fly every type of ship and builds and be the more effective, you will even boost sci skills better than the scientists ! ah and dont Forget to choose the placate passive when you reach t4 romulan ! and get those nukara web mines, they are not broken
this is what i feel about this game
devs, please, fix this game ...
you shouldnt try ground pvp xD
That's me !
you dont like space pvp ? go ground for 1 day, you will love space the day after
That's me !
anesthyze gas requires the use of the remainning crappy skills of the kit
no heals in a sci is the same as saying you want to die.
medical vanguard will only work if you have shields, that wont happen in pvp unless you run and cover, but covered, you dont need the resistance
with an eng you just use weapons malfunction and you cancel the alpha or part of it
in ground pvp there isnt a middle :
or you die fast, or you tank all with 0 dps, or you get crappy skills, or you knockback to death, or you reduce the cooldown of hypos, or you hide and run for ever. or you are a sci that keeps respec'ing and grinding like a crazy to get all ground gears but you skill suck
dont Forget you can stack 2 ambush doffs by changing kits <.<
That's me !
Follow your own advice and make yourself a Tactical, problem solved.
Honestly, most of the things that you are discribing are not a problem, with the exception of Kit Switching and Knockback.
www.divisionhispana.com
change to tac ? that's the best option you have ? surrender to the majority ? lol
If you want to be good at something you need to know your enemy and the best way of knowing your enemy is becoming them.
So from time to time I roll as a Tact or Sci, and i see "oh i can do that" or "TRIBBLE i can't do that".
www.divisionhispana.com
You do realize that Kit Swiching is consered an exploit as it was not intended to gain max dps by just swapping kits. lier you call me? Complainer you call me? Well look here, there is offical dev responce on this just issue stating that it is indeed a exploit.
Hey look i even put it in red for you too see it
and proof that i didnt just make this up, here is the link it came from
Kit Swapping is not the intended Way (AKA Exploit)
Just fix the Knockback and Kit Switching, the rest of the TRIBBLE can wait for the PvP Season, if that is ever going to happen.
www.divisionhispana.com
The other problem is that ground movement has always seemed rather clunky. Too easy to run into things and the like.
I set up all my heals on the bottom tray so when I'm in a healing role, I don't have to hope that the CTRL or ALT key will be registered and not set the heal off. When I'm in tanking mode, I have all my heals, Tricorder Scan, and both primary and secondary fire set to my number home row. This way, if I'm in a healing role I can still fire with my number pad 1 (which does not have any bind on it) and not blow a heal, and use my number pad to toss heals on teammates. Clicking on powers is way to slow and you will die doing that. Hammer has invited numerous people to our mumble server to run in teams with us. We're not perfect, but just by the amount of trash talk towards us on the forums, we must be doing something right.
As for running into things, yes, that's true sometimes. That tends to come from lag for me. But you also learn to use your surroundings to take cover and get a flank shot.
@ZeusNCC1701 in game.
Lion Heart of Hammer Squadron
Borticus says we are wrong about the Knockback and it is working as intended. That's right. The whole community is wrong on how it works. It's supposed to knock you back less distance, as opposed to giving you an immunity. As you quoted him saying here.
Lion Heart of Hammer Squadron
Maybe we would have got a better answer if pug wouldn't had put the video about that one serious bug between videos about random stuff he wants nerfed or ones were he obviously didn't understood how resistances work.
FvK Queue. Just one more cause.
And how does he explain more than 10secs chain-rooting of Toons spec'd for Resistance? :rolleyes:
we need more options to ground pvp
Probably the same reasons as for space pvp: horrible balance and too much min-maxing, which is especially bad due to massive bonus stacking.
Decrease the bonuses, decrease the stacking, eliminate killer combos. That would go a long way towards enjoyable, maybe even 'casual' PvP. (now I mean this in the better definition of the word. yes, casual also means more people are likely to participate in it..)
You mean like a sci kit with 2 heals, 1 strong buff and 1 strong debuff? ;-)
Yea sci's are so underpowered... hey wait a moment..
- I've seen fire-kit sci's beat top tac's in dmg already, their dps isn't a joke.
- Every "good" premade on ground has 1 or 2 sci's because they are so weak? No but because everyone knows you can't win without em.
In fact if we look at the history of ground combat in this game from the very beginning to now i'd say science are a lot more powerful those days then they ever were in the years before. I'd say theres actually a reason why you don't have good healing on a dps kit as sci and thats called balance.
You are using Tac buffed science officers. Most people discussing this topic are comparing the kits in a 1 v 1 scenario where 160 damage from fire is less powerful and takes more time to activate than a shotgun blast. With Tactical Initiative and Strike Team (Doffs even) a physicist becomes far more powerful.
The divide between those who premade PvP and those who prefer casual pick up groups is very large in STO. Larger than almost any other game. That may be one of the biggest hurdles facing STO PvP.
Of course this does not make those who premade well evil, mean, or to blame for all the game's ills.
You make it sound like fire sci's can't win 1on1 situations, thats just lol.
The time it takes to "activate" a shotgun or the exotermic are both 1.25 seconds.. the little difference is actually that you need to get close for the shotgun while you can drop the fire from 30 meters away.. so no, the fire is actually faster to activate.
Comparing fire with shotguns is kinda nonsense tho, every class uses weapons.
I activate my buffs the same way in premades as i do when i pug... as can every other pug.
What you really mean to say is that having newbies on your team that don't activate their abilities will lower your groups efficiency heavily.
I often see people in pvp that deal less damage then my security escorts even.. hows that possible? Its because pve in this game is so trivial that you can reach max level without ever learning how to play.. and thats the real issue.
he just had to get closer and instakill you, or mantain the distance and use a sniper or a stun pistol, any weapon in a tac will be good, since the damage will be allways enough to kill you