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PvP Report for Cryptic

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited May 2010 in PvP Gameplay
Hi Cryptic ppl,

Based on my observations and experiments I have a few things to report:

1. The state of balance:
Generally, fed fleets are still underpowered. This is solely due to lack of knowledge. Fleets willing to specialize a team with specific matched skills dominate game play across the board (currently a fed team is the only one willing to do this). The difference between those using skills that exploit the game system and those who do not is staggering. Specific skills sets (kits) are causing increased tensions in the game due to so called "instant death" combos.

2. Specific items:

Beam Overload Critical: This has been tested and causes close to 60k damage. This kind of single hit damage renders armor and hull tanking useless for smaller ships.

Tricobalt Torpedo (Max): This causes in the low 50k damage area. Another single hit kill for smaller ships.

The ships most vulnerable are bird of prey due to the small hull. Using 2 or 3 armor used to build enough resistance to ride through these single hit attacks. With their increased damage, armor is useless for small ships.

Armor: There also seems to be another problem with armor. It appears to be less effective now in general. Perhaps damage has been increased across the board. It is worth looking into, in case something happened to the resistance effect calcs.

TSS3: Should TSS3 take down all shields? I am not sure on that one. Certainly those lucky enough to have a BO with TSS3 are set. Should everyone have access to this BO skill if it is to be this powerful? I think so.

I see these items as worth looking into. I am not suggesting altering them, however game play would be enhanced by removing the "instant death" skills, lowering their effect OR enhancing all resistance for everyone. This would promote longer battles which are far more enjoyable. Perhaps the problem is that low power is too low and high power is too high, compressing the damage range would fix that.

Entering battle only to be destroyed in less than the blink of an eye is frustrating, and is causing increased tension in the game.

This needs to be addressed.

Thanks.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    going into a figh VS a premade with 4 DPS and 1 healer is why some teams get rocked, teams need roleplayers. TSS isnt hard to deal with if you have a team that helps each other out.
    bottom line is people need to l2p as a team
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I agree with your post, cedryk. Premade Teams are making pug teams play no fun. then i hear remarks like the pug teams are no good but when fleet teams or premade teams organize BO's on one player after another. It become a slaughter. do to this, PvP matches will decease.

    the two need to be split. for the sake of fun.

    Hey, it is not that they are better players; it is that they can communicate better and stack bo's. able to use all bo's. pug player can not defend it. We can all do this but why in match play. it does not make you better. I think it makes you better players with puggers. learning to communicate with pugger and overcoming the ones who won't.

    I think if you want to premade, go ahead. but you are not better for it. premade teams need to play other premade teams. pugger should play other pugger. it is only fair.

    Don't get me wrong it is not cheating but it certainly is not fair.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    well said champ
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Cedryk_ wrote:
    Hi Cryptic ppl,

    Based on my observations and experiments I have a few things to report:

    1. The state of balance:
    Generally, fed fleets are still underpowered. This is solely due to lack of knowledge. Fleets willing to specialize a team with specific matched skills dominate game play across the board (currently a fed team is the only one willing to do this). The difference between those using skills that exploit the game system and those who do not is staggering. Specific skills sets (kits) are causing increased tensions in the game due to so called "instant death" combos.

    2. Specific items:

    Beam Overload Critical: This has been tested and causes close to 60k damage. This kind of single hit damage renders armor and hull tanking useless for smaller ships.

    Tricobalt Torpedo (Max): This causes in the low 50k damage area. Another single hit kill for smaller ships.

    The ships most vulnerable are bird of prey due to the small hull. Using 2 or 3 armor used to build enough resistance to ride through these single hit attacks. With their increased damage, armor is useless for small ships.

    Armor: There also seems to be another problem with armor. It appears to be less effective now in general. Perhaps damage has been increased across the board. It is worth looking into, in case something happened to the resistance effect calcs.

    TSS3: Should TSS3 take down all shields? I am not sure on that one. Certainly those lucky enough to have a BO with TSS3 are set. Should everyone have access to this BO skill if it is to be this powerful? I think so.

    I see these items as worth looking into. I am not suggesting altering them, however game play would be enhanced by removing the "instant death" skills, lowering their effect OR enhancing all resistance for everyone. This would promote longer battles which are far more enjoyable. Perhaps the problem is that low power is too low and high power is too high, compressing the damage range would fix that.

    Entering battle only to be destroyed in less than the blink of an eye is frustrating, and is causing increased tension in the game.

    This needs to be addressed.

    Thanks.

    The main issues are imo the facts that you can
    a) stack abilities: E.g. one tss3 is counterable, more not. Also damagebuffs like AP:A and AP:O shouldn't stack to decrease the insane burst damage.
    b) special attacks (BO, C:RF, THY) shouldn't crit. The abilities themselves already represent a major damage increase - in case of THY3 already 4 torpedos to 1; giving this to 400% increased damage also 4 chances to crit is over the top.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I'm going to have to agree with parts of this post!

    The main thing I've noticed is that TSS3 is not only slightly, but ungodly overpowered. Why? Well before I get jumped on my the flaming troll idiots with "l2p hahah you suck", even when you pop Emergency power to shields (Which REMOVES this debuff) it comes back. Unlike with TSS2 which will immediately return my power and I keep on fighting, TSS3 is more or less an instant win. This skill needs to be "fixed" in that it won't continue to remove shields, and become more readily-available. (Perhaps as a tactical training skill of some sort?) Regardless, as it stands now, TSS3 is more or less god-mode, and it drives me crazy as I cannot afford the (currently) 20+million credits to nab one.

    But ranting on TSS3 aside, I've noticed in capture and holds, as you made light of in another thread, Cedryk, that the points are often times bugged now. This is a rather major bug that needs to be fixed, as it keeps one team from winning or "evening" out the points. (Stop losing points more or less) The bug is ruining Capture and Hold for me to some degree, and I hate that, as it is my favorite PvP type.

    Beam overload I cannot tell if its overpowered or not, as it doesnt always do incredible amounts of damage to shields, just to hulls. That said, it needs to be looked into by someone willing to make a full "report" of it.

    I rarely ground PvP so I'll leave those comments to myself as they won't be of as much weight as those who play on ground often.

    But all in all Cedryk, good post!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    EntE wrote: »
    ...even when you pop Emergency power to shields (Which REMOVES this debuff) it comes back...

    That's the problem right there...a simple misunderstanding of the concept of how the particular BO skill works. TSS (in any version) is not a specific debuff which removes shields. Each version level a has a set drain for a set amount of time based on certain skill point distributions and consoles. For example, let's say my TSS III drains for -110 shield power. When I hit you with it this drain will occur over about 3 seconds till the full -110 is achieved. This drain will last for 15 to 20 seconds depending again on certain factors.

    So how do you combat this? Certainly not by hitting Emergency Power to Shields and expecting it to "remove the debuff" but rather stacking and timing counters. First, set your shield power to 100. For most of us a power setting of 100 will actually produce anywhere from 105 to 117 shield power. That alone counters 99% of single TSS drains. If the drain is above that amount you could then hit Emergency Power to Shields which would match drain duration and you're fine.

    Two things cause shield power to drain and not return for the duration. The first is the percentage chance that TSS (any version) has to drop the subsystem in which case you'd need an Engineering Team to repair the subsystem and then begin counters. The second is stacking. If multiple versions from different ships stack different versions of TSS on you (I, II, and III) then you could see a drain in the -200 area. To counter this, set shield power to 100 (117 indicated). Wait till the drain approaches zero and hit Emergency Power to Shields. Even version I of EPtS will give you another +25 so now you're at 142 shield power. Wait for the drain to approach zero and hit a shield battery which is +75 shield power giving you a grand total of 217 shields power and you're back in business.

    Understand that a single TSS...even a fully spec'ed version III...is easily countered. Stacking from three different ships requires more effort. But if you're being focus-fired by three different ships coordinated enough to stack three different versions of TSS on you at the same time you were going to lose that fight anyway...TSS or no TSS.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I don't have the time to completely argue this as we're already running late for recording a podcast but... Emergency power to shields removes any and all shield debuffs/negative effects including TSS.

    If you look on the target (Do this in PVE as its not as hectic) that you hit with TSS, you will see that it shows a debuff on them. Thus, TSS is a debuff. I've countered TSS2 a hundred times with Emergency power to shields. It works.

    If you still don't believe me, go test it in PvP.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    EntE wrote: »
    If you still don't believe me, go test it in PvP.

    I think that's just about the funniest thing I've read all day....someone telling a member of DOB (the infamous TSS "exploiting" fleet) to go test TSS in PvP. What do you think we've been doing to players like you for months? You obviously have no idea that TSS is a tactical debuff and not removed by EPtS. There is no removing the buff...only countering the drain or repairing the subsystem. Since you have failed to display the proper knowledge of its implementation, counters, or strategic use...even though I just listed above what to do...you won't be getting it no matter how many times you're told.

    Please, for our sakes, keep playing the way you do so you can continue to get rick-rolled in PvP and eventually lose interest and leave. If you ever want an expert-level tutorial on teamplay and effective TSS use in PvP feel free to contact me in-game and we'll set up a match between DOB and 187. Oh that's right....we already issued that challenge to your fleet and since they're so money hungry we offered you $1 million credits for every win you can get against us. But of course things got real quiet after that...:rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Excuse me one second, I'm telling you to test Emergency power to Shields.

    Not TSS.

    So then, get off your high horse, and go actually test that out... because I know it works. (Except TSS3, because that is not working properly I believe.)

    Edit:

    To add validation that you are a fool, please look at this post.

    I understand all of what you said before, but I make it a habit not to use batteries because I like to think its more than possible to play this game without batteries in space. (You're going to flame me for this, why? Because you think its necessary. It's not.) Regardless, the point is simply that there ARE counters to the Target X Subsystems- Emergency power is that counter. Now then, I'm quite tired of you, your fleet's antics, and the way you treat not only me, but BigDaddy and my fleet as a whole. So please, go back to your mother's basement and stroke your e-peen. I don't feel like dealing with someone as arrogant, snobbish, and as much a prude as you.

    Thank you.

    Sincerely,
    Athos
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    EntE wrote: »
    Excuse me one second, I'm telling you to test Emergency power to Shields.

    Not TSS.

    So then, get off your high horse, and go actually test that out... because I know it works. (Except TSS3, because that is not working properly I believe.)

    That pretty much says it all right there. When DOB tests a BO or Captain power we not only test the power's effects but all possible counters so as to improve our strategy when employing it or countering it's use on us.

    EntE wrote: »
    Edit:

    To add validation that you are a fool, please look at this post.

    Sorry attempt at a personal insult. The post you cite is by Faithborn who goes onto say that an Emergency Power to X use only repairs the downed subsystem and not removing the debuff. You simply cannot comprehend there are a series of counters necessary to reverse all possible effects from this power. But your lack of comprehension and inability or willingness to learn is why you get pushed around the battlespace so much. So in trying to flame someone you end up revealing yourself as a clown...:rolleyes:
    EntE wrote: »
    I understand all of what you said before, but I make it a habit not to use batteries because I like to think its more than possible to play this game without batteries in space. (You're going to flame me for this, why? Because you think its necessary. It's not.) Regardless, the point is simply that there ARE counters to the Target X Subsystems- Emergency power is that counter. Now then, I'm quite tired of you, your fleet's antics, and the way you treat not only me, but BigDaddy and my fleet as a whole. So please, go back to your mother's basement and stroke your e-peen. I don't feel like dealing with someone as arrogant, snobbish, and as much a prude as you.

    Thank you.

    Sincerely,
    Athos

    If you are so "tired" of me and my fleet why keep attempting to make ridiculous posts, counter arguments with no merit, and generally acting like a buffoon on the forums? If we challenge your manhood so much by our very existence why not accept our in-game challenge and set a match of your 5 best players against any 5 in DOB? Why keep ducking and dodging that challenge? Why not makes us shut up? Maybe it's time to man up instead of continuing to b**** up...

    This post has been edited to remove content which violates the Cryptic Studios Forum Usage Guidelines ~Your Pal, Indigofyre....;)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Adressing issues with TSS and BO is fine.... but, can we also adress the issues with ships that are completly indestructable then ? I mean the RSP and Sci/Eng spamming aka bulk healing ? And if people say, ooh, but cruisers should tank, dine, make the escorts and BoPs/Raptors make swift deadly kills then.

    Yesterday we had 5 (!!!) ships shooting at a cruiser and it took us about 3 minutes at least before he went down.

    So adressing issues with skills is fine, just make sure it is not only the attack skills, but also the defense skills, bc right now it is A: die in a sec, or B: unable to die at all. :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    thats bit of the prob right there. if u fire on a target wich is supported, u will not down it. so if u bring down the dps of certain ships, any vessel that is being helped by friends will be nigh indestructible.

    so i believe that the op made bad suggestions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    on an idle note, the tss debuff CAN be removes. just takes tactical team.....which next to nobody uses cause of the gcd between teams. that and aside from this one use the skill blows horribly....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Ghaelon wrote:
    on an idle note, the tss debuff CAN be removes. just takes tactical team.....which next to nobody uses cause of the gcd between teams. that and aside from this one use the skill blows horribly....

    Tactical team does not remove the TSS shield drain...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    BountyXP wrote: »
    There is no removing the buff...only countering the drain or repairing the subsystem. Since you have failed to display the proper knowledge of its implementation, counters, or strategic use...even though I just listed above what to do...you won't be getting it no matter how many times you're told.

    Yeah, this is why when I'm hit with TSS I do the following:
    1. Shift to shields power immediately, this alone may get you back high enough depending on how strong the TSS was
    2. EPtS to try and raise the shields power further
    3. EPS Power Transfer to boost shields if needed
    4. Shields battery if you still have no shields after the above

    Unless you're hit with like 150+ on subsystem drain, generally the above (shift to sub-system type, pop EPtX, X battery) can get you around it. The only change I think we need to the subsystem targetting (if anything) is just to the max drain on an individual subsystem, maybe 150-200. It's a small balancing tweak and leaves the ability still counterable like we have now.

    If TSS gets hit too hard as seems to be the push on the forums, I predict the outcome will be a shift to more -resist and/or multi-subsystem disabling. Cruisers will shift to Attack Pattern Betas again (I would anyways), which allows more damage from themselves and escorts (thus worsening the spike damage), and premades may switch it so everyone is targetting a particular subsystem. So instead of having no shields, now you'll have no shields, weapons, aux, or engines.

    A good premade or PvPer will evolve around a game balance change. The VM+SNB, RSP, and FBP changes just shifted us all to the current playstyle. Change this one, and folks will find another. If someone expects changing a single power to suddenly improve PvP parity, I think that may be wishful thinking.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    vontrox wrote: »
    Adressing issues with TSS and BO is fine.... but, can we also adress the issues with ships that are completly indestructable then ? I mean the RSP and Sci/Eng spamming aka bulk healing ? And if people say, ooh, but cruisers should tank, dine, make the escorts and BoPs/Raptors make swift deadly kills then.

    Yesterday we had 5 (!!!) ships shooting at a cruiser and it took us about 3 minutes at least before he went down.

    So adressing issues with skills is fine, just make sure it is not only the attack skills, but also the defense skills, bc right now it is A: die in a sec, or B: unable to die at all. :rolleyes:

    did they have 2-3 ships healing the target? was your DPS on par with the pros (blackjack, santaclaws, ultime? too many variables
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Cedryk_ wrote:
    Hi Cryptic ppl,

    Based on my observations and experiments I have a few things to report:

    1. The state of balance:
    Generally, fed fleets are still underpowered. This is solely due to lack of knowledge. Fleets willing to specialize a team with specific matched skills dominate game play across the board (currently a fed team is the only one willing to do this). The difference between those using skills that exploit the game system and those who do not is staggering. Specific skills sets (kits) are causing increased tensions in the game due to so called "instant death" combos.

    2. Specific items:

    Beam Overload Critical: This has been tested and causes close to 60k damage. This kind of single hit damage renders armor and hull tanking useless for smaller ships.

    Tricobalt Torpedo (Max): This causes in the low 50k damage area. Another single hit kill for smaller ships.

    The ships most vulnerable are bird of prey due to the small hull. Using 2 or 3 armor used to build enough resistance to ride through these single hit attacks. With their increased damage, armor is useless for small ships.

    Armor: There also seems to be another problem with armor. It appears to be less effective now in general. Perhaps damage has been increased across the board. It is worth looking into, in case something happened to the resistance effect calcs.

    TSS3: Should TSS3 take down all shields? I am not sure on that one. Certainly those lucky enough to have a BO with TSS3 are set. Should everyone have access to this BO skill if it is to be this powerful? I think so.

    I see these items as worth looking into. I am not suggesting altering them, however game play would be enhanced by removing the "instant death" skills, lowering their effect OR enhancing all resistance for everyone. This would promote longer battles which are far more enjoyable. Perhaps the problem is that low power is too low and high power is too high, compressing the damage range would fix that.

    Entering battle only to be destroyed in less than the blink of an eye is frustrating, and is causing increased tension in the game.

    This needs to be addressed.

    Thanks.


    A majority of your post is about problems with crits, and even more specifically crit damage.
    Changing stacking or arc multipliers or base damage is not the answer nor is it the root of the problem. To fix it so it affects everyone equally who can and do step into an escort (especially since 1.1 sci/escort is 100x more deadly than tac/escort and you see more every day), you have to nerf everyones base and trainable crit severity and accuracy (which at a point adds to crit severity). This would only really be a nerf to escorts since they are the only class type that can actually rely on crits. However it would be a buff to ALL including escorts at the same time, just in a different spectrum, since it would make defense (the % modifier attached to speed/ being able to dodge) more viable.

    I would also reduce the crit severity buff on APA from what it maxes it out to now (80% which is a ton), to 40%. At the same time add a defense buff like 10%.


    With defense also being more viable it makes other skills that counter it, more viable. AKA tractor beam, targeting engines, holds, and any power drain for that matter.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    faithborn wrote:
    did they have 2-3 ships healing the target? was your DPS on par with the pros (blackjack, santaclaws, ultime? too many variables

    1 ship, no other healings, and trust me, there was nothing wrong with the DPS what so ever, i DO know how to DPS with my Raptor
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    vontrox wrote: »
    1 ship, no other healings, and trust me, there was nothing wrong with the DPS what so ever, i DO know how to DPS with my Raptor

    i honestly have to doubt the legitimacy of your claims then. 5v1 is generally a cakewalk unless the target recieves outside healing or is rsp stacking.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    vontrox wrote: »
    Adressing issues with TSS and BO is fine.... but, can we also adress the issues with ships that are completly indestructable then ? I mean the RSP and Sci/Eng spamming aka bulk healing ? And if people say, ooh, but cruisers should tank, dine, make the escorts and BoPs/Raptors make swift deadly kills then.

    Yesterday we had 5 (!!!) ships shooting at a cruiser and it took us about 3 minutes at least before he went down.

    So adressing issues with skills is fine, just make sure it is not only the attack skills, but also the defense skills, bc right now it is A: die in a sec, or B: unable to die at all. :rolleyes:

    This is why I say combat/gameplay is too ability oriented.
    For every Escort who does over-the-top dammage is a Cruiser or Science vessel that has near-godlike defenses. If the system doesn't change then this style of arms race will continue until the whole system crashes in on its self.
    Abilities should be used to enhance gameplay, not facilitate it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    BountyXP wrote: »
    That's the problem right there...a simple misunderstanding of the concept of how the particular BO skill works. TSS (in any version) is not a specific debuff which removes shields. Each version level a has a set drain for a set amount of time based on certain skill point distributions and consoles. For example, let's say my TSS III drains for -110 shield power. When I hit you with it this drain will occur over about 3 seconds till the full -110 is achieved. This drain will last for 15 to 20 seconds depending again on certain factors.

    So how do you combat this? Certainly not by hitting Emergency Power to Shields and expecting it to "remove the debuff" but rather stacking and timing counters. First, set your shield power to 100. For most of us a power setting of 100 will actually produce anywhere from 105 to 117 shield power. That alone counters 99% of single TSS drains. If the drain is above that amount you could then hit Emergency Power to Shields which would match drain duration and you're fine.

    Two things cause shield power to drain and not return for the duration. The first is the percentage chance that TSS (any version) has to drop the subsystem in which case you'd need an Engineering Team to repair the subsystem and then begin counters. The second is stacking. If multiple versions from different ships stack different versions of TSS on you (I, II, and III) then you could see a drain in the -200 area. To counter this, set shield power to 100 (117 indicated). Wait till the drain approaches zero and hit Emergency Power to Shields. Even version I of EPtS will give you another +25 so now you're at 142 shield power. Wait for the drain to approach zero and hit a shield battery which is +75 shield power giving you a grand total of 217 shields power and you're back in business.

    Understand that a single TSS...even a fully spec'ed version III...is easily countered. Stacking from three different ships requires more effort. But if you're being focus-fired by three different ships coordinated enough to stack three different versions of TSS on you at the same time you were going to lose that fight anyway...TSS or no TSS.


    Very informative, however lets be honest. When this is used against a BoP 99/100 its the 1 second death sentence. Without the aide of a Macro you would get as far as thinking about changing your power over to shields before you exploded. Not complaining as its just a part of the game, and there have been several times I have rapid fired someone to insta-death. I think the biggest issue is that there are too many ways currently in this game to insta-gib someone. Which is the frustrating part. I have personally watched escorts insta-gib a BoP coming right out of impulse when the power levels are suppose to be at their lowest.

    Its the underlying issue of the DPS in this game being extremely too high. I can see a focus fire attack of several vessels killing someone quick, but no 1 ship should be able to 1 second shot anything in this game. When you can crit someone for 20,000+ damage in one passing and take 9/10's of someone health before you can even blink. That is OP. The only real thing that is super OP in this game is the damage.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Roach wrote: »
    This is why I say combat/gameplay is too ability oriented.
    For every Escort who does over-the-top dammage is a Cruiser or Science vessel that has near-godlike defenses. If the system doesn't change then this style of arms race will continue until the whole system crashes in on its self.
    Abilities should be used to enhance gameplay, not facilitate it.

    Maybe it was just 5 sucky players fighting 1 really good cruiser? Maybe that cruiser had backup they weren't noticing? Was the cruiser running away all the time to heal up?

    Anecdotal evidence is not a good measure of a situation. I'm not trying to insult these 5 players, but seems to me like they were doing it wrong and the cruiser was doing it right.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Ipigi wrote:
    Maybe it was just 5 sucky players fighting 1 really good cruiser? Maybe that cruiser had backup they weren't noticing? Was the cruiser running away all the time to heal up?

    Anecdotal evidence is not a good measure of a situation. I'm not trying to insult these 5 players, but seems to me like they were doing it wrong and the cruiser was doing it right.

    Normally I was say it was possible, but in this situation we dominated in our BoP's and had a well orginized team going. If not for the BO/Cap powers to enhance dammage/criticals/etc, our weapons would have never punched his shields. The cruiser pilot was no novice, that was true, he knew what he was doing and played really well.
    I do think that the situation is a prime example of how too ability oriented combat is in STO.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    faithborn wrote:
    i honestly have to doubt the legitimacy of your claims then. 5v1 is generally a cakewalk unless the target recieves outside healing or is rsp stacking.

    isn't RSP stacking an issue then along with HE, SCI Team, ENG team stacking ? So why look at skills that eed to be nerfed like TSS and BO if Uber healing is being used also ? you can not kill an elefant with throwing asmall rock, but put the rock in a small canon and you kill it.... nerf the attack skills means also nerfing the insane healing. You can doubt me for my claims, i can kill a "normal" ship in flat 2 seconds, been there don it, i also die in 2 seconds, been there doen that. Shooting with 5 ships at a healing specced cruiser.....been there, seen it.

    PvP 101 STO = either you kill it really fast, or it refuses to die at all :rolleyes:
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