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Ramming Speed + Evasive Manuvers = BaiBai button

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited April 2010 in PvP Gameplay
Very much doubt this is an intended feature, combine both of these abilities and you've moving very quickly even quicker than full impulse (managed to chase em with full impulse a couple of times, didn't get any closer), a single klingon ship held it's own against 5 feds with ease exploiting this mechanic, once they're far away they cloak and wait until cooldowns are down. Tractor beam doesn't stop em, gravity well doesn't stop em.

This tactic let one klingon beat 5 feds in arena, do a full barrage on the weakest fed player, then scoot away and cloak, no viable counter seems to exist.

Just the latest example of weird combinations of abilities breaking pvp, VM + SNB is another.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    It doesnt work. If you hit ramming speed your speed is set straight to 75, evasive action doesnt improve it. The klingon propably used emergency power to engines, and i congratule him to his choice of BO skill.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Ah yeah I use this tactic, it's alot of fun. You fire up all cool downs, kill one (or if you're lucky 2 people) in the middle of the fedball then zoom off with RSP+evasive+ramming speed, The evasive is many times to turn extremely quick (in the opposite direction so all the fed ships have to turn those cannons around to pursue) an engine battery sometimes as well then battle cloak. To be honest though it's not really overpowered. The cool downs are sufficiently long to prevent continuous use and it requires no one on your side using target subsystems shields and then letting the fedball pop them in a second or two.

    To pull off this maneuver it needs to be a pilot that is acutely aware of positioning, and high threat targets, which ships will die quick enough etc then blow just about every cool down they will have for the next 5 mins or so, In addition it requires the federation players to be almost completely oblivious, especially to ever allow this to happen more than once in a battle. So yeah it may seem cheap or OP or whatever, but when you get to the bottom of it, it's really not that bad, feds can do it similarly but of course they can be seen coming and there is no battle cloak waiting for them at the end (although there may be a fed ball of reinforcement waiting for them). Counters are of course, TSS, Energy draining abilities, TB/Gravity well (assuming they dont have PH/Omega active, if they do see the first two). Or just pure damage, you can of course use those same abilities to pursue them...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Dalnar wrote:
    It doesnt work. If you hit ramming speed your speed is set straight to 75, evasive action doesnt improve it. The klingon propably used emergency power to engines, and i congratule him to his choice of BO skill.

    Does work, Ramming speed sets speed to75 and evasive sets your speed to something ike 440% of what speed your doing.

    I use it all the time to escape or Ram someone.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Ah now i know what you mean. But the bonus isnt multiplicated, its just added. Anyway, it has 5min cooldown. So if the OP fought BoP 5vs1 5 mins, the bop deserves to run.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    you think it's fine that one ability meant to ram other players and one ability meant to avoid/maneuver around other players should add up to being completely home free? it aggravates an already broken pvp system into something unplayable.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    But everyone can use it. I agree tho, it shouldnt be used to evade stuff.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    It wouldn't be all that overpowered if Klingons couldn't just hit this and then instantly cloak the second combat drops. It's basicly battlecloak for everyone.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    The top speed is restricted, but using both appears to help in breaking tractor beams. Once past 5 km it's goodbye.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    KriLL3 wrote: »
    you think it's fine that one ability meant to ram other players and one ability meant to avoid/maneuver around other players should add up to being completely home free? it aggravates an already broken pvp system into something unplayable.

    Why is this any different from popping an engine battery, EPt Engines, or putting full power to engines, then hitting evasive? And why do you think you deserve a kill when you fail to counter that? They outmaneuvered you, so they deserve to live.

    Target engines, power drains of any kind, gravity well, etc. are potential counters, not to mention people completely ignore tractor beam 2 and 3 and how tractor scales with aux. And failing all that, you can do the exact same thing and chase.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Every ship can do this. If it bugs you so much, do exactly the same thing and give chase. He won't be out of combat before you catch up.

    Or, bring a Sci Vessel with Tractor Beam and amped-up AUX and hold him dead in space.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Every ship can do this. If it bugs you so much, do exactly the same thing and give chase. He won't be out of combat before you catch up.

    Or, bring a Sci Vessel with Tractor Beam and amped-up AUX and hold him dead in space.

    Do you know, how many people complain, if you actualy hit and RUN in combat ? Im whispered at least once during combat from some fool who failed to kill me, :-)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Dalnar wrote:
    Do you know, how many people complain, if you actualy hit and RUN in combat ? Im whispered at least once during combat from some fool who failed to kill me, :-)

    Really? That's ... just ... odd.

    I sometimes give chase. Sometimes don't. Depends on the tactical situation at the time (or really my ability to assess it properly). But I am reminded of some of my more silly duels in WoW. Against paladins. I was a rogue. They'd do allllllllllll this stuff to me, and I'd do allllllllll my stuff to them. Then they'd exit combat with their little bubble.

    I'd walk five feet to the side.
    And Bandage up. All my stuff resets. And we'd do it all over again.

    That's why it never bothers me that someone runs ... and gets away. I get out of combat and regen just as fast as they do.

    :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Foxrocks wrote:
    Why is this any different from popping an engine battery, EPt Engines, or putting full power to engines, then hitting evasive? And why do you think you deserve a kill when you fail to counter that? They outmaneuvered you, so they deserve to live.

    Target engines, power drains of any kind, gravity well, etc. are potential counters, not to mention people completely ignore tractor beam 2 and 3 and how tractor scales with aux. And failing all that, you can do the exact same thing and chase.

    It's a broken mechanic, that's why it's different, there are no viable counters and it's no intended functionality, since a patchnote claims to have fixed it.

    Klingons outmauvering Feds? say it ain't so! I've pvp:ed about 30 times, not won once, even 5on1 arena, klkingons are unbeatable, adding a guaranteed escape ability doesn't help, and their carriers that can assult the starting locations on junkyard solo and win don't help either.

    Can't chase, they cloak before you get close, tried tractor, doesn't work, don't have gravity well or energy drains, I'm in an Escort.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    KriLL3 wrote: »
    It's a broken mechanic, that's why it's different, there are no viable counters and it's no intended functionality, since a patchnote claims to have fixed it.

    Klingons outmauvering Feds? say it ain't so! I've pvp:ed about 30 times, not won once, even 5on1 arena, klkingons are unbeatable, adding a guaranteed escape ability doesn't help, and their carriers that can assult the starting locations on junkyard solo and win don't help either.

    Can't chase, they cloak before you get close, tried tractor, doesn't work, don't have gravity well or energy drains, I'm in an Escort.

    It's not a broken mechanic. Any speed boosting skill will have the ability to allow someone to flee. Even ramming speed. There's no way around that.

    30 PVP matches is a small sample. I've won as a federation player at all tiers. Some matches are harder than others. I've won as a klingon at the first few tiers of gameplay.

    I've lost as both.

    It's nowhere near as bleak as your first 30 matches make it out to be. And escaping isn't always a good thing. In a resource salvage map ... Klingons lose more than they gain by running away.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    KriLL3 wrote: »
    It's a broken mechanic, that's why it's different, there are no viable counters and it's no intended functionality, since a patchnote claims to have fixed it.

    Klingons outmauvering Feds? say it ain't so! I've pvp:ed about 30 times, not won once, even 5on1 arena, klkingons are unbeatable, adding a guaranteed escape ability doesn't help, and their carriers that can assult the starting locations on junkyard solo and win don't help either.

    Can't chase, they cloak before you get close, tried tractor, doesn't work, don't have gravity well or energy drains, I'm in an Escort.

    Beam target engines, good one to stop them escaping.

    Klingons are by no means unbeatable.

    Have you properley specced into tractor. (Tractor beam like alot of abilities requires skillpoints investment or sci console investment to be effective.

    Scramble sensors is an excellent ability to use against carriers.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    petie86 wrote: »
    Beam target engines, good one to stop them escaping.

    Exactly, this tactic is so incredibly unbeatable that a level 2 tactical skill - or an ability every science ship has - can indeed beat it!

    The OP should have asked for advice before making conclusions that highlight how little credibility in PvP the OP has.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Darksided wrote: »
    Exactly, this tactic is so incredibly unbeatable that a level 2 tactical skill - or an ability every science ship has - can indeed beat it!

    The OP should have asked for advice before making conclusions that highlight how little credibility in PvP the OP has.

    I use beam target shields for attack and beam target engines for when i escape and someone trys to follow me or to stop someone else escaping.
    Excellent ability IMO very much underestimated
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