I am hearing from several sources from the tribble side of town, they are intending on nerfing BO further. Yeah it's got 100% crit , but they cut the hit power by 25% also when they did that. Now I am hearing they gonna cut the power an additional 15%.
I say ENOUGH ALREADY. :eek: BO was 1 of the few equalizers a tactical ship with less shields and hull had in a stand up fight with the heavily armored cruiser & sci ships, and all their aux2 bat builds.
Not to mention all the damn EC and dilithium and TIME we have spent working on our builds with beam overload as a deciding factor. Now with another 15% reduction in the hit power, they just took away 40% of the strength of the hit. Put it back like it was , as a user of beam overload on several of my builds , I have noticed a significant drop in kills even with the so called 100% crit rate.:mad:
heavily armored cruiser & sci ships, and all their aux2 bat builds.
Lol, don't drag sci ships into this mess. I've seen aux2bat escorts, but never an aux2bat sci ship unless said sci captain really hates using his sci skills since the low Aux makes them TRIBBLE.
FYI, the overall reduction from where we were before the changes is 35%. Don't exaggerate numbers. The problem was too many uber high CrtD players doing one-hit kills after the first nerf.
Lol, don't drag sci ships into this mess. I've seen aux2bat escorts, but never an aux2bat sci ship unless said sci captain really hates using his sci skills since the low Aux makes them TRIBBLE.
FYI, the overall reduction from where we were before the changes is 35%. Don't exaggerate numbers. The problem was too many uber high CrtD players doing one-hit kills after the first nerf.
I'm guilty in all fronts...
Aux2bat torp sci ships and high critd destructobeams
Lol, don't drag sci ships into this mess. I've seen aux2bat escorts, but never an aux2bat sci ship unless said sci captain really hates using his sci skills since the low Aux makes them TRIBBLE.
FYI, the overall reduction from where we were before the changes is 35%. Don't exaggerate numbers. The problem was too many uber high CrtD players doing one-hit kills after the first nerf.
hey Bro as far as the numbers just repeating what my sources on tribble have been telling me.. and what the heck is wrong with a 1 shot BO.. it's called a VAPE.:D
hey Bro as far as the numbers just repeating what my sources on tribble have been telling me.. and what the heck is wrong with a 1 shot BO.. it's called a VAPE.:D
The devs don't want one shot kills. I'd post what Hawk said, but I'm cooking and on an iPad which makes responding a pain.
Easiest fix would be to put a max damage output on each weapon. IE Beam array max damage 70,000 or torpedo launcher max damage 80,000 or something like that before all the damage reduction stuff. Otherwise they will nerf abilities out of existence and not just vapers use Beam Overload so no point in sticking it to all the other builds.
BO as it stands right now works fine. Vapers will always find a way to get around what ever they are doing unless they hard cap damage output.
The devs don't want one shot kills. I'd post what Hawk said, but I'm cooking and on an iPad which makes responding a pain.
well if thats the case, i see only two possible outcomes:
1. nerf bo to the point that a decloaking rom sro-stacked alpha cant vape (and render bo completely anaemic for everyone else)
2. nerf bo to the point that a fed/kdf cannot alpha vape, but a rom can.
OK. People blowing other people up in one shot doesn't make me happy. So we can be even. :P
BO will remain a substantial burst damage tool, but as much as possible I want to move combat out of the "one-shot" territory and out of the "infinite slugfest" territory, and towards a happy medium where people die under focused fire but have a chance to react and outplay.
This applies to PvE as well - NPCs one-shotting players isn't fun, and players one-shotting NPCs isn't really fun either, long-term.
There you go. No one-shot kills. Anyway, it's no fun to play that way.
OK. People blowing other people up in one shot doesn't make me happy. So we can be even. :P
BO will remain a substantial burst damage tool, but as much as possible I want to move combat out of the "one-shot" territory and out of the "infinite slugfest" territory, and towards a happy medium where people die under focused fire but have a chance to react and outplay.
This applies to PvE as well - NPCs one-shotting players isn't fun, and players one-shotting NPCs isn't really fun either, long-term.
in other words, he wants the rng to have the final say.
if he honestly wants people to have a chance to 'outplay' eachother, isnt it about time romulans are pulled back into line?
well if thats the case, i see only two possible outcomes:
1. nerf bo to the point that a decloaking rom sro-stacked alpha cant vape (and render bo completely anaemic for everyone else)
2. nerf bo to the point that a fed/kdf cannot alpha vape, but a rom can.
imo both outcomes suck.
Why not just make it so sro doesn't stack ?? I can see the rom tears now I think this won't be a problem. At all when season 10 launches I have. Feeling all ships t6 ships will be beefed up
Ike crazy to offset this stuff we are talking about now
There you go. No one-shot kills. Anyway, it's no fun to play that way.
STO had that happy medium place at launch. The DEVS pushed it out of there. So how this fixes any of the consoles out there I'm unsure as the base mechanics haven't changed. All we did was put in a poorly thought out 'fix' to something that was working as intended.
It is almost as if they don't understand their own combat model, and how it is supposed to work.
so now roms will be the only vapers using BO...yeah, sounds like a cryptic fix allright.
their boffs need to not stack, just like cryptic nerfed reg rom boffs for everyone else.. removing stacking for subterfuge and nerfed the % crith for tac boffs, but roms were never affected.
I AM NOT A FAN OF PWE!!!!
MEMBER SINCE JANUARY 2010
The devs don't want one shot kills. I'd post what Hawk said, but I'm cooking and on an iPad which makes responding a pain.
So one-shot kills is a no-no, but virtual immortality through healing is perfectly fine?
I mean seriously, in some matches where both teams are cross-healing like mad, ships end up being virtually indestructible.
Sometimes the only way to even break the deadlock is through a vaping BO alpha-strike.
So one-shot kills is a no-no, but virtual immortality through healing is perfectly fine?
I mean seriously, in some matches where both teams are cross-healing like mad, ships end up being virtually indestructible.
Sometimes the only way to even break the deadlock is through a vaping BO alpha-strike.
yeah, both ends of the spectrum are bad.
I wish there was a "wearing down" system. Like the crew system but something that actually works. If you've been taking a beating for an hour it shoud show. Just my idea.
IMO all theycever had to do was remove the power drain not make it to where it always crits.
Because a weapon firing MORE power through it than normal should actually take ZERO power? Great mechanics they've introduced here, which you apparently agree with for some reason.
in other words, he wants the rng to have the final say.
if he honestly wants people to have a chance to 'outplay' eachother, isnt it about time romulans are pulled back into line?
RNG was removed from BO by making it always crit. All the other variables can be manipulated (specifically Acc and CrtD).
Still an oddball way to go but it does normalize damage somewhat
RNG was removed from BO by making it always crit. All the other variables can be manipulated (specifically Acc and CrtD).
Still an oddball way to go but it does normalize damage somewhat
In fact, the RNG is not removed from the BO. Did a quick testing sitting in an arena 0.99km distance to a friend of mine and firing several BOs under equal conditions. But what really matters in this case is outgoing damage... and, surprisingly, its wobbling between roughly 29k and 34k (have a logfile if required;) ). This has nothing to do with removing any RNG, BOs damage range just got tightened due to the perma crit. Oh and DHCs got a little buff due to the lack of power consumption:)
to me the guess is kinda funny, that they probably not put one thought into the design of bops regarding this change.
this change renders almost any bop (all those without ebc) worthless. or are they supposed to stay in sustained dps races now? lol
If its no longer possible to 'vape' because of this then its disastrous. Guess I'll test tonight.
They will need the flanking bonus upped or bops will be defunct.
Bops where already obsolete flanking wasn't going to save them even if they triple it.
All the removal of Overload does is make the game more heavy ship online. I would guess until T6 details come in the meta until october will be sci sci sci sci carrier sci sci sci carrier. I could be wrong but something tells me most escort jocks will just move to a heavier ship until something changes. All cannon builds where already laughable for the most part. Unless I see something different I have yet to see a good escort build for the amount of resist around right now that didn't rely on either click consoles or overload or both.
All cannon builds where already laughable for the most part. Unless I see something different I have yet to see a good escort build for the amount of resist around right now that didn't rely on either click consoles or overload or both.
Not true. There is nearly nothing that matches the pure amount of spike given from 5 DHC's on a Xindi escort. Put Marion Doff and DEM II on it and there you go. Only a scimmitar with the same Setup would be able to improve the spike further due to decloaking bonus, but a scimmi is the worst option in a premade match anyway.
All those "heavy" ships deal moderate damage compared to such a built, and all that saves them is a 15 seconds RSP. To be honest, in Premade terms of view it is even the other way around, means most teams don't use Overload or just 1 copy of it. The spike 2 DHC romulan escorts are able to provide when you have 3 nukes lined up is something that takes crazy effort to outheal, even more so now that we have 2 dogfighting escorts per team with 10 DHC's total. Teams that are able to perform what I described will get a "cannon-vape" as a result. Overload never has been a "must have" to provide spike or to take down big ships.
no wonder that the overload seems to be too strong, when it has 100% crit chance, no energy drain and still higher damage on average (even when you are hitting a full buffed shield), than the old overload.
everybody can now use it like the "big players" earlier and it is absolutely easy! (and yes, i claim to be one of those "big players", concerning the old beam overload)
the old overload needed a good mix of tactical consoles (crth & crtd), an excellent timing while the other energy weapons were firing, a realy good eye for open shields and, last but not least, a well working keybind, wich allows the overload to be fired in that instant when you pressed the "kick this ship out of my sight" button.
if one of these things didnt worked good enough, the average damage of the old overload was lower, than the average damage of the new overload. on the other hand, whoever managed to handle the overload right, could hit a target with up to 30k damage, _without_ any offense buffs, or debuffs
and i am not talking from the point of view of a cloaker.
for most non-cloaker the new overload isn't a finisher anymore, it just another step on the 20meter-long-rofl-lol-space-key-aux2bat-brainless-bind-file.
for a cloaker the new overload must be a bless, just hit the key and prey for hitting the target.
i 'd like to see the old overload again. most people can't handle it efficent, a few will, but they will disappear again in the mass of faw-aux2bat-cruisers.
and now some constructive words:
it would be better when the decloaking bonus would lose base damage bonus and receives a crth bonus (10 or 15% maybe?). no difference for the overload to non-cloaking ships. big gain for all other weapons. should be fair enough and still to easy.
ya, I gotta agree, it is nice to see cryptic making the game a bit more lethal, it helps out the noobs, it helps out the pros all around good
but it stilll seems in most matches that even if you got a excellent premade- with an excellent angle, (drains, gas, gravs, dem/faw, vape, console combos, etc) it still seems like it just boils down to how many nukes and teamwork (more emphasis on nukes, cause you can have excellent teamwork but if you cant work through the double extends, transfers, hazs, structurals, teams, escape consoles, and other gimic consoles) the match does drags on and on both sides waiting for the other team to TRIBBLE up or for a lucky opening with a crit
I am definently one for haveing all damage boff powers (even mine deployments) be something feared in pvp, the healing in this game is off the hook, and ya killing noobs will always be killing noobs, but its some of these drag out matches that both sides can planely see that everything we brought was for nothing and this entire show is going to boil down to 3 nukes in a row.. thats not fun
I want folks builds to matter, I want folks tactics to matter, not just 3 sci ships ciricle healing everything off while a 2 vapers decloak and kill 1 guy ever 3 minutes... kind of a yawn of a match if you ask me
edited in the interest of brevity.
I disagree strongly with your underlying premise that there is too much healing in the game. There is a reason while a real premade runs 3 scis and 2 tacs and not the other way around. You need 3 healers or al least of healers.
Burst healing is crazy in the game. And as some on that runs first and foremost healers I think I know what I am talking about. However that is only so because in STO you either get pressure damage that you can sit there and laugh about or speed tank it (depends on what kind of ship you are in), or spike damage that will kill someone in less than 2 secs no matter how many heals you throw at them (if you even can react fact enough to throw a heal).
Therefore increasing burst damage will only increase the problem of burst healing or make healing irrelevant at all.
What needs to be done instead is reduce the extremes on both ends and find a happy medium so that every damage can be dangerous without being one shots and all healing matters without a team being able to heal though everything. Part of the issue there is powers stacking and resists and defense.
That being said I think there is a better chance of everyone on this forum winning the lotto at once that something like that being done.
[SIGPIC][/SIGPIC]-32nd Vipers- PvP Team
Nothing is impossible to him who would try.... except getting cryptic to care about pvp.
What needs to be done instead is reduce the extremes on both ends and find a happy medium so that every damage can be dangerous without being one shots and all healing matters without a team being able to heal though everything. Part of the issue there is powers stacking and resists and defense.
It seems that was the issue since.. Oh, I don't know? Season 1.2? Season 2? I don't remember.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
actually alll.. the whole problem is the WHOLE ENTIRE premise of how this game was built.
SFC2 and SFC3 had the right premise which shifted all the cheesiness in this game to actual skill. The only skill in this game is timing.
Can you activate subnuke at the right time that it is advantageous to a victory? Has your target exhausted all his heals and can you now activate alpha, dem3, etc... and get the victory kill?
Cloakers do this easily because they can wait out a battle. non-cloakers must simply last long enough until their target has used up all heals and then blow them to bits, assuming there isn't a coward cloaker lurking nearby that puts in 0% effort for a vape of an already weakened ship. Sci just placates and defers their death through tricks and annoyance.
Get rid of all these abilities, special abilities, console abilities etc.. boost shields and hull of every ship. Attach hardpoints to the hulls so that when hit, it will cause damage. Have an inexhaustable supply of repair parts that can repair the damaged systems (hardpoints) within a specified amount of time.
If a warp core is damaged, it will take 2 days to fix it. In STO terms, this equates to 1 minute. If your weapon systems are damaged and it takes 12 hours to fix it, that will translate to 15 seconds to repair, meaning you must survive for that long without weapons. Make the repair time proportional to the percentage of damage with a max cap on repair time.
For example, 100% damage to warp core takes a max of 2 days, or in STO time, 1 minute to repair. That also does not stop your enemies from continuing to pound on your warp core while you are attempting to repair, thereby slowing down repair.
If a system is 50% damaged, then it will be 50% effective. I've never seen a game where you can be at 1% hull and still have 100% use of all systems. gah!
Can you turn your the damaged side of your ship away from the weapons fire. Can you reenforce shields to a certain subsystem (or arc) to protect an already damaged subsystem.
Anyway, you get the idea. All the tricks and cheesiness in this game makes it completely unrealistic. All of this chance TRIBBLE has got to go for a true star trek game.
Cryptic.. why don't you just start another star trek project (assuming there actually is no other star trek game developers in the entire world) and do what I suggested above. I guarantee you'd get every pvper back.
Perhaps now is the time to split off the product line. Have a pve star trek game and have a completely separate pvp star trek game since you can't seem to balance for both play styles in one game.
use the same client and have a pvp or pve radial button. let the user choose what he wants to play. Then have separate servers where one is tuned for pvp and the other is tuned for pve......... or somehow, I guess, put conditions in every part of this code for pvp and pve. I don't know what the correct answer is for you, but this TRIBBLE is nutz as it is!
I AM NOT A FAN OF PWE!!!!
MEMBER SINCE JANUARY 2010
reason we see 3 sci ships (healers) and two tacs is as the current meta of the game is because you can virtually stalemate about 95% of whats out there with cross healing, thats a problem in my eyes, thats op in my eyes, thats the major factor in why we dont see diversity in pvp matches (ships, builds, etc) and the reason why fighting noobs boils down to 15-0 matches that are not fun for either side
thats also the reason why for so long its almost been required to run 3 subnukes just to get 1 kill- because of cross healing is so strong
do people really want that? is that what makes pvp fun? how many nukes one side and how much cross healing they can do? everything else is there for some random number roll to create an opening and then the folks pat themselves on the back for their skill? LOL some random lucky opening leads to a kill after 3 nukes?
make all the weapons more lethal, but do like what they are doing now, lower down their high end a bit, so we dont have folks getting nailed for enough damage to have killed them twice over, LOL thats stupid, I mean, I love a lucky crit just as much as the next guy, but I would rather have a more stabalized base to go off so that I might build a combo OR work with a team to build a combo to capitalize on the stratagy of use of a bridge officer power instead of just hail mary attacks crossing my fingers for a lucky crit and then calling it skill
lower down the healing so we dont have 2 healers OR ONE HEALER, just totally stalling out an entire teams efforts, theres now enough escape console in the game, enough get out of jail free cards, for folks to prolong the fight enough to make a difference
just to be clear, I DO NOT WANT HEALING TO BE IRRELEVANT, i just to see a happy balance that would have a eng in a heal boat beable to keep 2 peeps alive in a match under fire or 1 alive under mass distress and disables, and then 2 off healer types (tac-heal heavy, sci-heal heavy) beable to simulate the 1 eng healboat role and effect,
as the game stands now, a couple off healers can easily keep an entire team alive, dont think thats a good balance
would lead to closer matches, then getting matches that are 15-0 would be something to be proud of instead of now its a yawn,
folks gotta let go of the idea of never dieing, like to have that effect in pvp should take a team devoted 95% to healing to pull that off, not just have two recluse healboats is all to have like no deaths, AKA now the other team needs like 3 nukes just to get 1 stupid kill
I knew a guy that as a top tier healer, eng healboat, its funny when you think about how some folks base their fun off pvp in how often they DIDNT die, opposed to the real thing that matters and thats the score on the board, win/loss
you all know that out of all the roles in pvp the one that has had the least nerfs, setback, tweeks, is healers,
and this guy, he loved playing this game when he could single handedly heal an entire team while never dieing, then.. roms came out, and then, they nerfed the 2 part borg set
he started dying in matches, and his teammates started dying as well, he doesnt log on much anymore, and often complains out about those 2 points, (this game is so screwed up, im getting vaped now, thats so wrong) was his words, I rebutled- why shouldnt you die? 2 guys just saved everthing they had for the last 3 minutes and decloaked on you, shouldnt anyone die to that? their team was 2 man down for 3 minutes strait, problem in this game is the healing, (I said) cause look at us, for the last 3 minutes we havent been able to get 1 killl off these stupid 3 ships chain healing each other, thats whats screwed up
anyways, final thought, LOL
about the lotto comment, I have an old buddy, dan, that always did that tactic in debates and arguements, he would hear your point, explain his point and then end on some backhanded comment to make the entire conversation irrelevant, like in some vane effort that it made his point more valueable and the debate should end after what he just last stated
LOL man, he did it so often I finally started calling him on it, LIKE: if you feel that theres no chance cryptic would ever attempt to balance it, why waste the time pointing out your thoughts on it?
really, whats the point? I feel cryptic does look at the feedback, I do feel cryptic is trying to balance this thing out (they suck at it, but they are trying)
why else would they have change bo in the first place? for pve? LOLOLOLOLOLOLOL
pve doent even take bridge officer powers to beat on elite for god sakes:)
sorry for the long post and spelling errors, at work, typing fast:)
Comments
Start stacking some critd, BO is still feeling too good
My PvE/PvP hybrid skill tree
Lol, don't drag sci ships into this mess. I've seen aux2bat escorts, but never an aux2bat sci ship unless said sci captain really hates using his sci skills since the low Aux makes them TRIBBLE.
FYI, the overall reduction from where we were before the changes is 35%. Don't exaggerate numbers. The problem was too many uber high CrtD players doing one-hit kills after the first nerf.
I'm guilty in all fronts...
Aux2bat torp sci ships and high critd destructobeams
My PvE/PvP hybrid skill tree
hey Bro as far as the numbers just repeating what my sources on tribble have been telling me.. and what the heck is wrong with a 1 shot BO.. it's called a VAPE.:D
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The devs don't want one shot kills. I'd post what Hawk said, but I'm cooking and on an iPad which makes responding a pain.
BO as it stands right now works fine. Vapers will always find a way to get around what ever they are doing unless they hard cap damage output.
1. nerf bo to the point that a decloaking rom sro-stacked alpha cant vape (and render bo completely anaemic for everyone else)
2. nerf bo to the point that a fed/kdf cannot alpha vape, but a rom can.
imo both outcomes suck.
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There you go. No one-shot kills. Anyway, it's no fun to play that way.
if he honestly wants people to have a chance to 'outplay' eachother, isnt it about time romulans are pulled back into line?
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Why not just make it so sro doesn't stack ?? I can see the rom tears now I think this won't be a problem. At all when season 10 launches I have. Feeling all ships t6 ships will be beefed up
Ike crazy to offset this stuff we are talking about now
STO had that happy medium place at launch. The DEVS pushed it out of there. So how this fixes any of the consoles out there I'm unsure as the base mechanics haven't changed. All we did was put in a poorly thought out 'fix' to something that was working as intended.
It is almost as if they don't understand their own combat model, and how it is supposed to work.
Don't drop it in the pot!!! :eek::P:D
Praetor of the -RTS- Romulan Tal Shiar fleet!
their boffs need to not stack, just like cryptic nerfed reg rom boffs for everyone else.. removing stacking for subterfuge and nerfed the % crith for tac boffs, but roms were never affected.
I AM NOT A FAN OF PWE!!!!
MEMBER SINCE JANUARY 2010
So one-shot kills is a no-no, but virtual immortality through healing is perfectly fine?
I mean seriously, in some matches where both teams are cross-healing like mad, ships end up being virtually indestructible.
Sometimes the only way to even break the deadlock is through a vaping BO alpha-strike.
yeah, both ends of the spectrum are bad.
I wish there was a "wearing down" system. Like the crew system but something that actually works. If you've been taking a beating for an hour it shoud show. Just my idea.
Because a weapon firing MORE power through it than normal should actually take ZERO power? Great mechanics they've introduced here, which you apparently agree with for some reason.
Still an oddball way to go but it does normalize damage somewhat
In fact, the RNG is not removed from the BO. Did a quick testing sitting in an arena 0.99km distance to a friend of mine and firing several BOs under equal conditions. But what really matters in this case is outgoing damage... and, surprisingly, its wobbling between roughly 29k and 34k (have a logfile if required;) ). This has nothing to do with removing any RNG, BOs damage range just got tightened due to the perma crit. Oh and DHCs got a little buff due to the lack of power consumption:)
this change renders almost any bop (all those without ebc) worthless. or are they supposed to stay in sustained dps races now? lol
They will need the flanking bonus upped or bops will be defunct.
All the removal of Overload does is make the game more heavy ship online. I would guess until T6 details come in the meta until october will be sci sci sci sci carrier sci sci sci carrier. I could be wrong but something tells me most escort jocks will just move to a heavier ship until something changes. All cannon builds where already laughable for the most part. Unless I see something different I have yet to see a good escort build for the amount of resist around right now that didn't rely on either click consoles or overload or both.
Not true. There is nearly nothing that matches the pure amount of spike given from 5 DHC's on a Xindi escort. Put Marion Doff and DEM II on it and there you go. Only a scimmitar with the same Setup would be able to improve the spike further due to decloaking bonus, but a scimmi is the worst option in a premade match anyway.
All those "heavy" ships deal moderate damage compared to such a built, and all that saves them is a 15 seconds RSP. To be honest, in Premade terms of view it is even the other way around, means most teams don't use Overload or just 1 copy of it. The spike 2 DHC romulan escorts are able to provide when you have 3 nukes lined up is something that takes crazy effort to outheal, even more so now that we have 2 dogfighting escorts per team with 10 DHC's total. Teams that are able to perform what I described will get a "cannon-vape" as a result. Overload never has been a "must have" to provide spike or to take down big ships.
everybody can now use it like the "big players" earlier and it is absolutely easy! (and yes, i claim to be one of those "big players", concerning the old beam overload)
the old overload needed a good mix of tactical consoles (crth & crtd), an excellent timing while the other energy weapons were firing, a realy good eye for open shields and, last but not least, a well working keybind, wich allows the overload to be fired in that instant when you pressed the "kick this ship out of my sight" button.
if one of these things didnt worked good enough, the average damage of the old overload was lower, than the average damage of the new overload. on the other hand, whoever managed to handle the overload right, could hit a target with up to 30k damage, _without_ any offense buffs, or debuffs
and i am not talking from the point of view of a cloaker.
for most non-cloaker the new overload isn't a finisher anymore, it just another step on the 20meter-long-rofl-lol-space-key-aux2bat-brainless-bind-file.
for a cloaker the new overload must be a bless, just hit the key and prey for hitting the target.
i 'd like to see the old overload again. most people can't handle it efficent, a few will, but they will disappear again in the mass of faw-aux2bat-cruisers.
and now some constructive words:
it would be better when the decloaking bonus would lose base damage bonus and receives a crth bonus (10 or 15% maybe?). no difference for the overload to non-cloaking ships. big gain for all other weapons. should be fair enough and still to easy.
I disagree strongly with your underlying premise that there is too much healing in the game. There is a reason while a real premade runs 3 scis and 2 tacs and not the other way around. You need 3 healers or al least of healers.
Burst healing is crazy in the game. And as some on that runs first and foremost healers I think I know what I am talking about. However that is only so because in STO you either get pressure damage that you can sit there and laugh about or speed tank it (depends on what kind of ship you are in), or spike damage that will kill someone in less than 2 secs no matter how many heals you throw at them (if you even can react fact enough to throw a heal).
Therefore increasing burst damage will only increase the problem of burst healing or make healing irrelevant at all.
What needs to be done instead is reduce the extremes on both ends and find a happy medium so that every damage can be dangerous without being one shots and all healing matters without a team being able to heal though everything. Part of the issue there is powers stacking and resists and defense.
That being said I think there is a better chance of everyone on this forum winning the lotto at once that something like that being done.
Nothing is impossible to him who would try.... except getting cryptic to care about pvp.
It seems that was the issue since.. Oh, I don't know? Season 1.2? Season 2? I don't remember.
SFC2 and SFC3 had the right premise which shifted all the cheesiness in this game to actual skill. The only skill in this game is timing.
Can you activate subnuke at the right time that it is advantageous to a victory? Has your target exhausted all his heals and can you now activate alpha, dem3, etc... and get the victory kill?
Cloakers do this easily because they can wait out a battle. non-cloakers must simply last long enough until their target has used up all heals and then blow them to bits, assuming there isn't a coward cloaker lurking nearby that puts in 0% effort for a vape of an already weakened ship. Sci just placates and defers their death through tricks and annoyance.
Get rid of all these abilities, special abilities, console abilities etc.. boost shields and hull of every ship. Attach hardpoints to the hulls so that when hit, it will cause damage. Have an inexhaustable supply of repair parts that can repair the damaged systems (hardpoints) within a specified amount of time.
If a warp core is damaged, it will take 2 days to fix it. In STO terms, this equates to 1 minute. If your weapon systems are damaged and it takes 12 hours to fix it, that will translate to 15 seconds to repair, meaning you must survive for that long without weapons. Make the repair time proportional to the percentage of damage with a max cap on repair time.
For example, 100% damage to warp core takes a max of 2 days, or in STO time, 1 minute to repair. That also does not stop your enemies from continuing to pound on your warp core while you are attempting to repair, thereby slowing down repair.
If a system is 50% damaged, then it will be 50% effective. I've never seen a game where you can be at 1% hull and still have 100% use of all systems. gah!
Can you turn your the damaged side of your ship away from the weapons fire. Can you reenforce shields to a certain subsystem (or arc) to protect an already damaged subsystem.
Anyway, you get the idea. All the tricks and cheesiness in this game makes it completely unrealistic. All of this chance TRIBBLE has got to go for a true star trek game.
Cryptic.. why don't you just start another star trek project (assuming there actually is no other star trek game developers in the entire world) and do what I suggested above. I guarantee you'd get every pvper back.
Perhaps now is the time to split off the product line. Have a pve star trek game and have a completely separate pvp star trek game since you can't seem to balance for both play styles in one game.
use the same client and have a pvp or pve radial button. let the user choose what he wants to play. Then have separate servers where one is tuned for pvp and the other is tuned for pve......... or somehow, I guess, put conditions in every part of this code for pvp and pve. I don't know what the correct answer is for you, but this TRIBBLE is nutz as it is!
I AM NOT A FAN OF PWE!!!!
MEMBER SINCE JANUARY 2010
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