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The scary future of Escorts according to my speculation/ guess

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    robdmcrobdmc Member Posts: 1,619 Arc User
    edited February 2014
    I dont think the trinity is the issue here. The fact that one career type is ineffective in the larger chunk of the game (PvE) is. Sci is effective in PvP. The fact that sci is in effective in PvE hurts PvP as new comers don't put points in things like power insulators. They are also unfamiliar with the effectiveness of some sci abilities. Most npc only use 1 or 2 abilities and don't stack abilities to get the most effective results like other players. New players are unprepared for PvP.

    To leave science by the wayside in PvE is also unfair.

    Here is just one thing to think about when it comes to a comparison. Buff uptime and cycle. Tac abilities usually last for 10 sec with a 15 sec global cool down. This leaves us with a 66% uptime on most abilities. Teams, weapon buffs and attack patterns. Eng has higher cool downs but aux2bat cures all allowing tac boffs with the same tac precision, 2 eptx abilities running at the same time and a few power eng abilities reduced to the 1 minute global with a doff to increase potency or duration.

    Now there is sci. Long cool downs with short duration. Even abilities with longer durations have a higher global cool down. Photonic offier can't help because its own duration is too short and cancels the effect when gone. Aux2bat is not recommended as sci is dependant on aux. You cant run abilities like ph or he with 10 seconds on with 5 sec off. could you imagine GW or ES with a 66% uptime or even viral matrix? They cant make it too potent so the ability is reduces. Whats worse is that Eng has Aux2sif hull heal you can spam every 15 seconds with a 10 second duration. Sci cant make use of the higher versions of that. The only heal sci can spam every 15 seconds is sci team.

    This is not even about a case of sci trinity. It is more of a case of equality. Sci is a hard career. Should it be a required trinity? No. Does sci need to be revamped? yes.
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    notrealednanotrealedna Member Posts: 1,028
    edited February 2014
    cptapollo wrote: »
    your typical ignorant "i want more dmg" sto player here


    lol you really are a pve hero.

    if Id want Id use a cruiser which does about 5 times more damage than a escort.

    If you get killed in a second is because ...you have no idea what to do to counter it.Care to learn first then talk.After you will learn what to do read your post again to see how comic it is.
    bpharma wrote: »
    Last I checked game mechanics and the way things work has absolutely nothing to do with whether it is used on you or on an NPC.

    Besides some people think PvPers being the minority shouldn't have a say in most of what happens in the game. Doesn't sound fair but it's as good as what you say about people who don't PvP shouldn't post in topics no?

    Do you know why PvPers stick to the PvP forums when discussing mechanics that REALLY should be in these forums? Do you know why some people even left the PvP forums and generally stick to this one?

    It's because PvPers only care about that area of the game, some care about balance in the wider game and you see them in this forum, most do not.

    Yea since PvPers are a minority let Geko and pve players talk about balance and then wonder how 1 scimitar can destroy 5 healers in few seconds without even having to focus on a target lol

    next : actors talk about brain surgery ,mechanics talk about quantum physics and store clerks talk about interstellar travel :D

    maybe you care to show me where you need to know complex game mechanics in pve.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    It's a curious disconnect some have between content design and system mechanics...
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    bpharmabpharma Member Posts: 2,022
    edited February 2014
    maybe you care to show me where you need to know complex game mechanics in pve.

    I'd love to but you would have to remove your head from somewhere else which all things considered might require surgery.

    I can see why you have been banned multiple time by branflakes.

    Anyway my point is just because someone doesn't PvP it does not mean they do not understand the mechanics behind the game, they do not change between the 2 game modes. The high DPS people didn't get there by randomly switching builds, a lot of thought and knowledge went into it as well as testing.

    Course if you want to show the DPS crowd up beat the record 53.7k, I look forward to seeing you on the league table =)

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
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    thisslerthissler Member Posts: 2,055 Arc User
    edited February 2014
    But that's kind of the thing (and I can't believe I'm saying this, since I despise the Trinity in gaming - lol), with content diversity - Cruiserjocks could still perform any of the Trinity roles.

    Good good. So stop using the word trinity. It never launched with STO, it isn't in STO now, so time to stop using the word.

    And global cooldown.

    I know you've played games that featured (for a time) both of those concepts.

    STO does not.


    And I'm not even trolling yah. If you're bored or want more info message me!

    Peace!!

    and I never see you in game anymore, you working too much?
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    havamhavam Member Posts: 1,735 Arc User
    edited February 2014
    skollulfr wrote: »
    and, yes, the trinity is a central steaming, stinking TRIBBLE in that.
    the simple set of questions trinity fanboys never answer:
    A) how do you challenge the 'defender' class without npc's ohking the attacker?
    B)how do you challenge the 'attacker' without dps walling the defender?
    C) how do you challenge the 'healer' without going so far as making it iether useless or immortal?


    I don't think it is as impossible as you make it out to be. Currently we're stuck with b) for all STO PvE. DPS or go home.

    You challenge the defender by giving them defender objectives, you challenge the healer by giving him support objectives, and you challenge the attacker by having stuff that needs to blow up. three classes three kind of objectives. Don't expect to do C in B and be good at it.

    Now use brains to spread it out around the map, and integrate it into a temporal flow. Reward teamplay, and have some alternative / fallback flows (think optionals but one for each group, more like career specific accolades). So a 5 engies healboat PUG will follow a different flow in ISE then 5 tac/scorts. Without either wanting to pull their teeth out. Let's not forget that there is overlap.

    If A) wants to do B), and B) tries to do C) they should fail. Currently everybody is forced to do B) which is poor design.

    I mean lets get literal, we have healing powers, but no healing objectives, we have debuffs but nothing meaningfully to debuff (maybe the hive diamond, for like 2min during the final phase)..... We have DPS channels for a reason, where is the 5MIO healing in 3 seconds or go home channel, lowered donatras attack to 200 channel?

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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    bpharma wrote: »
    Course if you want to show the DPS crowd up beat the record 53.7k, I look forward to seeing you on the league table =)

    2x Fleet Scimitar, 1x Fleet T'varo, and 2x of whichever of the Zen versions of the Rom DSD would work best. :P
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    thissler wrote: »
    Good good. So stop using the word trinity. It never launched with STO, it isn't in STO now, so time to stop using the word.

    And global cooldown.

    I know you've played games that featured (for a time) both of those concepts.

    STO does not.

    And I'm not even trolling yah. If you're bored or want more info message me!

    Peace!!

    and I never see you in game anymore, you working too much?

    Look at the Captain abilities.

    Tac...
    Eng...
    Sci...

    That's where the Trinity raises its ugly head, imho. And as it is the only thing that separates the Careers...well...if Cryptic were to tackle that, they could rid the game of any possible mention of it, eh?

    And as for seeing me in game - well - I deleted all my friends, rejected all pending friend requests, dropped all the channels I was in, haven't queued for PvP since my 7000th post - haven't hit up Ker'rat...have been leveling up toons (since I deleted everybody but Willard at the end of the year) and chasing q's....so yeah, I went all anti-social and what-not. :P
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    skollulfr wrote: »
    you sure thats the people here or the game itself?
    the disconnect between the pvp and pve experience seems to accentuate that.

    if sto had only pvp, then a lot of the existing skills and abilities could be easilly adapted allowing a wider veriety that had vaguely equal, if situational usage, but would be useless against the mightly mook nps built around the old system.

    if sto had only PvE then the abilities that got nurfed to avoid breaking pvp would make sense.

    yet here we are, with a system, and the content designed around it, at odds with itself.

    I was only talking about PvE Content.

    Say I'm designing an encounter, I'm going to take into account the game mechanics - since the content has to fit the rules of the game. When I have folks playtest that encounter, I'm going to want them to playtest it with varieties of potential groups (or even individuals) to make sure that that it has multiple paths to accommodate the potential groups (individuals) that will be doing it...and not that it ends up heavily favoring some specific group. The content cannot exist without the mechanics.

    I'm seeing both disconnects with players and designers.
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    bpharmabpharma Member Posts: 2,022
    edited February 2014
    I was only talking about PvE Content.

    Say I'm designing an encounter, I'm going to take into account the game mechanics - since the content has to fit the rules of the game. When I have folks playtest that encounter, I'm going to want them to playtest it with varieties of potential groups (or even individuals) to make sure that that it has multiple paths to accommodate the potential groups (individuals) that will be doing it...and not that it ends up heavily favoring some specific group. The content cannot exist without the mechanics.

    I'm seeing both disconnects with players and designers.

    You forgot the other 2 things:

    NPC's have to award satisfaction upon their inevitable demise.

    It has to be challenging.

    Technically it could be all one thing :D

    Still the content has hit the nail on the head about not favouring specific groups with the newer content, look at the breach for example.

    That is sarcasm btw, breach is a waste of time, literally, it time gates objectives.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    skollulfr wrote: »
    quickes solution i can see to that would be to have dynamic spawns rather than scripted.

    using conduit as an example, that would cause 2 or 3 "operations cubes" spawn for a full team of cruisers, but a dozen maintenance probes spawn for a team of raiders.

    such a system could open up the doors to 15 man stf's in the future.

    That's something along the lines of what they did with the "random" bits in the latest FE, what D'Angelo talked about in that podcast there about replayability vs. repeatability, and open up all sorts of dynamic gameplay...
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    bareelbareel Member Posts: 3 Arc User
    edited February 2014
    I was only talking about PvE Content.

    Say I'm designing an encounter, I'm going to take into account the game mechanics - since the content has to fit the rules of the game. When I have folks playtest that encounter, I'm going to want them to playtest it with varieties of potential groups (or even individuals) to make sure that that it has multiple paths to accommodate the potential groups (individuals) that will be doing it...and not that it ends up heavily favoring some specific group. The content cannot exist without the mechanics.

    I'm seeing both disconnects with players and designers.

    They did experiment with this either intentionally or unintentionally with Azure Nebula Rescue and Starbase Blockade. Both have more options for victory than simply pew pew.

    Unfortunately they also have terrible rewards compared to alternatives and the metrics showed them as a failure.

    But yes the actual NPC design of this game is...terrible. And the voth are no different in design than the disable crazy tholans of the past I hate to say, just a little bit more varied in their stall tactics.
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited February 2014
    bareel wrote: »
    They did experiment with this either intentionally or unintentionally with Azure Nebula Rescue and Starbase Blockade. Both have more options for victory than simply pew pew.

    Are you sure? Azure Nebula causes foes to despawn when all 4 tractor beams are released. So, manage this before everything is dead, and you 'win' too. Sadly, though, as so much else in this game, just pew-pewing is generally faster.

    I've only ever pugged it, so your experience may differ. I do tend to drop turrets, though (the devices), as a distraction; with a bit of luck you can disable all tractor beams without firing a single shot.
    3lsZz0w.jpg
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    notrealednanotrealedna Member Posts: 1,028
    edited February 2014
    This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . ~Bluegeek
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    first care to show me where I was banned.
    edna7 wrote: »
    cool ,Im sure its scaled down to the number of people affected.1 power affects 5 or 10 people so more people affected ,less drain it has right?

    if not its broken.

    P.S.new username ...Branflakes incident :D

    captainedna -> edna7 -> notrealedna

    Various other edna's here and there, there and here, here and there...

    But yeah, those wouldn't be bans - just suspensions.

    http://sto-forum.perfectworld.com/showthread.php?p=5314211#post5314211

    There's an example of somebody that's been banned.
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited February 2014
    This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . ~Bluegeek.

    O, the irony of talking about someone else's IQ, in a sentence that's the grammatical equivalent of a ship without shields: just plain wrong!
    This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . ~Bluegeek

    LOL. I had the privilege and honor to fly with her the other day. All I can say is, she's frakkin' awesome! She can -- I sh*t you not -- destroy a target faster than I can turn my wee Escort and point at. I'm like "Ok, let's work on that gate now." So I turn.., wait, wha?! No gate! Gate already gone! Seriously, I could hardly even get a shot in edgewise!

    Tl;dr: go away! :P
    3lsZz0w.jpg
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    notrealednanotrealedna Member Posts: 1,028
    edited February 2014
    captainedna -> edna7 -> notrealedna



    obama hussein barack > Saddam Hussein

    reading is not your main trait .You need to open a lockbox and/or buy some reading traits .
    meimeitoo wrote: »
    O, the irony of talking about someone else's IQ, in a sentence that's the grammatical equivalent of a ship without shields: just plain wrong!



    LOL. I had the privilege and honor to fly with her the other day. All I can say is, she's frakkin' awesome! She can -- I sh*t you not -- destroy a target faster than I can turn my wee Escort and point at. I'm like "Ok, let's work on that gate now." So I turn.., wait, wha?! No gate! Gate already gone! Seriously, I could hardly even get a shot in edgewise!

    Tl;dr: go away! :P

    read your post then talk about grammatic equivalents :rolleyes:
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited February 2014
    reading is not your main trait.

    Reading is not a trait.
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited February 2014
    read your post then talk about grammatic equivalents :rolleyes:

    'Grammatic' is an archaic word. It's like talking about "A graphic glitch," whilst "A graphical glitch" sounds eminently more normal.

    These days, many Adjectives ending in '-ic' are used as nouns even: graphics, grammatics, metrics, etc. Also, there's a subtle difference between these 2:

    "Your sentence is grammatically incorrect."

    And,

    "There's a grammatic issue with your sentence."

    The latter is more abstract (and doesn't even mean per se that your sentence has grammatical errors: just that the the grammar is in dispute.

    But why am I feeding you?!
    3lsZz0w.jpg
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    rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited February 2014
    Hi guys, can I has forum PvP too?
    Gold.jpg
    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited February 2014
    Hi guys, can I has forum PvP too?

    I LOL-ed. /10char
    3lsZz0w.jpg
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    robdmcrobdmc Member Posts: 1,619 Arc User
    edited February 2014
    The problem is there is no tactics with tactical. Everything you do is going into the same formula. Tactical consoles only boost damage. Weapons power only boost damage. Weapons training, Energy weapons, energy weapons specialization, etc. only boost damage. Crits only boost damage. Attack patterns only boost damage. Captain abilities only boost damage. The only tactical captains can do is impact that number that floats over the targets head.

    Any variety in tac pretty much comes from slants in sci and eng.

    Engineers are a bit more diversified. you can change/spec power levels, Hull resists, heals. They maybe different ways to do things but it all leads to similar ends.

    Sci is where the disconnect is. You have resistance debuffs with lower damage. you have a few damage abilities like photonic shock wave. crowd control abilities and drain abilities. It is a bit all over the place.

    While there is nothing wrong with variety. But when one class can only do one thing and it all goes into the same thing then that one then can only do it well.
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    rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited February 2014
    Escorts arent going anywhere.
    Gold.jpg
    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
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    cptapollocptapollo Member Posts: 0 Arc User
    edited February 2014
    lol you really are a pve hero.

    if Id want Id use a cruiser which does about 5 times more damage than a escort.

    If you get killed in a second is because ...you have no idea what to do to counter it.Care to learn first then talk.After you will learn what to do read your post again to see how comic it is.

    Yea since PvPers are a minority let Geko and pve players talk about balance and then wonder how 1 scimitar can destroy 5 healers in few seconds without even having to focus on a target lol

    next : actors talk about brain surgery ,mechanics talk about quantum physics and store clerks talk about interstellar travel :D

    maybe you care to show me where you need to know complex game mechanics in pve.

    1. you're the one that needs to read more carefully
    2. no point in talking counters when defensive skills have 1-2 mins of cd and spike buffs 15-30 secs, at one point or another you'll get caught well... "counterless" (unless ur in an escort and can ramp up the afterburners at any time)
    3. learn the difference between dps and spike dmg, its in pvp that spikes actually matter
    4. you might want to check your posts be4 you contradict your self in the same one
    5. the only comic thing here is you
    robdmc wrote:
    The problem is there is no tactics with tactical. Everything you do is going into the same formula. Tactical consoles only boost damage. Weapons power only boost damage. Weapons training, Energy weapons, energy weapons specialization, etc. only boost damage. Crits only boost damage. Attack patterns only boost damage. Captain abilities only boost damage. The only tactical captains can do is impact that number that floats over the targets head.

    well you forgetting the fact Attack patterns also boost dmg in skills, that's why offensive sci skills suck. they were nerfed instead of removing the procs from patterns on sci skills.
    they also have defensive buffs, like against cc holding skills, and also faster cd then their sci counterparts.

    the fact is i would expect cruisers to have more dps (8 weap slots duuuuuh....) (i also expect that if u have a heavy dps build u'r defence should have holes in it)
    also every1 seems to forget the higher dps on cruisers is spread amongst multiple targets, not concentrated on a single one! pve good pvp meeh...

    i'd expect escort to spike kill me in a couple of secs if i'm caught napping(that's their job heeloooo!), but not turn 180 and do the same to some1 else the next sec.

    i also expect sci to have a reason to exist and provide alternatives to the ever lasting tank/dps vs escort online story.
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    bpharmabpharma Member Posts: 2,022
    edited February 2014
    This post has been edited to remove content which violates the Perfect World Entertainment Community Rules and Policies . ~Bluegeek

    Hey, fixed it in red for you :)

    Please continue to be a true ambassador from the PvP community and demonstrate why they should PvP with people like you around.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
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    robdmcrobdmc Member Posts: 1,619 Arc User
    edited February 2014
    cptapollo wrote: »
    the fact is i would expect cruisers to have more dps (8 weap slots duuuuuh....) (i also expect that if u have a heavy dps build u'r defence should have holes in it)
    also every1 seems to forget the higher dps on cruisers is spread amongst multiple targets, not concentrated on a single one! pve good pvp meeh...

    Cruisers can have just as much dps. The determining factor is boff layout more then anything. The lt comander slot can be doubled with aux2bat and DEM 3. That puts the damage boost pretty close. If you have a tactical captain in the cruiser you still have the spike damage. I think the FACR and the FBC prove the damage capability of cruisers.

    It really is the boff layout that determines how the ship is played.

    Science is the only captain that has problem with cruisers due to the narrow firing arc of their abilities. Never heard of attack pattern alpha or miracle worker with a firing arc. The only thing that sci really has going for it is sub nuke.
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    hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2014
    orangeitis wrote: »
    I'd imagine the same reason anyone else posts in this topic - to give their input.

    Yeah, sounds about right.

    As for the supposed "PvP IKNOWZEVERYTHINGZBOWTOMEZNAO" guy who is in here, I have one thing to say to you.

    LOL
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
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