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I have to know...

omegasciferomegascifer Member Posts: 0 Arc User
edited June 2012 in PvP Gameplay
Hey guys I have very little information but I am looking for expert opinions on how this was done.

I just ran in a Capture and hold match with a PUG, now i know we were up against a Pre Made Team just by watching the co-ordination and team play, so no surprise we got slaughtered lol. But there was two things that got may attention.

The first was I caught a lone Defiant, we went head to head for a while and I couldn't get threw his shields, but then after a bit two other teammates joined this fight so it was one Defiant against me in a T5 Akria, a Deep Space Sci, and an MVAE. But again all three of us could not get threw his shields that battle took like 2 mins.

The second was at the end, one player had 800,000 Damage and 600,000 Healing. I dunno what he was flying. I know the individually the numbers that player put out are not unheard of but I have never seen BOTH that high.

So how can a Defiant be that resilient to tank three people, and are numbers like that normal for high end players?

Now I will say I do know allot of my teammates had low damage, I myself was not threw the roof but still ok at 300,000 in that match. I do not think I am a top end PVPer by any means but I can hold my own very well, but these too things really struck me.

I am not one you yell HACKS!! I just want to know how to do these things.

Any thoughts?
Post edited by omegascifer on

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    sonicshowersonicshower Member Posts: 216 Arc User
    edited June 2012
    were you watching his buffs? That usually is a good indicator of what he is using for resists
    sh2sxc7.gif
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    omegasciferomegascifer Member Posts: 0 Arc User
    edited June 2012
    Unfortunately I was not, I try to watch the ship and see what he fires off from the FXs. I do know RSP was NOT triggered.
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    sollvaxsollvax Member Posts: 4 Arc User
    edited June 2012
    Was his ship tagged with a well know fleet name in which case he probably was running one of the exploits

    The defiant isn't that tough without either an exploit running (or more than one)
    or a couple of healers fixing him all the time

    I spent ages the other day trying to kill a ground PVP opponent who had slipped INTO a wall and was spawning turrets and waiting for us to die
    Live long and Prosper
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    sonicshowersonicshower Member Posts: 216 Arc User
    edited June 2012
    I dont think this thread warrants speculation at this time as far as exploits are concerned if were going to help this person learn about why he was having such a hard time taking out an escort. Accusing someone of exploits or hacking and then being satisfied with that conclusion will not make anyone a better player. Next time open a dialogue with that player after the match and pick his brain for a few moments. Also watch their buffs during combat you can learn alot about a players build and their habits
    sh2sxc7.gif
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    omegasciferomegascifer Member Posts: 0 Arc User
    edited June 2012
    It was just some generic fleet something like Shadow Force or something like that.

    I hate to think it was a hack :( I wanna believe it was skill


    Edit: @Sonicshower
    Ya I would like too but the end game always kicks you out too fast, my first look is always at all the end game reports. And try to judge myself in comparison to the others and see where I am lacking stats wise.

    Hopefully who ever takes over the PVP overhaul will allow up to keep access to that longer or leave when we choose to.
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    sonicshowersonicshower Member Posts: 216 Arc User
    edited June 2012
    Shield healing and tanking isnt hard to do these days. Its easy to augment shield heals with duty officers tac team, high shield power and stf gear sets (borg set comes to mind) Next time keep and eye on that players buffs and watch what powers they are using. Wait for their cool downs before you start wasting ammo so to speak.
    sh2sxc7.gif
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    piwright42piwright42 Member Posts: 0 Arc User
    edited June 2012
    sollvax wrote: »
    Was his ship tagged with a well know fleet name in which case he probably was running one of the exploits

    The defiant isn't that tough without either an exploit running (or more than one)
    or a couple of healers fixing him all the time

    I spent ages the other day trying to kill a ground PVP opponent who had slipped INTO a wall and was spawning turrets and waiting for us to die

    A couple of Tac teams two EP2S and a TSS, could go a long way to giving that impression. Tac teams are redistribute shields on steroids, the EP2S will give a small instant heal and more importantly harden shields and the TSS will heal shields over time. Now keybind the two EP2Ss and Redistribute Shields to your space bar. No reason to bring Voldemort into this. Again quit reading tea leaves.

    Edited to add: Like Sonicshower said DOFFs can factor in as well. Get three purple Shield Distribution DOFFs and occasionally when you hit Brace for Impact you get a shield regen that makes the Borg kit's look anemic.

    Oh and try the Borg kit to optimise how often your DOFF shield regen procs.
    If you are a pickle in a pickle jar you know every pickle's different, sort of, but really they're all just pickles...
    They taste the same.
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    talzerotwotalzerotwo Member Posts: 0 Arc User
    edited June 2012
    Well what I like to do on an escort or ship that's not my oddy cruiser in cap n hold is to go on the defensive (chaining EPTS and full power to engines). What this does is effectively occupy 1-3 or more of the opposing team while my team caps because they think im an easy target. Any shield healing imo contributes greatly to your heal score. Def not hax, and I dont use escorts often, but it is something I have done in the past :).

    on a side note, i have maybe 1 team heal on my negvhar, the rest are just EPTS3 and whatnot. I typically 'outheal' everyone on my team even though im not totally specced out to heal, it's just the way the scoring works :). Hope this clarifies.
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    thishorizonthishorizon Member Posts: 1,158
    edited June 2012
    it is very easy for me in my defiant to top a million damage and 700,000 in healing in a 30-40 minute long cap and hold.

    i will also regularly top 700,000 damage and 500,000 healing in a 15-20 minute arena match

    high damage numbers come from timing and stacking your tac buffs on the right target, like when his tac team goes on cooldown and after his rsp or whatever...

    and healing numbers can be greatly skewed by the brace for impact shields distribution doffs.

    and if you think those numbers are high, then you will never want to run into MT or Aytanhi.

    have fun kill bad guys

    horizon
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    omegasciferomegascifer Member Posts: 0 Arc User
    edited June 2012
    piwright42 wrote: »
    A couple of Tac teams two EP2S and a TSS, could go a long way to giving that impression. Tac teams are redistribute shields on steroids, the EP2S will give a small instant heal and more importantly harden shields and the TSS will heal shields over time. No reason to bring Voldemort into this. Again quit reading tea leaves.

    Funny thing is that is what I had going lol.. I use a Key bind to keep 2 TT1 going basically 100% of the time with a EP2S2 and Brace4Impact while triggering TSS manually when I need it. Also run 2 part Borg with the Borg shields and Two part Omega Force set with two Shield Disputation Doffs one V. Rare and on Rare.
    it is very easy for me in my defiant to top a million damage and 700,000 in healing in a 30-40 minute long cap and hold.

    i will also regularly top 700,000 damage and 500,000 healing in a 15-20 minute arena match

    high damage numbers come from timing and stacking your tac buffs on the right target, like when his tac team goes on cooldown and after his rsp or whatever...

    and healing numbers can be greatly skewed by the brace for impact shields distribution doffs.

    and if you think those numbers are high, then you will never want to run into MT or Aytanhi.

    have fun kill bad guys

    horizon

    To be honest this was only my Third or Forth Cap and Hold, usually just play arena. So I guess the longer matches is what changes the game a lot. And ya no I have seen higher far higher but usually not both, but as you said a long Cap and Hold might the key as to why I don't usually see that. Also alot my team having something like 10-15 deaths didn't hurt I guess :p I got by the easiest with only 5 lol
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2012
    he likely had EPtS1 and 2, 3 purple shield distribution doffs, TSS, HE, and a 3 piece borg set. all that with an escort's evasion score wile moving and the elusive trait make you all but unkillable.

    unless your subnuked, tractored, and crono proced, all at once. the 1 down side of the borg set is that its not a hyper engine, so you cant run worth a TRIBBLE.

    ya, game is broke when you can run this stuff and be invincible in a pug. you can thank the doffs and borg set for that, these things can easily give you sky high heal numbers too.
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    husanakxhusanakx Member Posts: 1,601 Arc User
    edited June 2012
    I did a match a few nights ago and my tac mvam... did around 1.4 mil in dmg and 900k or so in healing... its not really that hard.

    1 Run the heals you can... My layout is for heals is
    Hazards 1
    Transfer shield strength 2
    and Emergency Power to Shields 1

    2 use your aux heals at full aux settings.... 9 times out of ten I run at full aux setting when I use my hazards and my tss... this means my hazards tick for closer to low aux hazards 3 numbers... it makes a big difference over the length of the standard cap and hold.

    3 Doffs that provide healing.... honesty on that build I don't run them but most defiant players you mean will be running 3 Shield Distribution doffs... those alone can easily account for 300-600k in healing alone.

    4 Borg set... he may have only been running 2 pieces... but if he was running 3 or more the borg hull and shield procs could again rack up massive numbers. The more you shoot at some one the more they proc. On my escorts my borg hull heal (and shield when I run 3 piece) constantly go off as often as there global allows... cause in general I am always under fire.
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    piwright42piwright42 Member Posts: 0 Arc User
    edited June 2012
    Funny thing is that is what I had going lol.. I use a Key bind to keep TT1 one basicly 100% of the time with a EP2S2 and Brace4Impact while triggering TSS manually when I need it. Also run 2 part Borg with the Borg shields and Two part Omega Force set with two Shield Disputation Doffs one V. Rare and on Rare.



    To be honest this was only my Third or Forth Cap and Hold, usually just play area. So I guess the longer matches is what changes the game a lot. And ya no I have seen higher far higher but usually not both, but as you said a long Cap and Hold might the key as to why I don't usually see that. Also alot my team having something like 10-15 deaths didn't hurt I guess :p I got by the easiest with only 5 lol

    I also love to carry 20 AuxBats especially on my Raptors, escorts and BoPs. I use them to "spike heal" by hitting the AuxBat just before I drop HE and TSS. This way you can heal almost like a cruiser without changing your power settings.

    If you can get it, the Red Matter Capacitor makes an alright back up for when your AuxBat is in cooldown. Collectors additions of STO can still be found on Amazon that will give you the code for the RMC, for less than twelve dollars.
    If you are a pickle in a pickle jar you know every pickle's different, sort of, but really they're all just pickles...
    They taste the same.
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    omegasciferomegascifer Member Posts: 0 Arc User
    edited June 2012
    Every time I have money I forget about the Red Matter Converter, and only remember when I am poor. :tongue:

    I Really should get on that.. but at the same time I dunno if I should I already have the Graviton Pulse Gen, and the Torpedo Point Defense System.. I don't wanna get too loaded down those types of consoles...though I guess in PVP the TPDS is something I could drop..
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    un3xp3t3dun3xp3t3d Member Posts: 7 Arc User
    edited June 2012
    Could have been a engineer. They are tough and can put out some impressive damage.
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    un3xp3t3dun3xp3t3d Member Posts: 7 Arc User
    edited June 2012
    Every time I have money I forget about the Red Matter Converter, and only remember when I am poor. :tongue:

    I Really should get on that.. but at the same time I dunno if I should I already have the Graviton Pulse Gen, and the Torpedo Point Defense System.. I don't wanna get too loaded down those types of consoles...though I guess in PVP the TPDS is something I could drop..

    RMC is a device not a console.
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    thishorizonthishorizon Member Posts: 1,158
    edited June 2012
    an engie in a defiant would take 7 hours to amass that damage.

    i exaggerate of course, but you get the point.

    this is merely a case of someone knowing how to pilot. and some who are not sure how he has become good.

    husanak posted a few back, that guy will continually outperform (by a large margin) 95% of people he is teamed with, or teamed against.
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    omegasciferomegascifer Member Posts: 0 Arc User
    edited June 2012
    un3xp3t3d wrote: »
    RMC is a device not a console.

    Ahhh.. well I don't have it so didn't look into it too much aside from what it does.

    Also do you guys creep the shipyard forums? I was thinking for posting up my build soon but want a more PvP style opinion then PvE. Try to decide if I should post it in here or the shipyard.
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    dassemstodassemsto Member Posts: 792 Arc User
    edited June 2012
    sollvax wrote: »
    The defiant isn't that tough without either an exploit running (or more than one)
    or a couple of healers fixing him all the time

    the defiant IS a tough little ship!

    (no really, trust me, it is!)
    he likely had EPtS1 and 2, 3 purple shield distribution doffs, TSS, HE, and a 3 piece borg set. all that with an escort's evasion score wile moving and the elusive trait make you all but unkillable.

    And ofc 2xTT, and running all his power to shields and engines, and maneuvering smart to avoid taking too much DHC.

    Far too many underestimate the importance of maneuvering (turning and speed) in a dogfight... it's like they never flew a WW1 plane game... :? If you do it right, against a pilot with the exactly same ship/setup as you, but running at a constant speed, you can get in twice as much DHC time as him.
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    husanakxhusanakx Member Posts: 1,601 Arc User
    edited June 2012
    dassemsto wrote: »
    Far too many underestimate the importance of maneuvering (turning and speed) in a dogfight... it's like they never flew a WW1 plane game... :? If you do it right, against a pilot with the exactly same ship/setup as you, but running at a constant speed, you can get in twice as much DHC time as him.

    If you do it right you should be able to keep your dhc on target much more... as well as staying the heck out of cannon arcs... I also like to pay attention to the position of the local sci Captain... twisting around when I know they are trying really hard to nuke me and popping them before they can gets me high. Really better then any artificial high I have had. lol

    http://sto-forum.perfectworld.com/showpost.php?p=4039502&postcount=22
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    http://sto-forum.perfectworld.com/showpost.php?p=4039661&postcount=24
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    marctraiderzmarctraiderz Member Posts: 539 Arc User
    edited June 2012
    I hardly ever play C&H, but it seems to be the place to be for a reasonable tac captain to do both awesome Damage and heals.

    Last 2 matches I did play C&H yesterday where about 1-1.5M damage and like 1M healing.

    The matches last long so its not that illogical on how and why.

    But also if some good player joins a C&H, the other 95% of the players there just dont even know how to distribute their shields. So its very easy to come out and top every1 in the statistics that way.
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    shelevshelev Member Posts: 51 Arc User
    edited June 2012
    Escort healing numbers can get super inflated from shield distrubition duty officers. 2-3 Purples and constantly using brace for impact = LOTS of shield healing.

    Seriously I've had escorts out heal my support boat, simply because of shield distribution officers.
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    mavairomavairo Member Posts: 579
    edited June 2012
    Also, in C&H it's not uncommon to see #s as high as 2.5 million damage from an escort, with healing numbers eerily similar.

    C&H matches tend to be more spread out with less focus to worry about so escort heals have the potential to max out their durations unimpeded.

    EPTS1 and 2 +tac team = ludicrous tanking potential.
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    tankalot42otankalot42o Member Posts: 0 Arc User
    edited June 2012
    escorts like the defiant are very fast and are hard to hit, u guys were prolly missing alot
    especially if he had the "evasive " skil wich caused you to miss more
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    dassemstodassemsto Member Posts: 792 Arc User
    edited June 2012
    But also if some good player joins a C&H, the other 95% of the players there just dont even know how to distribute their shields. So its very easy to come out and top every1 in the statistics that way.

    C&H is THE place for mediocre players to stroke their ego. There is always a lot of inexperienced players there, and if you gang up with someone and go searhing for strays, you can roflstomp all day, even if you're only an averagely skille player.
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