Until something is done to empower Federation ships in PvP, I won't be doing it.
A KDF ship at -4 levels can wipe my science vessel. No amount of scanner blocking makes any difference. I watch my shields, then my hull, melt like butter in an open fire.
Is this due to the recent nerf on Science vessels?
And there has been no nerf to sci ships in months... There was a recent overall balance thing a few days ago, if that is what you're thinking of?
In any case, the most common reason for Feds loosing PvP is lack of teamplay, and too many Escorts captains who have made poor choices when they choose ships...
A -4 Klingon ship being able to wipe your Science ship does not, in itself, indicate that the Klingon ship is overpowered, it could also indicate that your ship is not setup correctly.
A well setup science ship is a tough nut to crack, and if it is piloted by a science captain that knows what he is doing becomes a real nightmare to deal with.
I am a RA5 Tactical Officer in The United Federation of Planets, with the changes that were implemented in Season patch 1.2 I have seen the amount of Federation wins against Klingons increase exponentially. Based upon my observation, and other individuals I have spoken to, many matches end very closely now with some Capture and Hold matches ending within 100 point of each other. This is a good balance; gone are the days of complete blowouts. If you are having trouble in PvP the problems lies with you not working with a team. Team up with others and communicate; the Klingons can be beat it just takes a team effort.
In any case, the most common reason for Feds loosing PvP is lack of teamplay
This is bollox. I notice no difference in the teamplay when I am playing with my klingon characters as opposed to when I am playing with my federation ones.
However the klingons do have a mechanism for mitigating poor teamplay.
Until something is done to empower Federation ships in PvP, I won't be doing it.
A KDF ship at -4 levels can wipe my science vessel. No amount of scanner blocking makes any difference. I watch my shields, then my hull, melt like butter in an open fire.
Is this due to the recent nerf on Science vessels?
Nope, not due to any nerf on science vessels.
But scanner blocking isn't really going to save you from dying in PVP. So you might want to add some other tricks up your sleeve.
Cannot say 1v1, but this weekend, playing fed cruiser RA5, it was a rarity that we lost. Now granted it could be because of my uber skills turning the tides of war, as being a strong possiblity.
I had nothing but fun PvPing this weekend, didnt even do 1 single B'Tran mission, all PvP'in for me.
Is this due to the recent nerf on Science vessels?
They weren't nerfed at all. They actually had their strength increased but only if you set you pwoers levels to above 75 in Aux.
Most players didn't bother to read the notes or even test this out on tribble (long before the release notes were issued).
If you have 75 total Aux, you should have the same level of power output as pre-1.2.
If you have great,, you should be even more power. Someone said that 110 Aux (do-able with setting it to 100 and the innate +10 Aux boost to science vessels) grants 95% resistance using dampening field. :eek::eek::eek:
Let me add that this was in a 5X5 arena where the KDF won 15-1.
That funny because yesterday when i played klingon we lost 15-1 to the feds.
Let me guess this was your first time playing pvp in this game and you are used to playing
against pve ships ?
A -4 Klingon ship being able to wipe your Science ship does not, in itself, indicate that the Klingon ship is overpowered, it could also indicate that your ship is not setup correctly.
A well setup science ship is a tough nut to crack, and if it is piloted by a science captain that knows what he is doing becomes a real nightmare to deal with.
What Blenda said... some Science ships are easy to kill as a Klingon Captain, thats until you come across someone that knows what they are doing in their Science ship...
This is bollox. I notice no difference in the teamplay when I am playing with my klingon characters as opposed to when I am playing with my federation ones.
However the klingons do have a mechanism for mitigating poor teamplay.
I notice a Massive difference, quite alot of matches have Feds flying into Klingons 1 at a time.... and alot of Feds do not use teamwork, they all go off and do their own thing instead of sticking together and working as a team....
90% of Klingons will use teamwork and will back each other up even without a party invite.... we work well as Wolf Packs
That funny because yesterday when i played klingon we lost 15-1 to the feds.
Let me guess this was your first time playing pvp in this game and you are used to playing
against pve ships ?
We Klingons have the major advantage... Federation PvE do soften up the newbie Federation players and make them weak in PvP... in the mean time we are forced to Learn PvP from the start
I notice a Massive difference, quite alot of matches have Feds flying into Klingons 1 at a time....
The Klingons that I play with do that all the time too. Except that when they see that it would be suicide to engage they don't. Instead we regroup and attack as a team again.
This risk free reconnaissance and hassle free regrouping are not available to Federation players.
Someone said that 110 Aux (do-able with setting it to 100 and the innate +10 Aux boost to science vessels) grants 95% resistance using dampening field. :eek::eek::eek:
My mind's eye pictures me face-palming into my desk every time I read a comment like this.
Yes, the ability description may indicate a 95% resistance buff, but in reality diminishing returns makes it very difficult to get very far above 50% resistance. With no resistances, a 95% resistance buff comes out to 44% resistance.
Realistically, between passives and a single console, most people are probably already coasting around 20% resistance. Another 95% on top of that only amounts to an extra 28% on top of that for a disappointing total of 48% resistance. Let's toss yet *another* 95% resistance on top of that from other abilities the player might have running. Now our total bumps up another 10% for a not-so-grand total of 58% resistance (with 210% resistance buffs).
I'm sure you're aware of all of this. But when you comment on resistances like you just did, you make it sound like a 95% resistance buff makes you nearly invulnerable, when the reality is far from that. Either that, or really big, yet meaningless numbers make your eye's triple pop.
I am a RA5 Tactical Officer in The United Federation of Planets, with the changes that were implemented in Season patch 1.2 I have seen the amount of Federation wins against Klingons increase exponentially. Based upon my observation, and other individuals I have spoken to, many matches end very closely now with some Capture and Hold matches ending within 100 point of each other. This is a good balance; gone are the days of complete blowouts. If you are having trouble in PvP the problems lies with you not working with a team. Team up with others and communicate; the Klingons can be beat it just takes a team effort.
Capture and Hold is a joke... they should rename it to team deathmatch...
In 90% of the cases (doesn'T matter if it is FvK or FvF) people give a **** about capturing and just mindless fight till points run out.
They need to change the mechanics so that capturing is rewarded, definding a cap is rewarded and that winning is actually rewarded, cause tight now its pointless if you win or loose...
The Klingons that I play with do that all the time too. Except that when they see that it would be suicide to engage they don't. Instead we regroup and attack as a team again.
This risk free reconnaissance and hassle free regrouping are not available to Federation players.
Thats why you should stick to the team at all times. form a unit work out a battle plan and you might start seeing your wins increase( as a Starfleet Officer). At some point in time you are going to have to start thinking tactically if you want to win. You know Klingons can cloak so stay in groups. Adapt and survive, or ignore and die.
Capture and Hold is a joke... they should rename it to team deathmatch...
In 90% of the cases (doesn'T matter if it is FvK or FvF) people give a **** about capturing and just mindless fight till points run out.
I think a large part of the problem is that the map is too small for the speed at which we can travel. It promotes groups circling around in packs, and the response to this is to have your group travel in a pack as well. Then the two packs collide and get caught up in an endless deathmatch (usually while one player slips away and captures a majority of the locations unchallenged).
A larger map with more spread out locations would encourage teams to leave a couple of vessels at each point, each taking responsibility for a single objective since travel time becomes too significant to be worth moving around much. Shouldn't this be the point of Capture and Hold? There are plenty of maps that encourage entire groups to throw themselves at one another. C&H maps should be about smaller scale battles (2 on 2 or 3 on 3 at each location).
in CP had my TRIBBLE handed to me by a grp from the 23rd i think, they appeared to be doing ok, tho i was chain rammed, dammit i want wing mirrors. If that federation group and the 182nd and others can do it it shows it can be done. How about you put in some practice at team work and start improving your team play. The days of the lone wolf pugger are almost over, yes you can still catch someone like you to blow up from time to time, or catch someone who just happens to have used all the defence skills they have but not likely.
If you want to run solo or random group where you might as well be solo stick to salvage, otherwise you are more and more likely to run into better groups and you will be soundly beat.
Until something is done to empower Federation ships in PvP, I won't be doing it.
A KDF ship at -4 levels can wipe my science vessel. No amount of scanner blocking makes any difference. I watch my shields, then my hull, melt like butter in an open fire.
Is this due to the recent nerf on Science vessels?
The -4 levels doesn't necessarily make a difference.
How the ship is geared out does make a difference, and you can assume that someone at the bottom of a tier is likely to have the same gear they had at the top of the last tier, but between PvP rewards and bargain-hunting at the exchange it's easy enough to correct the worst deficiencies by the time you're like 3 ranks into the level. I think I was in mostly green Mk X equipment before I made RA 2.
Once the ship gear is the same, the difference in levels isn't very important at all. You have a couple more captain skills -- big deal.
When I first started PvPing It bothered me going into a tier at the lowest ranks. Now I mostly don't see a difference as long as my weapons and shields are of the appropriate level, and I almost always have enough cash to fill in the gaps with common items from the exchange.
When did they change it so that the feds now respawn beside their group?
I do not know where you got that idea from. I was speaking of staying as a team so you do not die as often . Obviously when you die you start at the predesignated respawn point, but once you respawn you should regroup with your team.
Obviously when you die you start at the predesignated respawn point
Which means that as a fed you are on your own, a nice juicy target for any passing cloaked Klingon. Or you press the full impulse button and hope that when you get to where your team was it has not been eliminated. Because then you will arrive, with no power in your weapons and shields, completely visible to all the klingons in the area. Nicely gift wrapped to be their next victim.
But as a Klingon, you press your cloak button, and rejoin your team without have to worry about any pesky federation player getting in your way.
I have to admit that playing my BoP over the past few days I've been rolled repeatedly by Fed teams. At the very least more of the matches have been closer than ever. There is a huge increase in the number of Cruisers and especially Science ships who have the skills and abilities to mitigate or take loads of damage without popping. It's almost frustrating how tough one of these ships can be to a lil ol BoP. You have to learn a whole different style of play if you want to hang with some of the other players out there.
At any rate, retreating from PVP is a sure fire way to never get better at it.
I do not know where you got that idea from. I was speaking of staying as a team so you do not die as often . Obviously when you die you start at the predesignated respawn point, but once you respawn you should regroup with your team.
Your post was clear. Looks like someone was just trying to be clever.
I'm only a commander to be sure but my 'lil ol BoP' can't be killed by a cruiser or science ship one on one since the patch.. course I have the same problem with not being able to kill them either because I'm built for support. Makes for a tedious fight till a friend on either side shows up.
Until something is done to empower Federation ships in PvP, I won't be doing it.
A KDF ship at -4 levels can wipe my science vessel. No amount of scanner blocking makes any difference. I watch my shields, then my hull, melt like butter in an open fire.
Is this due to the recent nerf on Science vessels?
As others have mentioned already read the patch notes and regigger your build. Then look at your aux power levels and respec if you need too.
As a Klink BOP driver I can tell instanly if you have re tooled and used a respec... if you have I have to take 2 runs... if you havn't one. (Just kidden really play with your build and get better... it is allot of fun if you can get through the learning process)
Qapla'
A well equipped T5 Escort can stil 2 salvo pop a ship with 9k shields and 40k of hull...we are talking about 1.5 secs from first impact to sucking vacuum.
Honestly, Cannon Rapid Fire III and HYT III are just excessive.
A well equipped T5 Escort can stil 2 salvo pop a ship with 9k shields and 40k of hull...we are talking about 1.5 secs from first impact to sucking vacuum.
Honestly, Cannon Rapid Fire III and HYT III are just excessive.
Never mind Rapid fire.. the new scatter can do the same to multiple targets... and it removes silly mines and tri cobalt stuff.
Comments
And there has been no nerf to sci ships in months... There was a recent overall balance thing a few days ago, if that is what you're thinking of?
In any case, the most common reason for Feds loosing PvP is lack of teamplay, and too many Escorts captains who have made poor choices when they choose ships...
A well setup science ship is a tough nut to crack, and if it is piloted by a science captain that knows what he is doing becomes a real nightmare to deal with.
However the klingons do have a mechanism for mitigating poor teamplay.
Nope, not due to any nerf on science vessels.
But scanner blocking isn't really going to save you from dying in PVP. So you might want to add some other tricks up your sleeve.
I had nothing but fun PvPing this weekend, didnt even do 1 single B'Tran mission, all PvP'in for me.
Most players didn't bother to read the notes or even test this out on tribble (long before the release notes were issued).
If you have 75 total Aux, you should have the same level of power output as pre-1.2.
If you have great,, you should be even more power. Someone said that 110 Aux (do-able with setting it to 100 and the innate +10 Aux boost to science vessels) grants 95% resistance using dampening field. :eek::eek::eek:
That funny because yesterday when i played klingon we lost 15-1 to the feds.
Let me guess this was your first time playing pvp in this game and you are used to playing
against pve ships ?
What Blenda said... some Science ships are easy to kill as a Klingon Captain, thats until you come across someone that knows what they are doing in their Science ship...
I notice a Massive difference, quite alot of matches have Feds flying into Klingons 1 at a time.... and alot of Feds do not use teamwork, they all go off and do their own thing instead of sticking together and working as a team....
90% of Klingons will use teamwork and will back each other up even without a party invite.... we work well as Wolf Packs
We Klingons have the major advantage... Federation PvE do soften up the newbie Federation players and make them weak in PvP... in the mean time we are forced to Learn PvP from the start
The Klingons that I play with do that all the time too. Except that when they see that it would be suicide to engage they don't. Instead we regroup and attack as a team again.
This risk free reconnaissance and hassle free regrouping are not available to Federation players.
My mind's eye pictures me face-palming into my desk every time I read a comment like this.
Yes, the ability description may indicate a 95% resistance buff, but in reality diminishing returns makes it very difficult to get very far above 50% resistance. With no resistances, a 95% resistance buff comes out to 44% resistance.
Realistically, between passives and a single console, most people are probably already coasting around 20% resistance. Another 95% on top of that only amounts to an extra 28% on top of that for a disappointing total of 48% resistance. Let's toss yet *another* 95% resistance on top of that from other abilities the player might have running. Now our total bumps up another 10% for a not-so-grand total of 58% resistance (with 210% resistance buffs).
I'm sure you're aware of all of this. But when you comment on resistances like you just did, you make it sound like a 95% resistance buff makes you nearly invulnerable, when the reality is far from that. Either that, or really big, yet meaningless numbers make your eye's triple pop.
Capture and Hold is a joke... they should rename it to team deathmatch...
In 90% of the cases (doesn'T matter if it is FvK or FvF) people give a **** about capturing and just mindless fight till points run out.
They need to change the mechanics so that capturing is rewarded, definding a cap is rewarded and that winning is actually rewarded, cause tight now its pointless if you win or loose...
Thats why you should stick to the team at all times. form a unit work out a battle plan and you might start seeing your wins increase( as a Starfleet Officer). At some point in time you are going to have to start thinking tactically if you want to win. You know Klingons can cloak so stay in groups. Adapt and survive, or ignore and die.
This is a great thread to help Feds new to PvP http://forums.startrekonline.com/showthread.php?t=115814
I think a large part of the problem is that the map is too small for the speed at which we can travel. It promotes groups circling around in packs, and the response to this is to have your group travel in a pack as well. Then the two packs collide and get caught up in an endless deathmatch (usually while one player slips away and captures a majority of the locations unchallenged).
A larger map with more spread out locations would encourage teams to leave a couple of vessels at each point, each taking responsibility for a single objective since travel time becomes too significant to be worth moving around much. Shouldn't this be the point of Capture and Hold? There are plenty of maps that encourage entire groups to throw themselves at one another. C&H maps should be about smaller scale battles (2 on 2 or 3 on 3 at each location).
If you want to run solo or random group where you might as well be solo stick to salvage, otherwise you are more and more likely to run into better groups and you will be soundly beat.
How the ship is geared out does make a difference, and you can assume that someone at the bottom of a tier is likely to have the same gear they had at the top of the last tier, but between PvP rewards and bargain-hunting at the exchange it's easy enough to correct the worst deficiencies by the time you're like 3 ranks into the level. I think I was in mostly green Mk X equipment before I made RA 2.
Once the ship gear is the same, the difference in levels isn't very important at all. You have a couple more captain skills -- big deal.
When I first started PvPing It bothered me going into a tier at the lowest ranks. Now I mostly don't see a difference as long as my weapons and shields are of the appropriate level, and I almost always have enough cash to fill in the gaps with common items from the exchange.
I do not know where you got that idea from. I was speaking of staying as a team so you do not die as often . Obviously when you die you start at the predesignated respawn point, but once you respawn you should regroup with your team.
Giving it to them is a lot of fun. Being on the receiving end.. not so much.
Which means that as a fed you are on your own, a nice juicy target for any passing cloaked Klingon. Or you press the full impulse button and hope that when you get to where your team was it has not been eliminated. Because then you will arrive, with no power in your weapons and shields, completely visible to all the klingons in the area. Nicely gift wrapped to be their next victim.
But as a Klingon, you press your cloak button, and rejoin your team without have to worry about any pesky federation player getting in your way.
At any rate, retreating from PVP is a sure fire way to never get better at it.
Your post was clear. Looks like someone was just trying to be clever.
As others have mentioned already read the patch notes and regigger your build. Then look at your aux power levels and respec if you need too.
As a Klink BOP driver I can tell instanly if you have re tooled and used a respec... if you have I have to take 2 runs... if you havn't one.
Qapla'
Honestly, Cannon Rapid Fire III and HYT III are just excessive.
Never mind Rapid fire.. the new scatter can do the same to multiple targets... and it removes silly mines and tri cobalt stuff.