Seriously, this is ridiculous. Outright ridiculous. I am tired of decloaking and alpha striking a ship with ALL BUFFS RUNNING and not a god damn thing happens to it, because of some magical super buff that makes them 400% resistant to every damage type. Correct me if I'm wrong but doesn't FoMM III kill damage resistance? And since damage resistance is capped at 75%, that should mean that with FoMM III on a target, they would only have 25% damage resistance, right? So 1/4 of my 3.5k a shot Anti Proton Dual Heavy Cannons should get negated, leaving, oh I don't know, 2750 maybe? Per cannon shot? Times 3? Not including my turrets? Hello?! Do you even KNOW how to count?
I am seriously considering cancelling my subscription until this gets fixed. This is unrealistic, definitely not anywhere near canon, and NOT WORTH MY SUBSCRIPTION COST. If I'm paying for a game I should be able to play it in the ship class of my choice and enjoy the game, not suffer from these horrible imbalance issues.
And what's with BO III being the Easy Button for Escorts? Sorry guys but I'm not going to disgrace a Defiant by putting a dual beam cannon on it, and this shouldn't be such a freaking go to skill. 25k crit to one shot me? No freaking way.
Stop giving the Klingon side new ships, stop adding new player generated TRIBBLE, and FIX the game I've ALREADY BOUGHT AND PAID FOR, and am CONTINUING to pay for!
I find it ironic and hypocritical that you're flying around in a vessel that was added after launch for the Feds, and you have the gall to tell Cryptic to stop giving the KDF ships. Like they've gotten anywhere close to as many as the Feds have. Your last few lines turn a normal rant about your frustrations into the temper tantrum of a 3 year old. It doesn't do your cause any service.
Your opinion has been noted, filed in the "I don't care" folder, and summarily dismissed.
Although for the sake of argument, it matters little if I fly a Fleet Escort, Advanced Escort, or Tactical Escort Retrofit, the end result is the same. Examine the logic behind the statement and you'll note that despite you identifying it as a "tantrum," there is actually a lot of logic and intelligence in that statement. Fix what you have before you add to it. You don't put a supercharger on a car with a cracked intake manifold, it'll just make the problem worse.
Examine the logic behind the statement and you'll note that despite you identifying it as a "tantrum," there is actually a lot of logic and intelligence in that statement.
When a child is throwing a temper tantrum, or an adult is yelling and ranting about something, do you listen to the intelligence and logic behind it? No, you either ignore it or walk away. Rants, temper tantrums and outbursts don't serve your purpose, except to let off steam. Constructive criticism generally works a lot better in these circumstances. Hopefully, you'll consider this opinion before summarily dismissing it.
While I won't dismiss that particular point, I will note that it has been said by myself and a hundred other escort pilots in a clear, constructive fashion, and nothing has been done except a slight buff to our shields and hull. People need to realize this is a problem and the game is severly off balance, that's really all there is to it.
Constructive input has gotten me nowhere, and you're right, I was blowing off steam. I apologize for that. That being said, I still feel this is an issue that needs corrected expediently.
And for the record, if my child was throwing a temper tantrum I would stop and consider WHY he/she was throwing said tantrum and investigate if it was an issue that needed corrected, like say, a fever or illness, injury, hunger, etc.
Bonus defense (max of 65%) (up to 80% when you use the modulating device thing)
Shields can have an added resistance (TSS, ExtS and EMpS) give a large buff in the region of 25% depending on tier and aux)
Hull resistances which can be buffed by abilities like PH
Tac team can remove any tac debuff you can throw at it
Aceton field and AttPattDelta can debuff you!
If you want to go 1 on 1 with a cruiser in an escort then don't expect to pwn them you lack the hull and shields and only have speed and improved weapons. Sometimes you can but you have to be really good and they have to be really bad. With luck in crit I can decloak point blank range and kill a cruiser after 1 full volley, maybe 2 and they've not been so quick with their healing or they are on cooldown but I certainly don't walk up to a cruiser and sneeze on it.
Stop giving the Klingon side new ships, stop adding new player generated TRIBBLE, and FIX the game I've ALREADY BOUGHT AND PAID FOR, and am CONTINUING to pay for!
This has been said a THOUSAND TIMES: STO has multiple teams working on its staff. Pulling a starship artist to do bug work on your escort is like letting Deanna Troi pilot the Enterprise.....
Seriously, this is ridiculous. Outright ridiculous. I am tired of decloaking and alpha striking a ship with ALL BUFFS RUNNING and not a god damn thing happens to it, because of some magical super buff that makes them 400% resistant to every damage type. Correct me if I'm wrong but doesn't FoMM III kill damage resistance? And since damage resistance is capped at 75%, that should mean that with FoMM III on a target, they would only have 25% damage resistance, right? So 1/4 of my 3.5k a shot Anti Proton Dual Heavy Cannons should get negated, leaving, oh I don't know, 2750 maybe? Per cannon shot? Times 3? Not including my turrets? Hello?! Do you even KNOW how to count?
<snip>
The relationship between things that grant resistance (armor, skills: Polarize Hull, Hazard Emitters, ASIF, etc.) and things that debuff resistance (ex. Sensor Scan, Attack Pattern Beta, FoMM, etc.) only apply to hull damage. Off-hand, I don't recall the exact 'soft cap' on resistance, but it is in the neighborhood of 70-75%, factoring in the diminishing returns. Additionally, if applied resistance debuffs reduce a target's hull resistance beyond zero to negative percentages, you will actually receive bonus hull damage equal to the negative percentage of hull resistance. Hull damage is only applied as bleedthrough (5% or 10%, depending on shield type), so long as the target has an active shield facing to absorb incoming damage. This is very important, because shield resistance is NOT affected by any of the damage resistance debuffs.
Shield resistance is gained from 2 sources. First, powers (e.g. EPtS, TSS, etc.) can grant shield resistance (usually described as "Reduces damage by X% to shields for # seconds). Second, all shields grant a 'native' resistance (which really should be referred to as 'deflection', to eliminate the confusion surrounding the term 'resistance') based directly on the Shield power level (with the formula being Shield Power / 5 = +X% of resistance). Again, this damage reduction is NOT the same as the 'resistance' that is affected by any of the 'resistance' buffs or debuffs. Shield resistance is capped at 75%.
The reason that you see ships able to absorb such enormous punishment from your alpha strikes is likely that they are running skills to keep their shield resistance at the cap through the duration of your alpha strike, and keep their shields up, thereby preventing your massive debuffs from adding significantly to the damage that is applied to their hulls.
Hope that this helps clear up some confusion and frustration,
-Big Red
Seriously, this is ridiculous. Outright ridiculous. I am tired of decloaking and alpha striking a ship with ALL BUFFS RUNNING and not a god damn thing happens to it, because of some magical super buff that makes them 400% resistant to every damage type. Correct me if I'm wrong but doesn't FoMM III kill damage resistance? And since damage resistance is capped at 75%, that should mean that with FoMM III on a target, they would only have 25% damage resistance, right? So 1/4 of my 3.5k a shot Anti Proton Dual Heavy Cannons should get negated, leaving, oh I don't know, 2750 maybe? Per cannon shot? Times 3? Not including my turrets? Hello?! Do you even KNOW how to count?
I am seriously considering cancelling my subscription until this gets fixed. This is unrealistic, definitely not anywhere near canon, and NOT WORTH MY SUBSCRIPTION COST. If I'm paying for a game I should be able to play it in the ship class of my choice and enjoy the game, not suffer from these horrible imbalance issues.
And what's with BO III being the Easy Button for Escorts? Sorry guys but I'm not going to disgrace a Defiant by putting a dual beam cannon on it, and this shouldn't be such a freaking go to skill. 25k crit to one shot me? No freaking way.
Stop giving the Klingon side new ships, stop adding new player generated TRIBBLE, and FIX the game I've ALREADY BOUGHT AND PAID FOR, and am CONTINUING to pay for!
lol chill out man. i fly a tac escourt and i dont have the prob your having. you dont use your alpha on a guy who has alll his rests. up. That my friend does not make any sense. Would you punch and armored guy in the face or wait till he turns around to show you the non armored back side? in the end i hope that you will allow your self to learn how to use your bo abiltys the right way. If not give me all your credits before you leave.
TBH I think Tactical Captains are at a disadvantage in the fact that they have no way to compensate for Shield tanking. Sicence captains can simply SNB a tanked cruiser then blow them out of the sky if in an escort. Engineering Captains can tank in an escort fairly well yet the Tactical Captain can reduce Hull resists and increase DPS. A simple change to the FOMM3 would take care of this problem. Have it affect Shield resists vs Hull. I would stop the Eng/Sci captains in cruisers from being impervious to escort's Alpha strike and go a long way toward balancing the 3 classes.
I seriously don't think the problem is in the ship it's in the captain skills.
I actually have to agree with the OP's frustrations. It does seem as if the Tactical playercharacter choice is the weakest of the three ingame and needs some love to bring it back into the realm of being useful, without making it overpowered and one-shotting. Maybe some new Ensign level BO abilities would help?
Escorts themselfs are fine, just could use a little extra evasion bonus from speed, like 10% extra.
The real problem are all the different skills, to gimmicky, to strong, useless, you get the full bandwidth of possiblities.
In game it all depends on what skills the other ships crew has vs the ones you bring to the table.
After returning from a long break, this seems the same issue as people were noting back then.
IMHO target assessment consists of 2 parts 'what can you kill easily' and 'how useful is it to do that'?
Difficulty to kill:
- cruiser. Very hard - it can heal itself several different ways, and since it stays alive a long time others can also heal it.
- science. Hard - it can heal itself, and typically sticks close to cruisers within healing range, it stays alive a while others can heal it.
- escort. Easy - it has poor self-heal, has to move around a lot to bring guns to bear (often out of healing range), and since it dies quickly there is less chance of others healing it.
So when calling a target list:
1st place = escort. Vitally important for this ship to be dead, and very easy to kill it.
2nd place = science. Not easy to kill, but worth it.
3rd place = cruiser. Not particularly important to kill this, and not very easy to kill it either.
If the tactical ship were the hardest ship to kill, it would *STILL* be #1 on my target list... and it would still be focused the second it returned from respawn.
Random solutions:
- make healing more effective for escorts. Increase healing range up to (at least) 10k for all heals, give escorts a natural incoming heal boost (e.g. a tactical/escort captain ability to increase incoming healing by up to 50%).
- significantly reduce cannon spike DPS or reduce cannon spike duration.
- create a t1 tactical ability that gives a large defensive boost to escort-class vessels.
- take a look at engineering skills that self heal, and consider changing some of them to do something else.
This is unrealistic, definitely not anywhere near canon
¿¿canon?? ¿you ever wach Star Trek? In Star Trek, the crusier are the lords! Not the escorts.. escorts are just... escorts!! If you want canon, the the Galaxy and the Sovereign should be the lords of the game, you would need 5 escorst to scrach their hull.. so dont bring the canon stuff here plz.
Hoo.. and btw, i fly a Defiant escort with a tac captain.. and i have NO problem at all in Arenas or CandH.. so, ¿maybe recheck your build?
Learn to roam around in wolfpacks. I find most klingon plays do this out of habit. We see one raptor or BoP firing off his alpha strike on a cruiser, and we just focus fire on that *******. 4/5 times he'll be toast.
As an escort pilot, make friends with some science captains flying sci vessels. Then roam around in one of the deadliest duo combinations of the game. A well played sci vessel can make your target's life a living hell, and your job is to end that life as quickly as possible.
¿¿canon?? ¿you ever wach Star Trek? In Star Trek, the crusier are the lords! Not the escorts.. escorts are just... escorts!! If you want canon, the the Galaxy and the Sovereign should be the lords of the game, you would need 5 escorst to scrach their hull.. so dont bring the canon stuff here plz.
?
How's that for canon? Both the Lakota and Defiant suffered severe damage, but the Lakota was "in worse shape, and one more shot would have finished them" and that was when the Defiant was targetting the Lakota's weapon systems.
And that too? I think your idea of canon may be excluding all the episodes that the Defiant appeared in.
In my opinion most of the problems with this class in the game could be fixed by fixing the Defense stat. At full engine power + APO III + Evasive III, you should have a defense stat of 92% (No, don't call me a liar.) That means that a significant portion of a cruiser's shots should miss, but they don't which is what makes escorts vs cruisers so fail-prone. Reduce the standing accuracy that all ships have so that Evasive Maneuvers actually does its job and causes ships targetting you to miss a lot more, and you might restore some balance to the now mostly-useless class.
lol chill out man. i fly a tac escourt and i dont have the prob your having. you dont use your alpha on a guy who has alll his rests. up. That my friend does not make any sense. Would you punch and armored guy in the face or wait till he turns around to show you the non armored back side? in the end i hope that you will allow your self to learn how to use your bo abiltys the right way. If not give me all your credits before you leave.
thanks
Try flying some real matches against premades, and I think your opinion will change. You could get lucky and fly a bunch of pug matches where the enemy team is so disoriented you could get a bunch of kills and not die, but the hard reality of it is you are severely outweighed by the escort pilots who DON'T do too well and get primaried anytime they're within 12km of the battle group.
How's that for canon? Both the Lakota and Defiant suffered severe damage, but the Lakota was "in worse shape, and one more shot would have finished them" and that was when the Defiant was targetting the Lakota's weapon systems.
Of course you forgot to mention that the Lakota was only targeting the Defiant's engines in that conflict.
Plus you forgetting the Defient is a hero ship and way fanboish, just like the different Enterprises. It can do anything and survive anything by default, unless the plot calls for a different result. Basing its abilities on that will not work in a game which different ships to play against.
Plus you forgetting the Defient is a hero ship and way fanboish, just like the different Enterprises. It can do anything and survive anything by default, unless the plot calls for a different result. Basing its abilities on that will not work in a game which different ships to play against.
Yep, Defiant vs everything in the shows is an intersting variation of this,
affecting both allies and enemies alike:
things that debuff resistance (ex. Sensor Scan, Attack Pattern Beta, FoMM, etc.) only apply to hull damage.
If this is true then
a.)this is a bug and needs to get a fix asap
b.)the tooltip lies(very unlikely)
Fire on my Mark III
System Sensor Array. Fire on my Mark applies a damage resistance and stealth debuff on the enemy target.
Targets Foe 10 kilometer range
0,5 sec activate
2 min recharge
-50 All Damage resistance for 30 sec
-150 stealth strength for 30 sec
Attributes that affect this skill:
Starship Attack Vectors
Starship Combat Maneuvers
Starship Battle Strategy
As you can see it says:-50 All Damage resistance and not -50 Hull resistance(sensor scan and attack pattern beta are both -All Damage resistance too).Maybe I just cant read but I cant find the part where it says that it wont affect shields and what All means seems to be obvious.
I will write a bug report(if this is not a tooltip error this is a very serious bug).I noticed this too even though I played just a few hours since the patch(with FoM and APB up I just cant get through the odd cruisers shield sometimes,before the RSP nerf patch I never had problem with shields).
But, I do not agree that an Escort should be able to kill an enemy in the Alpha Strike...even if it still happens, specially with Klingon ships.
But ultimately people are not to blaim, people will always seek the best of this and the best of that so they can be the best at everything they touch, it is the values of the society we live in, "always try to be the best"...however what is not explained is that not everyone can be best..because you cannot be best if others are as best as you.
Anyways, ultimately, the problem is with the simplistic approach to Ship combat, it is very easy to seek to have everything the best and then expect best results too.
One shots is what shot many out of this game to begin with.
And remember it is a game the goal is not to be the best, the goal is to have fun.
a.)this is a bug and needs to get a fix asap
b.)the tooltip lies(very unlikely)
Fire on my Mark III
System Sensor Array. Fire on my Mark applies a damage resistance and stealth debuff on the enemy target.
Targets Foe 10 kilometer range
0,5 sec activate
2 min recharge
-50 All Damage resistance for 30 sec
-150 stealth strength for 30 sec
Attributes that affect this skill:
Starship Attack Vectors
Starship Combat Maneuvers
Starship Battle Strategy
As you can see it says:-50 All Damage resistance and not -50 Hull resistance(sensor scan and attack pattern beta are both -All Damage resistance too).Maybe I just cant read but I cant find the part where it says that it wont affect shields and what All means seems to be obvious.
I will write a bug report(if this is not a tooltip error this is a very serious bug).I noticed this too even though I played just a few hours since the patch(with FoM and APB up I just cant get through the odd cruisers shield sometimes,before the RSP nerf patch I never had problem with shields).
One of us is confused. I'll assume that it is you since that is what I do (although I am often wrong ).
Shields do not technically take damage in STO. Instead they are weakened and eventually gone. Only hulls and bodies take damage and thus only they can resist damage, or likewise debuff damage resistance. This makes sense to me.
Only hulls and bodies take damage and thus only they can resist damage, or likewise debuff damage resistance. This makes sense to me.
If you cant debuff shields damage resistance(because they cant take damage!) then tell me why is it possible to buff shields damage resistance?(EptS,RSF etc.).
Sorry but this makes no sense at all.I cant follow your logic.
a.)this is a bug and needs to get a fix asap
b.)the tooltip lies(very unlikely)
Fire on my Mark III
System Sensor Array. Fire on my Mark applies a damage resistance and stealth debuff on the enemy target.
Targets Foe 10 kilometer range
0,5 sec activate
2 min recharge
-50 All Damage resistance for 30 sec
-150 stealth strength for 30 sec
Attributes that affect this skill:
Starship Attack Vectors
Starship Combat Maneuvers
Starship Battle Strategy
As you can see it says:-50 All Damage resistance and not -50 Hull resistance(sensor scan and attack pattern beta are both -All Damage resistance too).Maybe I just cant read but I cant find the part where it says that it wont affect shields and what All means seems to be obvious.
I will write a bug report(if this is not a tooltip error this is a very serious bug).I noticed this too even though I played just a few hours since the patch(with FoM and APB up I just cant get through the odd cruisers shield sometimes,before the RSP nerf patch I never had problem with shields).
"Damage resistance" (All, or otherwise, ex. things such as armor consoles) is a defensive value that only applies to damage that is dealt to the Hull of a target starship. "Damage resistance" of any kind will never affect damage that is being dealt to shields, thus, powers that debuff damage resistance have no bearing on the amount of damage that you are able to apply to a target's shields when you fire upon them.
Shield 'damage reduction', on the other hand (for example, Emergency Power to Shields 1, with full affecting skills, says: "Reduces damage to Shields by 24% for 30 seconds"), is not a 'damage resistance' value, thus, is unaffected by APB, FoMM, etc. Additionally, things like Polarize Hull, Attack Pattern Delta, etc. which grant your ship "+X% All Damage Resistance" will not reduce damage dealt to your shields, it will only help to reduce damage dealt to your hull from either bleedthrough or once your facing shield collapses.
Additionally, the 'damage reduction' for shields that comes from the Shield Power level is also calculated in the same manner as powers such as EPtS, and is also not affected by 'damage resistance' debuffs.
Once the target's shield facing is down and your weapons are hitting hull (also applies to bleedthrough applied while the shield facing is still active), all of your 'damage resistance' debuffs come into play, often reducing the target's total damage resistance below 0 and actually adding additional damage to every weapon hit. This is why it can be so incredibly difficult to crack a starship's shields, but once a shield facing comes down, their hull melts away practically instantaneously.
Hopefully, this helps to clarify things for you,
-Big Red
Comments
I find it ironic and hypocritical that you're flying around in a vessel that was added after launch for the Feds, and you have the gall to tell Cryptic to stop giving the KDF ships. Like they've gotten anywhere close to as many as the Feds have. Your last few lines turn a normal rant about your frustrations into the temper tantrum of a 3 year old. It doesn't do your cause any service.
Although for the sake of argument, it matters little if I fly a Fleet Escort, Advanced Escort, or Tactical Escort Retrofit, the end result is the same. Examine the logic behind the statement and you'll note that despite you identifying it as a "tantrum," there is actually a lot of logic and intelligence in that statement. Fix what you have before you add to it. You don't put a supercharger on a car with a cracked intake manifold, it'll just make the problem worse.
When a child is throwing a temper tantrum, or an adult is yelling and ranting about something, do you listen to the intelligence and logic behind it? No, you either ignore it or walk away. Rants, temper tantrums and outbursts don't serve your purpose, except to let off steam. Constructive criticism generally works a lot better in these circumstances. Hopefully, you'll consider this opinion before summarily dismissing it.
Constructive input has gotten me nowhere, and you're right, I was blowing off steam. I apologize for that. That being said, I still feel this is an issue that needs corrected expediently.
And for the record, if my child was throwing a temper tantrum I would stop and consider WHY he/she was throwing said tantrum and investigate if it was an issue that needed corrected, like say, a fever or illness, injury, hunger, etc.
Shields can have an added resistance (TSS, ExtS and EMpS) give a large buff in the region of 25% depending on tier and aux)
Hull resistances which can be buffed by abilities like PH
Tac team can remove any tac debuff you can throw at it
Aceton field and AttPattDelta can debuff you!
If you want to go 1 on 1 with a cruiser in an escort then don't expect to pwn them you lack the hull and shields and only have speed and improved weapons. Sometimes you can but you have to be really good and they have to be really bad. With luck in crit I can decloak point blank range and kill a cruiser after 1 full volley, maybe 2 and they've not been so quick with their healing or they are on cooldown but I certainly don't walk up to a cruiser and sneeze on it.
This has been said a THOUSAND TIMES: STO has multiple teams working on its staff. Pulling a starship artist to do bug work on your escort is like letting Deanna Troi pilot the Enterprise.....
Troi Wrecks the Enterprise-D
Troi Wrecks the Enterprise-E
The relationship between things that grant resistance (armor, skills: Polarize Hull, Hazard Emitters, ASIF, etc.) and things that debuff resistance (ex. Sensor Scan, Attack Pattern Beta, FoMM, etc.) only apply to hull damage. Off-hand, I don't recall the exact 'soft cap' on resistance, but it is in the neighborhood of 70-75%, factoring in the diminishing returns. Additionally, if applied resistance debuffs reduce a target's hull resistance beyond zero to negative percentages, you will actually receive bonus hull damage equal to the negative percentage of hull resistance. Hull damage is only applied as bleedthrough (5% or 10%, depending on shield type), so long as the target has an active shield facing to absorb incoming damage. This is very important, because shield resistance is NOT affected by any of the damage resistance debuffs.
Shield resistance is gained from 2 sources. First, powers (e.g. EPtS, TSS, etc.) can grant shield resistance (usually described as "Reduces damage by X% to shields for # seconds). Second, all shields grant a 'native' resistance (which really should be referred to as 'deflection', to eliminate the confusion surrounding the term 'resistance') based directly on the Shield power level (with the formula being Shield Power / 5 = +X% of resistance). Again, this damage reduction is NOT the same as the 'resistance' that is affected by any of the 'resistance' buffs or debuffs. Shield resistance is capped at 75%.
The reason that you see ships able to absorb such enormous punishment from your alpha strikes is likely that they are running skills to keep their shield resistance at the cap through the duration of your alpha strike, and keep their shields up, thereby preventing your massive debuffs from adding significantly to the damage that is applied to their hulls.
Hope that this helps clear up some confusion and frustration,
-Big Red
lol chill out man. i fly a tac escourt and i dont have the prob your having. you dont use your alpha on a guy who has alll his rests. up. That my friend does not make any sense. Would you punch and armored guy in the face or wait till he turns around to show you the non armored back side? in the end i hope that you will allow your self to learn how to use your bo abiltys the right way. If not give me all your credits before you leave.
thanks
I seriously don't think the problem is in the ship it's in the captain skills.
Leave the new KDF vessel alone though.
The real problem are all the different skills, to gimmicky, to strong, useless, you get the full bandwidth of possiblities.
In game it all depends on what skills the other ships crew has vs the ones you bring to the table.
IMHO target assessment consists of 2 parts 'what can you kill easily' and 'how useful is it to do that'?
Difficulty to kill:
- cruiser. Very hard - it can heal itself several different ways, and since it stays alive a long time others can also heal it.
- science. Hard - it can heal itself, and typically sticks close to cruisers within healing range, it stays alive a while others can heal it.
- escort. Easy - it has poor self-heal, has to move around a lot to bring guns to bear (often out of healing range), and since it dies quickly there is less chance of others healing it.
Importance to kill:
- cruiser. Damage threat = medium/low, debuff/cc threat = very low, external heal-over-time = high, external anti-spike heal = low. Priority = low.
- science. Damage threat = medium/low, debuff/cc threat = high, external anti-spike heal = high. Priority = medium.
- escort. Spike/kill damage threat = stupidly high. Priority = higher than mount everest.
So when calling a target list:
1st place = escort. Vitally important for this ship to be dead, and very easy to kill it.
2nd place = science. Not easy to kill, but worth it.
3rd place = cruiser. Not particularly important to kill this, and not very easy to kill it either.
If the tactical ship were the hardest ship to kill, it would *STILL* be #1 on my target list... and it would still be focused the second it returned from respawn.
Random solutions:
- make healing more effective for escorts. Increase healing range up to (at least) 10k for all heals, give escorts a natural incoming heal boost (e.g. a tactical/escort captain ability to increase incoming healing by up to 50%).
- significantly reduce cannon spike DPS or reduce cannon spike duration.
- create a t1 tactical ability that gives a large defensive boost to escort-class vessels.
- take a look at engineering skills that self heal, and consider changing some of them to do something else.
That's my opinion anyway
¿¿canon?? ¿you ever wach Star Trek? In Star Trek, the crusier are the lords! Not the escorts.. escorts are just... escorts!! If you want canon, the the Galaxy and the Sovereign should be the lords of the game, you would need 5 escorst to scrach their hull.. so dont bring the canon stuff here plz.
Hoo.. and btw, i fly a Defiant escort with a tac captain.. and i have NO problem at all in Arenas or CandH.. so, ¿maybe recheck your build?
As an escort pilot, make friends with some science captains flying sci vessels. Then roam around in one of the deadliest duo combinations of the game. A well played sci vessel can make your target's life a living hell, and your job is to end that life as quickly as possible.
Lakota vs Defiant
How's that for canon? Both the Lakota and Defiant suffered severe damage, but the Lakota was "in worse shape, and one more shot would have finished them" and that was when the Defiant was targetting the Lakota's weapon systems.
Defiant vs Negh'Var, and others
And that too? I think your idea of canon may be excluding all the episodes that the Defiant appeared in.
In my opinion most of the problems with this class in the game could be fixed by fixing the Defense stat. At full engine power + APO III + Evasive III, you should have a defense stat of 92% (No, don't call me a liar.) That means that a significant portion of a cruiser's shots should miss, but they don't which is what makes escorts vs cruisers so fail-prone. Reduce the standing accuracy that all ships have so that Evasive Maneuvers actually does its job and causes ships targetting you to miss a lot more, and you might restore some balance to the now mostly-useless class.
Try flying some real matches against premades, and I think your opinion will change. You could get lucky and fly a bunch of pug matches where the enemy team is so disoriented you could get a bunch of kills and not die, but the hard reality of it is you are severely outweighed by the escort pilots who DON'T do too well and get primaried anytime they're within 12km of the battle group.
Yep, Defiant vs everything in the shows is an intersting variation of this,
affecting both allies and enemies alike:
http://en.wikipedia.org/wiki/Stormtrooper_effect
My escorts work fine. You must have gotten a defective one. :rolleyes:
If this is true then
a.)this is a bug and needs to get a fix asap
b.)the tooltip lies(very unlikely)
Fire on my Mark III
System Sensor Array. Fire on my Mark applies a damage resistance and stealth debuff on the enemy target.
Targets Foe 10 kilometer range
0,5 sec activate
2 min recharge
-50 All Damage resistance for 30 sec
-150 stealth strength for 30 sec
Attributes that affect this skill:
Starship Attack Vectors
Starship Combat Maneuvers
Starship Battle Strategy
As you can see it says:-50 All Damage resistance and not -50 Hull resistance(sensor scan and attack pattern beta are both -All Damage resistance too).Maybe I just cant read but I cant find the part where it says that it wont affect shields and what All means seems to be obvious.
I will write a bug report(if this is not a tooltip error this is a very serious bug).I noticed this too even though I played just a few hours since the patch(with FoM and APB up I just cant get through the odd cruisers shield sometimes,before the RSP nerf patch I never had problem with shields).
Most cruisers= designed for exploration, armed and equipped accordingly.
Do the math, its not that hard to see.
It's not hard to do.
But, I do not agree that an Escort should be able to kill an enemy in the Alpha Strike...even if it still happens, specially with Klingon ships.
But ultimately people are not to blaim, people will always seek the best of this and the best of that so they can be the best at everything they touch, it is the values of the society we live in, "always try to be the best"...however what is not explained is that not everyone can be best..because you cannot be best if others are as best as you.
Anyways, ultimately, the problem is with the simplistic approach to Ship combat, it is very easy to seek to have everything the best and then expect best results too.
One shots is what shot many out of this game to begin with.
And remember it is a game the goal is not to be the best, the goal is to have fun.
One of us is confused. I'll assume that it is you since that is what I do (although I am often wrong
Shields do not technically take damage in STO. Instead they are weakened and eventually gone. Only hulls and bodies take damage and thus only they can resist damage, or likewise debuff damage resistance. This makes sense to me.
If you cant debuff shields damage resistance(because they cant take damage!) then tell me why is it possible to buff shields damage resistance?(EptS,RSF etc.).
Sorry but this makes no sense at all.I cant follow your logic.
"Damage resistance" (All, or otherwise, ex. things such as armor consoles) is a defensive value that only applies to damage that is dealt to the Hull of a target starship. "Damage resistance" of any kind will never affect damage that is being dealt to shields, thus, powers that debuff damage resistance have no bearing on the amount of damage that you are able to apply to a target's shields when you fire upon them.
Shield 'damage reduction', on the other hand (for example, Emergency Power to Shields 1, with full affecting skills, says: "Reduces damage to Shields by 24% for 30 seconds"), is not a 'damage resistance' value, thus, is unaffected by APB, FoMM, etc. Additionally, things like Polarize Hull, Attack Pattern Delta, etc. which grant your ship "+X% All Damage Resistance" will not reduce damage dealt to your shields, it will only help to reduce damage dealt to your hull from either bleedthrough or once your facing shield collapses.
Additionally, the 'damage reduction' for shields that comes from the Shield Power level is also calculated in the same manner as powers such as EPtS, and is also not affected by 'damage resistance' debuffs.
Once the target's shield facing is down and your weapons are hitting hull (also applies to bleedthrough applied while the shield facing is still active), all of your 'damage resistance' debuffs come into play, often reducing the target's total damage resistance below 0 and actually adding additional damage to every weapon hit. This is why it can be so incredibly difficult to crack a starship's shields, but once a shield facing comes down, their hull melts away practically instantaneously.
Hopefully, this helps to clarify things for you,
-Big Red