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The balance of the power

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited April 2010 in PvP Gameplay
I'm a Federation Rear Admiral 5.
Straight from the Lieutenant Commander 1 to Rear Admiral 5, strictly PvE.
And now? Well, there is the Klingon "campaign"...
Good, Klingon then!
Tier 1. The overall result of 10 FvK match is Klingon 7, Federation (with some luck) 3. No surprise, after all the Feds doesn't know the tricks of the PvP...
Tier 2. The overall result of 10 FvK match is Klingon 7, Federation (with some luck) 3.
Tier 3. The overall result of 10 FvK match is Klingon 7, Federation (with some luck) 3. Yes, I'm a good Klingon warrior!
Tier 4. The overall result of 10 FvK match is Klingon 7, Federation (with some luck) 3.
Now I'm a Klingon Brigadier General 5. The overall result of 10 FvK match is Klingon 7, Federation (with some luck) 3.
How odd... I thought that a Federation Rear Admiral 5 was a challenge, not a sitting teneebian tetraduck...
Or maybe there is something deeper?
No matter, I've done with the Klingon, and I'm again a Federation Rear Admiral 5.
With the help of the respec I change my character, using the lessons learned during the Klingon campaign.
Ahhhhhh, my custom Star Cruiser, so sleek... And now FvK!!!
The overall result of 10 FvK match is Klingon 7, Federation (with some luck) 3.
Well, no surprise: even if I'm skilled in a 5vs5 match I cannot make the difference, isn't it?
But hey, look that Negh'var! It's quick and nimble despite the crew of 2500 men, and I am a sitting teneebian tetraduck...
"They are shooting at us, sir!"
"Rotate..."
Hull at 75%
"... shield..."
Hull at 50%
"... frequency!"
Hull at 25%
"Evasive..."
No more hull.
KABOOOOOOOOOOOOOOOOOOOM!
Maybe using an escort vessel will yield better results...
Look at my custom ship: the best of the Federation can offer, equipped with the topmost thechnology... And now FvK!!!
But hey, where are the klingons? Oh, they will be on the other side of the moon, for sure.
"Multiple contacts decloaking behind us, sir!"
"Rotate..."
Hull at 75%
"... shield..."
Hull at 50%
"... frequency!"
Hull at 25%
"Evasive..."
No more hull.
KABOOOOOOOOOOOOOOOOOOOM!
Maybe using a science vessel will yield better results...
Look at my custom ship: the best of the Federation can offer, equipped with the most vicious powers available to my bridge officers... And now FvK!!!
Damn, the battle has already begun...
"Scramble the sensors of that Bird of Prey... Open a rift behind that carrier... Viral Matrix against that battlecruiser..."
KABOOOOOOOOOOOOOOOOOOOM!

Fade to black.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    To pvp you have to come prepared to PvP. For either side you need to prepare your gear on the ship and of course when you first start out you aren't doing all that great. Takes a couple of levels to get going and everyone in this game has to go through the same thing at the beginning of each Rank basically.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Airwen wrote:
    To pvp you have to come prepared to PvP. For either side you need to prepare your gear on the ship and of course when you first start out you aren't doing all that great. Takes a couple of levels to get going and everyone in this game has to go through the same thing at the beginning of each Rank basically.

    What does this have to do with what he said.
    He has been both a RA5 and and a BG5.
    Its not about him just starting out in pvp.
    Its about the inbalance in the game that gives the klingons the advantage 7 out of 10 times.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    weird, plain weird, i know that the PvP matches i played gives a 7 out of 10 in victory of the Feds. Man, we can no longer dent a cruiser, the shields are amazing and firepower is also uber. so i have to disagree on the OP, maybe a bad day or a premade group he encountered. But overal, Klingons are no more the uber T5 faction, we are struggeling to win.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    The bottom line is pvp is in favor of the Klinks. There is no balance. PvP sucks in this game, end of story.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Andor wrote: »
    What does this have to do with what he said.
    He has been both a RA5 and and a BG5.
    Its not about him just starting out in pvp.
    Its about the inbalance in the game that gives the klingons the advantage 7 out of 10 times.

    What imbalance are you referring to?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Let me guess you want cloooooak? Well, I have a great answer for you. Come on over and join the Klingon's.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Gealan wrote:
    The bottom line is pvp is in favor of the Klinks. There is no balance. PvP sucks in this game, end of story.

    Let me share with you some of the balance issues. I decide to cloak and see what a Fed does. They fly over to the node, it changes to the fed symbol and they leave it is still white. I uncloak and it goes back to mine and I wait until it goes red, I wait a few more moments to scope out what the board looks like and move to another node. If there is a lot of fighting in the area, I stay put an guard for a bit.

    What I never do is go charging in where there is fighting unless I am traveling around looking for another node to capture. I do a lot of come and get me feds, you follow me out of the area so another Klingon group will come along and recap that works great. I feel like I am leading a stray dog along.

    Going on behind the scenes no Klingon is talking. Sometimes we group and we are talking about the news on TV. Or talking about how the day went. All the strategy is automatic, when you guard a node you guard a node, when you capture a node more than one comes along. When you attack and you are not part of the deterrent group, you are capping. Klingon's trade off from deterrent to capping no one says anything they just do it.

    I sit in runs and the Fed go on and on and on about Cloak, call us names and anything they can think of along with swearing. We sit there and antagonize you with out swearing back most of the time, and love to get you all ruffled up about nothing. The more you say the more we laugh.

    I have played against some very good pre-made groups of Feds, they are smarting off as well. Not all of them there is always one in a bunch that goes on and on, and again we continue you to cause you more frustration by antagonizing you all over again.

    I enjoy every moment in PvP with the Feds, no matter what they say, it is all fun and games.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    How PvP in STO works:

    Enemy opens fire with ~2000 DPS.
    - Do you have RSP?
    Yes->
    -LOL!
    No->
    -Is he using beams?
    No->
    -You die
    Yes->
    -Do you have FBP?
    Yes->
    -LOL!
    No->
    -You die.

    That is all there is to it.

    Why?

    -The gap between low DPS and high DPS ships is absurdly huge.
    -Top end DPS kills people so fast that no defensive measure based on heals, resistances, maneuverability or speed work against it.
    -Two abilities exist which render you immune for a short time, they are the only adequete defense.
    -The whole game is about insane DPS setups and stacking those two defenses.
    -The insane DPS factor is made even worse by focus fire.
    -One faction always gets the first shot and never has to fight when outnumbered, hence is almost guaranteed a win.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    The problem i am seeing with these type of threads is that everyone assumes that pvp is centered around just a few abilites, and while yes these abilites are indeed very powerful(being addressed by devs as we speak) they are NOT unstoppable.

    My suggestion to ANYONE, fed or klingon, who feels like they are loosing to much, is to get in an organized team who is on vent. With at least 1 person or more dedicated to healing as they can, and try using some tactics. "PEW PEW KEEL DEM ALL" doesnt always work.

    Most abilites have counters, so if you are running into people who are stacked heavily with the "OP" abilities, Try training up a BO that has the counter ability and switching him out when you see it being used to much.

    BTW there is more than one way to skin a cat. And there is definatly more than one way to kill a ship using rsp and fbp.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I just started pvping three days ago and I'm RA5. Yes, in the FvK matches I've been in the Klingons win the majority of the time. However, I don't see imbalance at all.

    Since I've got used to pvping, I'm always at or near the top of my teams leaderboard and even when its a loss I have more kills than deaths. The learning curve to pvp in the game isn't too steep and even in the 3 days of pvping I'm noticing a trend that overall, fed pug groups are getting much better.

    Those that stick with it will get better and pvp will be a lot more fun. Since figuring out the best config/bo skills for me, I've been pvp addicted.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    excellent! i look forward to seeing you ingame! Fight on PvP addicted!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Bus_Driver wrote:
    The problem i am seeing with these type of threads is that everyone assumes that pvp is centered around just a few abilites, and while yes these abilites are indeed very powerful(being addressed by devs as we speak) they are NOT unstoppable.

    The devs aren't adressing insane bursts of 2000+ DPS at all and they are the main issue. If you set up your ship for max damage you will obliterate other players in seconds and they can't stop it unless they have a power that renders them immune or shuts you down completely.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Rothnang wrote:
    The devs aren't adressing insane bursts of 2000+ DPS at all and they are the main issue. If you set up your ship for max damage you will obliterate other players in seconds and they can't stop it unless they have a power that renders them immune or shuts you down completely.

    I agree with you, I have to keep at least 3 and as many as 5 Reverse shield polarity to survive more then 10 seconds with my cruiser.

    When you add in that BOPs can be run with higher level science BOs you end up with 3 Dual Heavy antiproton dual cannons(crit and do hull damage) and Feadback pulse hitting you with all that a Tac officer can buff his damage. If you fire back you die if you dont fire you die and if you hit RSP they hit you with a super charged torp that can do as much as 30k damage and you die.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Rothnang wrote:
    The devs aren't adressing insane bursts of 2000+ DPS at all and they are the main issue. If you set up your ship for max damage you will obliterate other players in seconds and they can't stop it unless they have a power that renders them immune or shuts you down completely.

    What? you mean Like

    Stuff that stops them:
    1. Photoic Shockwave
    2. Subnucleonic Beam
    3. Little bit of movment+tracotor repulsors or beam
    4. Doing as much dmg to them or more b4 they kill you.
    5. Viral Matrix
    6. Tar SS Weapons
    7. Aceton Field(dmg nerf)
    8. Jam Sensors

    Stuff that can save you from the dmg
    1. RSP
    2. Polarize Hull, rotate sheild frequency+other dmg resist.
    3. Heals Through the dmg, ie Eng team, haz emmiters, sci team, extend sheilds,
    4. Evasive + high engine power like emer power to engine.


    This is just FEW ideas, there is lots of ways to use other abilites to counter the insane dps.

    At the same time i do agree that the dps is a little high, and a copule of viable options that i think cryptic should consider is.

    1. Increaasing overall Health and Sheilds of our ships.
    2. Increase our ability to mitigate dmg with dmg resists consolses, and healing(mabey increase the softcap to 85 or 90% or decrease cooldown/shared cooldown of heals)
    3. Slight Nerf to Burst DMG

    Food for thougt
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    you guys make me laugh, I have 2 RA5's and 1 BG5. And i can honeslty say, that the fed ships are stronger but it amazes me the lack of team work on the fed side. Its little to none on pug runs. Its so fustrating to try to organize a fed grp in the heat of battle and to have 4 different ships firing on 4 different targets. Klingons from teir 1 and 2 learn right off the importance of team work and concentrated fire.

    So by the time they reach tier 5, it becomes 2nd nature to most. As a klingon during battles I watch to see where fire is directed (if not grouped and leader is calling targets) and concentrate accordingly. BOP ships are weaker as well. As a Klingon I have learned to use all the buffs you got and when not to.

    The only inbalance is that feds in general now, havent a clue about team work or using the mechanics of the game to their advantage. So stop whining and stop being lazy and do your research and compensate and over come. :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Rothnang wrote:
    How PvP in STO works:

    Enemy opens fire with ~2000 DPS.
    - Do you have RSP?
    Yes->
    -LOL!
    No->
    -Is he using beams?
    No->
    -You die
    Yes->
    -Do you have FBP?
    Yes->
    -LOL!
    No->
    -You die.

    That is all there is to it.

    Why?

    -The gap between low DPS and high DPS ships is absurdly huge.
    -Top end DPS kills people so fast that no defensive measure based on heals, resistances, maneuverability or speed work against it.
    -Two abilities exist which render you immune for a short time, they are the only adequete defense.
    -The whole game is about insane DPS setups and stacking those two defenses.
    -The insane DPS factor is made even worse by focus fire.
    -One faction always gets the first shot and never has to fight when outnumbered, hence is almost guaranteed a win.

    Nailed it! :cool:

    Now the developers need to fix it. My sub runs out on the 8th. If there isn't a big improvement on tribble by then, I don't think I'll be staying.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Kronosk wrote:
    you guys make me laugh, I have 2 RA5's and 1 BG5. And i can honeslty say, that the fed ships are stronger but it amazes me the lack of team work on the fed side. Its little to none on pug runs. Its so fustrating to try to organize a fed grp in the heat of battle and to have 4 different ships firing on 4 different targets. Klingons from teir 1 and 2 learn right off the importance of team work and concentrated fire.

    So by the time they reach tier 5, it becomes 2nd nature to most. As a klingon during battles I watch to see where fire is directed (if not grouped and leader is calling targets) and concentrate accordingly. BOP ships are weaker as well. As a Klingon I have learned to use all the buffs you got and when not to.

    The only inbalance is that feds in general now, havent a clue about team work or using the mechanics of the game to their advantage. So stop whining and stop being lazy and do your research and compensate and over come. :rolleyes:

    It's not that both sides are so unbalanced. Cloak is balanced as an ability against the better stats of the Fed ships. The problem is when alpha strike dmg is so high that initiative (and the 2 immunity skills) is the only thing that decides a fight, cloak is too helpful.

    If the dmg was a little lower then the advantage given by cloak would be smaller. It would mean that a fed team would have to come back from a slight disadvantage in the start. As it is, it means the feds will lose one or two ships before they can possibly assist on a single target. They aren't even all uncloaked by the time the first fed pops. Then it's a matter of superior numbers.

    The time to kill an unresponsive ship needs to be a little higher, imo; 3-4 more secs more than it is now would make a HUGE difference.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    No imagination.... sheesh, have u considered instead of a currently standard fed ball, MOVING???? how bout your slowest ships(cruisers) take the lead, with full power in eng(use hpyer-impulse) then the escorts and sci ships do the same, and follow them around.

    Lets look at what happens. NOW instead of having 0 defence from movement you have almost 60-70% Thats HUGE dmg decrease on how much u take... BUT WAIT THERES more..

    SInceu already have full power in engies the alpha stike is further mitigated by the targets that are selected by go ing with emer power to engines and evasive manuvers(you dont have to go anywhere just move faster) plus now its harder for the klingons to coordinate focus fire because if YOUR moving that means THEY have to move too. so in order for them to keep up with you THEY have to have almost full power in engines....

    anyone else seeing a trend here?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Bus_Driver wrote:
    1. Increaasing overall Health and Sheilds of our ships.
    2. Increase our ability to mitigate dmg with dmg resists consolses, and healing(mabey increase the softcap to 85 or 90% or decrease cooldown/shared cooldown of heals)
    3. Slight Nerf to Burst DMG

    They need to nerf top end DPS and boost low and DPS. The gap between the two is way too big right now. If they give a boost to survivability they are making it even more worthless to even have phasers on a ship that doesn't run high weapons power, or using those pathetically low damage offensive science abilities. Increasing the resistance poses the same problem.

    What they need to do is normalize DPS more, so that a top DPS ship does maybe twice as much DPS as a support ship, not ten times as much, and both are a little more in the middle ground - low DPS ships should at least be able to break through someones shield after a while, and high DPS ships shouldn't be able to utterly destroy someone in seconds.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Hey folks,

    I have no doubt that there are imbalances in the game. Powers that do WAY more than they should and powers that don't do anything at all. The game is still in it's infancy, and hopefully it will be around long enough for all the tweaking to happen.

    That being said...I'm a RA5 PvP noob. I'm not afraid to admit it. I'm floating free points to any Klingons who see me. My experience and skill comes from pretty much only doing solo PvE the entire time, and finally when there was nothing else to do at top level, jumping in to PvP. I can probably be very successful in PvE playing with just my feet while completing a rubix cube in one hand and sipping a pina colada in the other. I'm a tightly wound stress-case in PvP however cause it's a completely different beast.

    Also, I found that the powers that are no brainers in PvE, don't quite have the same effect in PvP. Found that out the hard way a few times...but it's a learning.

    Experience counts for a lot. I'm quite sure (although correct me if I'm wrong), that Klingon's pretty much PvP from the start. Their lack of content pretty much demands it. I have a feeling though, that a lot of feds are like me, who know PvE like the back of their hands and expect the same rules to apply in PvP.

    They certainly don't. When your team mates are buzzing around all corners of the map at full impulse looking for targets, then ya gotta wonder.....

    All this to say that I feel a lot of the imbalance comes from inexperience and power imbalances are not the only problem.

    I don't want to offend any Feds who are actually good PvPers but my experience, as limited as it is, has shown me that most of the Klingons are way more on the ball in PvP than Feds.

    My 2 cents
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    The problem with this game isn't that its in its infancy, the problem with this game is that the devs seem to not have any particular idea of what a well balanced game is and how it works.

    I mean, sure, every game will always have balance problems, that's not new, and yes, those balance problems will be worse shortly after release than years down the road.

    However, with STO it's not small balance issues that people find after running a couple of weeks with a DPS tracker and are then fixed by a slight percentage tweak. The problems in this game are huge, blatantly obvious to anyone who knows the first thing about balancing games, and can't be fixed with small tweaks.

    When you have a problem that can only be remedied with a sweeping change you have to get it into the "tweak to perfection" zone fast. Fine tuning is something you can worry about in the long run, the big stuff can't just sit around and fester.


    I mean look at Age of Conan. It took them over half a year to fix the fact that +melee damage got tacked straight onto a weapons DPS and +spell damage got cut in half and tacked into the spells hard damage numbers resulting in spells doing around 800-1000 damage with maxed +damage gear and special attacks from melee weapons doing around 10000-30000 damage with maxed +damage gear.

    That was total F-ing bullcrap, and should have been fixed in beta, or at least a few weeks after launch, but they ignored it and AoC is now known as one of the biggest failures in MMO history. (Granted it acctually made them a good chunk of money, but it would have made them even more money if they had used their brains a little).


    The same is true of Champions Online. The balance in that game was absolutely screwed up because the devs didn't realize that health regeneration needs to be shut off when you are in defensive mode or unattackable. Players could simply block their way back to full health or use teleport/burrow to make themselves unattackable until they had full health back. At the same time they didn't understand how CC powers work in every single MMO that ever was renowned for good PvP. Long term CC either breaks on damage or only hampers one aspect of your character. I guess Cryptic didn't think that was a good rule of thumb, so they had chain CC just killing people in PvP willy nilly, and because they ignored problem #1 it was absolutely nescesary to acctually kill someone. Pathetic.

    Could they have fixed that in a week? Yes. Did they? Nope. Is the game now pretty dead from a PvP standpoint? You betcha.


    This game is heading down a similar path.

    DPS is totally out of scale, ships with high DPS destroy people who don't have immunity powers in seconds, ships with low DPS can't even scratch someones natural shield regeneration. Defensive Powers once again ignore the very important factor: Going on the defense should not leave you better off than you were before, going on the defense should only buy you time so your TEAM can bail you out. They don't understand that the ability to pick your fights is an essential component in deciding a kill/death oriented PvP scenario, so they gave the Klingons both the ability to hide/ambush and run/chase instead of splitting those two factors that decide how well you can pick your fights between the factions. The Science powers are completely stupid because with the exception of FBP none of the BO powers that use aux ae better than the stuff that doesn't use aux, and if you don't use aux you get the added benefit of having phasers that acctually do something.

    There is just so much stuff in this game that is just WAY out of whack that it should be fixed RIGHT NOW. I mean what kind of a game balance policy does Cryptic have? Just ignore it till everyone who is screwed over by the way it works has rerolled or quit?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Bus_Driver wrote:

    Stuff that stops them:
    1. Photoic Shockwave
    2. Subnucleonic Beam
    3. Little bit of movment+tracotor repulsors or beam
    4. Doing as much dmg to them or more b4 they kill you.
    5. Viral Matrix
    6. Tar SS Weapons
    7. Aceton Field(dmg nerf)
    8. Jam Sensors

    Stuff that can save you from the dmg
    1. RSP
    2. Polarize Hull, rotate sheild frequency+other dmg resist.
    3. Heals Through the dmg, ie Eng team, haz emmiters, sci team, extend sheilds,
    4. Evasive + high engine power like emer power to engine.

    Just one (truly) personal note: I have 1 (underpowered) brain and 1 mouse...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Not to mention, that entire list works under the assumption that they haven't already done any of those things to you. Besides, outdamaging a ship that can kill you in seconds and attacks from cloak is impossible, even if you are an escort that has the capability theoretically, you wouldn't be able to get them lined up in your sights quick enough.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Enough with the complaining and whining guys, I mean c'mon. THERE are no imbalances in the game.
    Of all the posts in these boards the constant complaining by mostly federation players is staggering.
    Its not about target push buttons. It takes so much more. HERE IS THE BOTTOM LINE.

    1. Both feds and Klingons have access to same weapons.
    2. Both feds and Klingons have access to same buffs or class abilities depending on your spec and build
    3. Fact= Feds have higher hit points on ship hulls.
    4. Klingons have cloak and battle cloak (which at times can be anti-productive in a match) Its a hit or miss trying to get away.
    5. Fed excorts have more weap stations then Klingon bop.

    In general feds do not work as a team or cordinate their attack stragtegy. (speaking from experience I have 2 RA5's.)
    So give it a rest, all the complaining in the world is not going to get you any where. Short of the changes to vm,snb and fbp up and coming Crytic is NOT going to do anything. So try to put more effort into team work and knowing your buffs and debuffs already. :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Yea, here are some facts for you:

    1. Cannons are the most powerful weapon in the game by an absurd margin, they do insane ammounts of damage.
    2. Klingons get cruisers with cannons, federation does not.
    3. The ability to pick your fights is much more important in a kill/death based PvP scenario than how powerful your ship acctually is, because it allows you to simply not fight if you don't feel your chances to win are good.
    4. Especially since cannons are so powerful the ability to strike from stealth is huge, the enemy team can't even line up their best weapons before they are already taking losses.
    5. A lot of the CC abilities in this game have very long durations compared to how long it takes to kill someone with a high DPS ship, once again, the ability to strike from stealth gives you a huge advantage.
    6. Even a federation team that uses good teamwork doesn't have time to pick their targets like Klingons do, who can just sit arround cloaked while figuring out who to go for. Federation won't even know what they are up against until they are already under full attack.
    7. All abilities that break cloak aren't really worth anything, because you don't even get a rough idea of where the cloaked enemies are, and even if you did, Klingon ships are still faster, so they could out-run any attempt to decloak them - while cloaked.
    8. Giving the faction that has stealth the faster ships is completely stupid because that way they get two seperate advantages towards being able to pick their fights, instead of having one mode of engage/avoid for each faction.

    Klingons need to stop acting like they aren't stupidly overpowered. Cloak is an insanely huge advantage, and with the way the game currently works with cannons shredding enemy ships in seconds go figure that the faction that gets cannons on every single ship is going to have the upper hand.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Enough with the complaining and whining guys, I mean c'mon.
    Well, you are right.
    Nevertheless it seems that there is a problem about the "insane DPS" and the cannons, the latter almost prerogative of the Klingon vessels.
    As noted by Rothnang:
    2. Klingons get cruisers with cannons, federation does not.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    AJ_McRich wrote:
    Just one (truly) personal note: I have 1 (underpowered) brain and 1 mouse...

    What no keyboard? As to your underpowerd brain id reccomend stop letting cryptic hit u in the head with the nerf bat.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Kronosk wrote:
    E
    4. Klingons have cloak and battle cloak (which at times can be anti-productive in a match) Its a hit or miss trying to get away.

    Did anyone ever try to determine the advantage of gaining initiative in a fight? Taking into account stuff like turn rates, targeting time and player reaction time? How much more damage can this be? Is it really the difference between Klingon and Federation hull/shield points?
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