urgical strikes is absolutely weak in PvE. It isn't AoE, it is slow, CSV and especially FAW beat it by so much it's not even funny.
Exploiter consoles are also very illogical way to boost CRTD. 1 Lobi elachi console covers 3 of them. ACC overflow doesn't work for beams.
to make it short. You are doing it wrong.
To make it short: you're underestimating the power of SS. Even shorter: you're doing it wrong.
Let me spell it out for you: +40% CrtH is the (chance-) equivalent of 20 (!) SRO's. You only ever pad that with CrtD, period. [Acc] in PvE is pretty much irrelevant, but when that skill dings for +40% CrtH, you'll want as much CrtD to boost it with as you can muster. And naturally you use the Bioneural Infusion Circuits too; that goes without saying. If you do it right, that +40% CrtH will be with you the full 2/3rd of the time (10 out of every 15 secs). Your Surgical Strikes will, indeed, be devestating.
Since I'm not a Rom, I don't have a full compliment of SRO's; so I slotted one traditional Locator, for good measure. And that serves me well. Been experimenting with changing the Locator/Exploiter ratio, but 1:4 yields the highest DPS for me. And I'm getting nearly twice as much DPS out of my single SS3 than I ever got with BFAW3.
Guys you are both in DPS channels. Have a private chat about the benefits of the current Meta builds for PvE, but at the end of the day PvP is broken and the balance is FUBAR across the board. It needs an overhaul to bring balance back to both PvP and PvE.
A proper balance has built in imbalances which allow players to exploit multiple different playstyles to defeat and defend against opponents. PvP used to have a lot of that, PvE has none due to TRIBBLE NPC's. So balancing PvP properly then using that knowledge to rebalance PvE so it's more challenging (noob level will still be a cakewalk) would solve a lot of the games whiner problems.
Chris Robert's on SC:
"You don't have to do something again and again and again repetitive that doesn't have much challange, that's just a general good gameplay thing."
Guys you are both in DPS channels. Have a private chat about the benefits of the current Meta builds for PvE, but at the end of the day PvP is broken and the balance is FUBAR across the board. It needs an overhaul to bring balance back to both PvP and PvE..
Fair enough. These 'DPS-sizing' debates rarely end well anyway.
A proper balance has built in imbalances which allow players to exploit multiple different playstyles to defeat and defend against opponents. PvP used to have a lot of that, PvE has none due to TRIBBLE NPC's. So balancing PvP properly then using that knowledge to rebalance PvE so it's more challenging (noob level will still be a cakewalk) would solve a lot of the games whiner problems.
Just remove PvP disable from Surgical Strikes. Geko himself said players shouldn't be dsabled for anything longer than an absolute minimum time. Solved. And the best part, that disable wasn't working in PvE to begin with. Win-win at its finest.
but at the end of the day PvP is broken and the balance is FUBAR across the board. It needs an overhaul to bring balance back to both PvP and PvE.
A proper balance has built in imbalances which allow players to exploit multiple different playstyles to defeat and defend against opponents. PvP used to have a lot of that, PvE has none due to TRIBBLE NPC's. So balancing PvP properly then using that knowledge to rebalance PvE so it's more challenging (noob level will still be a cakewalk) would solve a lot of the games whiner problems.
That's what we are saying entire time.
PvE is not the endgame in STO. It never was. PvP is. It always was.
Versus brain dead NPCs you don't see 5% of the things that are or can go wrong/right.
Guys you are both in DPS channels. Have a private chat about the benefits of the current Meta builds for PvE, but at the end of the day PvP is broken and the balance is FUBAR across the board. It needs an overhaul to bring balance back to both PvP and PvE.
A proper balance has built in imbalances which allow players to exploit multiple different playstyles to defeat and defend against opponents. PvP used to have a lot of that, PvE has none due to TRIBBLE NPC's. So balancing PvP properly then using that knowledge to rebalance PvE so it's more challenging (noob level will still be a cakewalk) would solve a lot of the games whiner problems.
PvP use to have a lot of that? Correct me if I am wrong, but I still have a lot of memories of going into a match with my Sovereign and a group of friends, only to find out we were up against a team of B'rel who did nothing but fire torps while cloaked until we all died.
"Why all the sales"?
And a merry freaking Christmas to you too, Ebenezer.
-jonsills, 'Cryptic Why the sales..instead of Fixing XP leveling and this game?'
Speaking as one of the truly dominant and preeminent PvPers in the game, PvP is a tiny minority.
PvP whiners, the wretched ones who whine because they get blown up, aren't worth anything, they are the game's true underclass, they contribute nothing to keeping the game afloat or improving the experience for people.
If the choice is between prioritizing pvp or pve, pick the latter every time. Almost no one pvps, and the people who are good at it don't whimper about it.
Fix pve first, PvP is just an idle pastime for the people with more space rich than they know what to do with.
Never nerf stuff just because the wretched PvP underclass complains. It's like a hundred peope,,and they don't pitch in to keep the game afloat anyway.
^^ I like the way you think! All honorable, and not so afraid to die that you want to see others nerfed for it. Like a true Klingon. You, Sir, honor your faction!
I don't think any of those things you mentioned in the OP (Aceton Beam, CPB, etc) are PvP-specific, and so a PvP 'balance pass' likely would have nothing to do with them.
Sounds like you want a general 'abilities' pass to make more abilities viable, but for some reason are tieing that to PvP?
Problem with PvP 'balance' is that no matter what you do, the PvP-centric crowd will crunch it down to the 2-4 most deadly builds and play only those. I've never seen a MMORPG yet that doesn't end up with more than about 3 'top PvP' builds.
Also, PvP (as usual) is about maybe 5% of the player base? So sure, take a look at the unused powers, buff and change them a little, add some variety... and if that helps PvP then fine.
The other problem is that often what is needed is a reduction (AKA 'nerf') in the relative strength of certain builds (A2B, FAW, Vape) and of course, if you even blink in that direction you get a lot more than 5% of the player base screaming at you...
Or if you buff all powers up to the level of the top builds, then you have to buff the PvE content as well, then you get screams from all the people who are NOT build min-maxers...
Sharx, the problem isn't 'balance' or 'nerfing' it's Status.
Let me lay down this head-trip for ya...
Imagine if Cryptic did just a fraction of the things discussed in the PvP forums in a specific way-a way that doesn't touch how powers interact in PvE at all-by setting adjustments on all the clickables (Bridge officers, Uni Consoles, set bonuses) with split values the way they did with Raider Flanking (25% vs NPC, 8.5% vs. Players).
With me so far?
Okay, now, in addition, they revisited the old "rewards" wrappers, but set up the scoring/rewards in PvP in this way:
+/- rewards scaled by stats- that's player level comparison, number of premium items, etc-which can all be tracked (they are tracked) within the game system (Leaderboard, but with teeth)
Set the balance for Queued PvP so that highest rewards come from 15/14 matches or 'close' fights, with bonuses for taking down statistically superior opponents...
and matchmaking.
Hell, set up the Queues on both sides with a matchmaking system.
This is without adding a single pixel of new maps, just rewards and a reward-scoring system that discourages AFK/shieldless exploits like the ones that killed the old PvP wrappers.
Now , that's establishing the basic setup.
Guess what?
fifty second Infected runs jsut don't have the same cachet that taking your fresh-fifty in a cheap ship and wasting a locbox/dps/intel Special flown by a 60 does.
DPS racing would pretty much LOSE the 'status' of being top-dog, esp. if PvP offered rewards in terms of the coveted Skill points for leveling specialization at rates with higher potential than grinding argala endlessly does.
Further, it ends the "One True Build" mentality-the diversity of things that work in PvP and do NOT work in PvE's DPS race pretty much guarantees that the "Skill" to blow up script-following, no-buffs-or-powers hitpoint bag NPC's very very fast is shown for what it is-hyperspecialized min-maxing.
The rewards would draw players in, the structure would push for more even matches, it would also push for players to seek out more actually challenging opponents, matchmaking is a safety against the 15/0 Roflstomp. makes it new-player friendly. The changes to balance powers for PvP without touching them for PvE eliminates the excuse of blaming PvP for actual balance-adjustments that hit PvE...
and the only people that would suffer for this arrangement, would be the E-Peen waving DPS channels ahd their "NOOB!!!" screaming members-specifically the ones terrified by the idea of any work at all going to PvP when they need a new klikky konsole to get that last .001 DPS.
It's durable, flexible, do-able and lower cost than hiring voice actors and making cut-scenes, because then it really DOES come down to communities-and the PvE community here is one of the rudest, nastiest bunches of people I've ever run into-specfically the hardcores who swap war stories about how some "F'n N00blet" screwed them out of an optional.
I've had PvP matches go to ****, but nobody spammed hate on their own team the way they do for PvE.
Or you would have groups working together to farm it by feeding each other, building up to a 14/15 match then one side loosing while the other side wins, then trade sides. I've seen that kind of feeding tactic before.
You touched on the problem, but then ignored the other half of it. If PvP gave skill points faster than PvE, then you'd have people flocking to it and either getting curb stomped and getting mad since they cant 'use' the fastest method of leveling, or groups farming it.
It all comes down to the reward/time/effort ratio. The more you get for less time doing as little possible will always be the most popular.
You also have another issue that would arise if they were to do this, that being troll groups that basically live to TRIBBLE with people. I'm pretty sure there is one fleet out there who *everyone* is thinking *very* loudly at this point, but I'll refrain from speaking their name less it draw their attention.
Lastly, while it would be cheaper, it wouldn't be what a lot of people want. This game is about Star Trek, and a lot of people enjoy the entire aspect of getting to 'meet' their favorite characters or do missions with them, getting to see their favorite ships and fly next to them. The voice actors and characters from the shows are what draw the vast majority of the people to this game. Its why they advertise new seasons with who from the show is getting added.
They *know* that they can get more peoples attention by saying 'Go deep into the heart of the Dyson sphere with Tuvok at your side as Tim Russ reprises his role' than saying 'Play with your favorite ships and duke it out for rewards'.
"Why all the sales"?
And a merry freaking Christmas to you too, Ebenezer.
-jonsills, 'Cryptic Why the sales..instead of Fixing XP leveling and this game?'
Sharx, the problem isn't 'balance' or 'nerfing' it's Status.
Let me lay down this head-trip for ya...
Imagine if Cryptic did just a fraction of the things discussed in the PvP forums in a specific way-a way that doesn't touch how powers interact in PvE at all-by setting adjustments on all the clickables (Bridge officers, Uni Consoles, set bonuses) with split values the way they did with Raider Flanking (25% vs NPC, 8.5% vs. Players).
With me so far?
Okay, now, in addition, they revisited the old "rewards" wrappers, but set up the scoring/rewards in PvP in this way:
+/- rewards scaled by stats- that's player level comparison, number of premium items, etc-which can all be tracked (they are tracked) within the game system (Leaderboard, but with teeth)
Set the balance for Queued PvP so that highest rewards come from 15/14 matches or 'close' fights, with bonuses for taking down statistically superior opponents...
and matchmaking.
Hell, set up the Queues on both sides with a matchmaking system.
This is without adding a single pixel of new maps, just rewards and a reward-scoring system that discourages AFK/shieldless exploits like the ones that killed the old PvP wrappers.
Now , that's establishing the basic setup.
Guess what?
fifty second Infected runs jsut don't have the same cachet that taking your fresh-fifty in a cheap ship and wasting a locbox/dps/intel Special flown by a 60 does.
DPS racing would pretty much LOSE the 'status' of being top-dog, esp. if PvP offered rewards in terms of the coveted Skill points for leveling specialization at rates with higher potential than grinding argala endlessly does.
Further, it ends the "One True Build" mentality-the diversity of things that work in PvP and do NOT work in PvE's DPS race pretty much guarantees that the "Skill" to blow up script-following, no-buffs-or-powers hitpoint bag NPC's very very fast is shown for what it is-hyperspecialized min-maxing.
The rewards would draw players in, the structure would push for more even matches, it would also push for players to seek out more actually challenging opponents, matchmaking is a safety against the 15/0 Roflstomp. makes it new-player friendly. The changes to balance powers for PvP without touching them for PvE eliminates the excuse of blaming PvP for actual balance-adjustments that hit PvE...
and the only people that would suffer for this arrangement, would be the E-Peen waving DPS channels ahd their "NOOB!!!" screaming members-specifically the ones terrified by the idea of any work at all going to PvP when they need a new klikky konsole to get that last .001 DPS.
It's durable, flexible, do-able and lower cost than hiring voice actors and making cut-scenes, because then it really DOES come down to communities-and the PvE community here is one of the rudest, nastiest bunches of people I've ever run into-specfically the hardcores who swap war stories about how some "F'n N00blet" screwed them out of an optional.
I've had PvP matches go to ****, but nobody spammed hate on their own team the way they do for PvE.
Don't know why you adressed this at me but anyway.
am urging for PvP matchmaking with starting data from Hilbert leaderboard for who knows how long and separating PvP/PvE damage like Undine Reputation or Dyson Reputation weapons do.
100 dmg vs everything, double versus Undine/voth
and @preeminent pvp player on last page who isnt afraid of dying
So you're ok if I 500-600 PrtG FBP, TBR or Thalaron entire team?
You know I have done exactly that, only with 160 prtg Thalaron and 50-60PrtG FBP.
Before RnD rewamp and before DR.
Or a nice Neutronic spread that kills 3 people not even in my field of vision that have full shields and hull?
Why not. you suck if you die, right and i'm FTW pro because i can do that? right?
BTW ppl on lower DPS channels organized PVP 2 days ago.
I see now i need to upload it just to make a point.
BTW nobody cried.
I doubt it would ever be so well balanced that I would engage in it.
Someone floated the concept of a map where players select from pre-generated ships, and no traits or specializations are applied. That's an idea I can get behind, though I understand it's a major break from MMO pvp, and wouldn't actually satisfy the pvp community. I only think its a good idea because the state of STO pvp is (allegedly) so broken that incremental fixes are equally unlikely to revive it.
I've pvp'd extensively in other games, but never found the desire to do so here. Additionally, the genre, in its effort to chase casuals, has largely moved away from anything that could be considered "good" pvp.
GW2, for example, launched with a boxed pvp system more or less like the one described above. Abilities were already so shallow that its only noteworthy mechanic was to normalize stats; it was and is an utter failure.
But, it just might work in STO, because as I mentioned above, the state of pvp is already so horrendous.
"Tolerance and apathy are the last virtues of a dying society." - Aristotle
The balance is just another call to nerf PVE, there is already long history of negative impacts from the PVPers.
Wow.
So it's OK that there is broken stuff in game?
You know stuff like plasma doping which PvPers dont even care about; that most need 26k DPS from broken plasma burn to get to 30k?
Or stuff that even completely disconnected people from server before fix?
Fixing broken stuff can't hurt PvE at all, it can only make it better and more variants will be viable.
3 full seasons of BFAW PvE is great right?
Just remove PvP disable from Surgical Strikes. Geko himself said players shouldn't be dsabled for anything longer than an absolute minimum time. Solved. And the best part, that disable wasn't working in PvE to begin with. Win-win at its finest.
SS isn't the only issue, there's massive boosting of FBP, there's the Vaping due to ridiculous single target damage from Beam Overload's that take no additional power and are a guaranteed Crit. Why wouldn't you run a Faeht that can BO from cloak and run before the target knows what hit them. Oh and the Plasma lance as a second shot should finish them...
The problem is that there is no thought to how the abilities work when good players apply them to extreme builds. I've never seen Geko run anything but a rainbow build. Never. I've never seen Smirk run anything but a rainbow build. Why when the dev's don't comprehend their own game's extremes are they not employing someone who does to help them design the new gear?
One thing I will say about the PvE groups though is they are far more willing to help others. PvP are inherently insular and protective of their builds to prevent others from beating them. But that's part of the problem with the open PvP in this game.
Chris Robert's on SC:
"You don't have to do something again and again and again repetitive that doesn't have much challange, that's just a general good gameplay thing."
SS isn't the only issue, there's massive boosting of FBP, there's the Vaping due to ridiculous single target damage from Beam Overload's that take no additional power and are a guaranteed Crit. Why wouldn't you run a Faeht that can BO from cloak and run before the target knows what hit them. Oh and the Plasma lance as a second shot should finish them...
The problem is that there is no thought to how the abilities work when good players apply them to extreme builds. I've never seen Geko run anything but a rainbow build. Never. I've never seen Smirk run anything but a rainbow build. Why when the dev's don't comprehend their own game's extremes are they not employing someone who does to help them design the new gear?
One thing I will say about the PvE groups though is they are far more willing to help others. PvP are inherently insular and protective of their builds to prevent others from beating them. But that's part of the problem with the open PvP in this game.
Some of the builds aren't exactly secret. When going to the extreme with science abilities, there's pretty much only one way to get to 400. How much farther someone wants to take those is up to them. I'm pretty sure I've posted both of these before except for the R&D and 2nd deflectors because neither were available. There is also a max grav gens build that is good for making large groups of NPCs get sucked into a vortex of death.
Part gens = Solanae Deflector+RCS[Prtg]+Sci R&D [Prtg]+4 Embassy [Prtg]+2nd Deflector [Prtg]. Optionals are the new gravitic anchor (although very recommended), and Nukara Particle Converter. Best ship to use would be the Vesta 5 sci/4 tac T5-U.
Flow caps = Jem'Hadar Deflector+RCS[Flow]+Sci R&D [Flow]+4 Embassy [Flow]+Solanae 2nd Deflector (You can use others, but this one is good if using Tachyon Beam). Nukara 2 part, Hirogen 2 part and Rule 62 consoles optional if going to extremes. Best ship IMO is the Voth Palisade since its console is also drain based and packs a punch.
So, as promised I have uploaded the video where FAW DPS folks get absolutely annihilated
by neutronic spread. Footage is from event that was organized by DPS 10k channel, but people joined from 30, 50, 75k etc and few PvPers.
Comments
To make it short: you're underestimating the power of SS. Even shorter: you're doing it wrong.
Let me spell it out for you: +40% CrtH is the (chance-) equivalent of 20 (!) SRO's. You only ever pad that with CrtD, period. [Acc] in PvE is pretty much irrelevant, but when that skill dings for +40% CrtH, you'll want as much CrtD to boost it with as you can muster. And naturally you use the Bioneural Infusion Circuits too; that goes without saying. If you do it right, that +40% CrtH will be with you the full 2/3rd of the time (10 out of every 15 secs). Your Surgical Strikes will, indeed, be devestating.
Since I'm not a Rom, I don't have a full compliment of SRO's; so I slotted one traditional Locator, for good measure. And that serves me well. Been experimenting with changing the Locator/Exploiter ratio, but 1:4 yields the highest DPS for me. And I'm getting nearly twice as much DPS out of my single SS3 than I ever got with BFAW3.
A proper balance has built in imbalances which allow players to exploit multiple different playstyles to defeat and defend against opponents. PvP used to have a lot of that, PvE has none due to TRIBBLE NPC's. So balancing PvP properly then using that knowledge to rebalance PvE so it's more challenging (noob level will still be a cakewalk) would solve a lot of the games whiner problems.
"You don't have to do something again and again and again repetitive that doesn't have much challange, that's just a general good gameplay thing."
Fair enough. These 'DPS-sizing' debates rarely end well anyway.
Just remove PvP disable from Surgical Strikes. Geko himself said players shouldn't be dsabled for anything longer than an absolute minimum time. Solved. And the best part, that disable wasn't working in PvE to begin with. Win-win at its finest.
That's what we are saying entire time.
PvE is not the endgame in STO. It never was. PvP is. It always was.
Versus brain dead NPCs you don't see 5% of the things that are or can go wrong/right.
Super SpecialStar Trek Online Review
SpecialTemporal PUG 100K DPS Build
We are Travelers
PvP use to have a lot of that? Correct me if I am wrong, but I still have a lot of memories of going into a match with my Sovereign and a group of friends, only to find out we were up against a team of B'rel who did nothing but fire torps while cloaked until we all died.
And a merry freaking Christmas to you too, Ebenezer.
-jonsills, 'Cryptic Why the sales..instead of Fixing XP leveling and this game?'
^^ I like the way you think! All honorable, and not so afraid to die that you want to see others nerfed for it. Like a true Klingon. You, Sir, honor your faction!
Sounds like you want a general 'abilities' pass to make more abilities viable, but for some reason are tieing that to PvP?
Problem with PvP 'balance' is that no matter what you do, the PvP-centric crowd will crunch it down to the 2-4 most deadly builds and play only those. I've never seen a MMORPG yet that doesn't end up with more than about 3 'top PvP' builds.
Also, PvP (as usual) is about maybe 5% of the player base? So sure, take a look at the unused powers, buff and change them a little, add some variety... and if that helps PvP then fine.
The other problem is that often what is needed is a reduction (AKA 'nerf') in the relative strength of certain builds (A2B, FAW, Vape) and of course, if you even blink in that direction you get a lot more than 5% of the player base screaming at you...
Or if you buff all powers up to the level of the top builds, then you have to buff the PvE content as well, then you get screams from all the people who are NOT build min-maxers...
Time to buy some earmuffs, I guess.
over 5 years with no pvp updated ....dont you think 5% in a game that never got pvp updates is a good number?
Or you would have groups working together to farm it by feeding each other, building up to a 14/15 match then one side loosing while the other side wins, then trade sides. I've seen that kind of feeding tactic before.
You touched on the problem, but then ignored the other half of it. If PvP gave skill points faster than PvE, then you'd have people flocking to it and either getting curb stomped and getting mad since they cant 'use' the fastest method of leveling, or groups farming it.
It all comes down to the reward/time/effort ratio. The more you get for less time doing as little possible will always be the most popular.
You also have another issue that would arise if they were to do this, that being troll groups that basically live to TRIBBLE with people. I'm pretty sure there is one fleet out there who *everyone* is thinking *very* loudly at this point, but I'll refrain from speaking their name less it draw their attention.
Lastly, while it would be cheaper, it wouldn't be what a lot of people want. This game is about Star Trek, and a lot of people enjoy the entire aspect of getting to 'meet' their favorite characters or do missions with them, getting to see their favorite ships and fly next to them. The voice actors and characters from the shows are what draw the vast majority of the people to this game. Its why they advertise new seasons with who from the show is getting added.
They *know* that they can get more peoples attention by saying 'Go deep into the heart of the Dyson sphere with Tuvok at your side as Tim Russ reprises his role' than saying 'Play with your favorite ships and duke it out for rewards'.
And a merry freaking Christmas to you too, Ebenezer.
-jonsills, 'Cryptic Why the sales..instead of Fixing XP leveling and this game?'
probably less than 1% who are playing ,but i have hundreds on my friends list who nolonger play .
can you blame people for not playing something that got not even a single update in 5 years?
There is a Star Wars Republic joke in there somewhere...:D
And a merry freaking Christmas to you too, Ebenezer.
-jonsills, 'Cryptic Why the sales..instead of Fixing XP leveling and this game?'
Don't know why you adressed this at me but anyway.
am urging for PvP matchmaking with starting data from Hilbert leaderboard for who knows how long and separating PvP/PvE damage like Undine Reputation or Dyson Reputation weapons do.
100 dmg vs everything, double versus Undine/voth
and @preeminent pvp player on last page who isnt afraid of dying
So you're ok if I 500-600 PrtG FBP, TBR or Thalaron entire team?
You know I have done exactly that, only with 160 prtg Thalaron and 50-60PrtG FBP.
Before RnD rewamp and before DR.
Or a nice Neutronic spread that kills 3 people not even in my field of vision that have full shields and hull?
Why not. you suck if you die, right and i'm FTW pro because i can do that? right?
BTW ppl on lower DPS channels organized PVP 2 days ago.
I see now i need to upload it just to make a point.
BTW nobody cried.
Super SpecialStar Trek Online Review
SpecialTemporal PUG 100K DPS Build
We are Travelers
Someone floated the concept of a map where players select from pre-generated ships, and no traits or specializations are applied. That's an idea I can get behind, though I understand it's a major break from MMO pvp, and wouldn't actually satisfy the pvp community. I only think its a good idea because the state of STO pvp is (allegedly) so broken that incremental fixes are equally unlikely to revive it.
I've pvp'd extensively in other games, but never found the desire to do so here. Additionally, the genre, in its effort to chase casuals, has largely moved away from anything that could be considered "good" pvp.
GW2, for example, launched with a boxed pvp system more or less like the one described above. Abilities were already so shallow that its only noteworthy mechanic was to normalize stats; it was and is an utter failure.
But, it just might work in STO, because as I mentioned above, the state of pvp is already so horrendous.
Wow.
So it's OK that there is broken stuff in game?
You know stuff like plasma doping which PvPers dont even care about; that most need 26k DPS from broken plasma burn to get to 30k?
Or stuff that even completely disconnected people from server before fix?
Fixing broken stuff can't hurt PvE at all, it can only make it better and more variants will be viable.
3 full seasons of BFAW PvE is great right?
Super SpecialStar Trek Online Review
SpecialTemporal PUG 100K DPS Build
We are Travelers
SS isn't the only issue, there's massive boosting of FBP, there's the Vaping due to ridiculous single target damage from Beam Overload's that take no additional power and are a guaranteed Crit. Why wouldn't you run a Faeht that can BO from cloak and run before the target knows what hit them. Oh and the Plasma lance as a second shot should finish them...
The problem is that there is no thought to how the abilities work when good players apply them to extreme builds. I've never seen Geko run anything but a rainbow build. Never. I've never seen Smirk run anything but a rainbow build. Why when the dev's don't comprehend their own game's extremes are they not employing someone who does to help them design the new gear?
One thing I will say about the PvE groups though is they are far more willing to help others. PvP are inherently insular and protective of their builds to prevent others from beating them. But that's part of the problem with the open PvP in this game.
"You don't have to do something again and again and again repetitive that doesn't have much challange, that's just a general good gameplay thing."
more broken pvp is an update?
My character Tsin'xing
no by pvp we mean people that actually know how to pvp not pve heroes with 1 bind .You know the things that dont require p2w TRIBBLE but skill.
Some of the builds aren't exactly secret. When going to the extreme with science abilities, there's pretty much only one way to get to 400. How much farther someone wants to take those is up to them. I'm pretty sure I've posted both of these before except for the R&D and 2nd deflectors because neither were available. There is also a max grav gens build that is good for making large groups of NPCs get sucked into a vortex of death.
Part gens = Solanae Deflector+RCS[Prtg]+Sci R&D [Prtg]+4 Embassy [Prtg]+2nd Deflector [Prtg]. Optionals are the new gravitic anchor (although very recommended), and Nukara Particle Converter. Best ship to use would be the Vesta 5 sci/4 tac T5-U.
Flow caps = Jem'Hadar Deflector+RCS[Flow]+Sci R&D [Flow]+4 Embassy [Flow]+Solanae 2nd Deflector (You can use others, but this one is good if using Tachyon Beam). Nukara 2 part, Hirogen 2 part and Rule 62 consoles optional if going to extremes. Best ship IMO is the Voth Palisade since its console is also drain based and packs a punch.
by neutronic spread. Footage is from event that was organized by DPS 10k channel, but people joined from 30, 50, 75k etc and few PvPers.
This is why some abilities need to be balanced.
Target Hull Has Failed
https://www.youtube.com/watch?v=EBucK88ZqI8
Enjoy.
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