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Fleet Action level restriction please

grtiggygrtiggy Member Posts: 444 Arc User
ok so just been doing the starbase defence scenario thing and for some reason we got a lvl 8 guy in it with his miranda join the rest of us who were at least level 40 and of course the miranda pretty much contributed NOTHING to the thign and of course we lost...

i think we need some cut offs for the lower levels so they can still earn fleet marks but go in with there own level guys and not TRIBBLE over the higher levels at the same time cause it is a bit rediuclus
Post edited by grtiggy on

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    armistice171armistice171 Member Posts: 11 Arc User
    edited July 2012
    I second this. I just did Starbase Blockade. We had a Lt. 5 in a TOS Enterprise and then two captain level people in Galaxy class cruisers. Meanwhile me and the other VA were trying to keep the freighters alive and not faring well. There was just insufficient DPS.

    These need to be either gated to VA only, if we are going to be facing level 52 enemies. Either that or at least have it be that VA's are teamed together and the Lieutenant characters are being teamed together, kind of like with the pvp side.

    I ran this like crazy with my fleet on tribble, we had it down to a science. Even when we had to do a pick up group people would catch on fast. It just disappoints me that when I try it with a PUG on holodeck that the team is so messed up that we ultimately have the deck stacked against us.
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    sollvaxsollvax Member Posts: 4 Arc User
    edited July 2012
    Gate them if you must

    Lt=ltcom
    Com-capt

    and then no one will be moaning

    but in a real fleet for every admiral there are dozens of captains and hundreds of lts
    Live long and Prosper
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    toivatoiva Member Posts: 3,276 Arc User
    edited July 2012
    Yes, there needs to be a distiction between players that have access to Lt. Comm. and Comm. abilities and those who don't. In those fleet missions, crowd control is an important part, and lower levels just can't use Gravity Wells, Tractor beam repulsors etc.

    I guess the relative difficulty should fall very steeply for lower lvls on these.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
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    retunred4goodretunred4good Member Posts: 0 Arc User
    edited July 2012
    I don't think they should be segregated, but instead only let lvl 50's count towards the minimum to start. That way the "fleet feeling" is retained while having required firepower.
    -It is better to keep your mouth closed and let people think you are a fool than to open it and remove all doubt.-- Mark Twain.
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    sollvaxsollvax Member Posts: 4 Arc User
    edited July 2012
    Its fairly simple

    Big ships (cruisers and up) deal with the big ships

    Small ships (escorts and light cruisers) deal with the small ships and fly point

    and as to "Crowd control" a dozen VA's spamming special effects can crash the instance for some people
    Live long and Prosper
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    tgebhardttgebhardt Member Posts: 29 Arc User
    edited July 2012
    sollvax wrote: »
    Its fairly simple

    Big ships (cruisers and up) deal with the big ships

    Small ships (escorts and light cruisers) deal with the small ships and fly point

    and as to "Crowd control" a dozen VA's spamming special effects can crash the instance for some people

    you can not put a va escort on the same level as a miranda. The VA escort can surive for a bit, where the miranda can't. I doubt the miranda with a lt 5 can generate enough dps to even get the npc to fire at it.
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    sollvaxsollvax Member Posts: 4 Arc User
    edited July 2012
    Escorts are Escorts

    small fast attack vessels their combat role is the same as a light cruiser

    Engage and destroy (not in priority order ) Interceptor fighters , bird of prey type vessels , frigates , corvettes , other escorts , other light cruisers.

    Forget DPS DPM and DPH think DPE (damage per engagement)

    and a VA or a lt com in an escort is fast response (highly reactive interception role)
    so is that miranda


    Now I have pugged a few of these missions now and watched some interesting behaviour

    for example a VA rank in a Carrier (Caitian) stand off and order everyone else to "heal the starbase" until the mission was over (even after the enemy were after the facilities)

    A matched pair of high end Escorts (not familiar with the exact model sorry) trying to pick off all the BIG ships while the cruisers dealt with the swarming corvettes (wrong way round guys)

    And no less than three science ships popping gravity wells at the same time and crashing the instance (at least on my computer)
    Live long and Prosper
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    attizzattizz Member Posts: 0 Arc User
    edited July 2012
    sollvax wrote: »

    Engage and destroy (not in priority order ) Interceptor fighters , bird of prey type vessels , frigates , corvettes , other escorts , other light cruisers.

    Forget DPS DPM and DPH think DPE (damage per engagement)

    Huh? But because the DPS of my escort is higher, my "DPE" will be higher then others too?

    sollvax wrote: »

    A matched pair of high end Escorts (not familiar with the exact model sorry) trying to pick off all the BIG ships while the cruisers dealt with the swarming corvettes (wrong way round guys)

    ??? Of course they did, its their job to kill the big babies ??? Higher DPS (or DPE how you want to call it) means faster destruction of the big enemies with the big weapons. Other ships with lower DPS are better in attacking smaller ships, because they will kill these too in a good time.
    Oh and one more: It is better for an escort to attack an enemy which is not very fast, because we need to focus our DHCs on the enemy. A small ship will be harder to get in the front of the ship, so our DPS will drop dramatically. A beam-boat doesn't have these problems, because it will shoot with at least 2 or 3 beams at the same time.
    [SIGPIC][/SIGPIC]

    "What are his rights in this century? Will there be a trial or shall I execute him?" - Worf
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    sollvaxsollvax Member Posts: 4 Arc User
    edited July 2012
    Cruiser can turn to target the big ship with its FULL power (higher damage over time than your straif) but can't catch the fast attack stuff other than with beams

    and no

    your DPS is for the few seconds your target is being fired on

    DPE is higher for beam armed ships in most cases
    Live long and Prosper
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    captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited July 2012
    Please don't feed the troll.

    On a more positive note I think the idea of a level restriction on the fleet actions are a must. I'm actually very surprised at the fact that it wasn't implemented in the first place.
    Last night I saw some level 18 sci in a nova basically just pewpewing and dying in just one or two hits every time.
    I need a beer.

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    sollvaxsollvax Member Posts: 4 Arc User
    edited July 2012
    so why didn't you protect him better???
    Live long and Prosper
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    tebsutebsu Member Posts: 372 Arc User
    edited July 2012
    sollvax wrote: »
    Its fairly simple

    Big ships (cruisers and up) deal with the big ships

    Small ships (escorts and light cruisers) deal with the small ships and fly point

    and as to "Crowd control" a dozen VA's spamming special effects can crash the instance for some people



    if it would be that simple, i joined many battle's where i was outperforming everyone else (including almost all odyssey's)
    What ? Calaway.
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    toivatoiva Member Posts: 3,276 Arc User
    edited July 2012
    reyan01 wrote: »
    I wholeheartedly disagree.

    Season six is all about Fleets, with an emphasis on the new Starbases.

    I REALLY don't see why lower-tier players should be excluded from participating in the building of Starbases just because having lower-tier ships/players in the new Fleet actions is inconvenient to some T5 hero's who think that the game HAS to be all about what they want without exception.

    Now, I realise that they could 'gate' the Fleet actions ? but (and I genuinely don't know the answer to this) how do they do that? Gate the fleet actions and surely you?d have to limit what those affected by the gate can and can't do within their fleet/Starbase? This wouldn?t seem very fair to be honest.

    And frankly, Solivax summed it up nicely:


    Quite right! If you see a lower-tier ship 'pew pew-ing' and dying frequently? you have two options.
    A: Leave them to it - they'll learn
    B: Heal them and help them out. Would it REALLY kill you to throw a heal or two in their direction?

    Frankly if having lower-tier ships participating is a big inconvenience to you then you simply aren't as fantastic as you thought you were.
    By "gating" the fleet missions, it was meant to let Commander lvl players fight together, while Vice-Admirals would fight together, like other older fleet actions were made, as far as I know.

    Clearly the lower level instances would be easier to complete.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
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    captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited July 2012
    Before I begin, I'm going to ask you one question:
    Have you or have you not played the fleet actions in question?
    reyan01 wrote: »
    I wholeheartedly disagree.

    As is your right to do so. Disagreement is rarely a bad thing after all!
    Season six is all about Fleets, with an emphasis on the new Starbases.

    Yes, I follow. At least I do now, at first I thought it was about the new carpets!* :D
    I REALLY don't see why lower-tier players should be excluded from participating in the building of Starbases just because having lower-tier ships/players in the new Fleet actions is inconvenient to some T5 hero's who think that the game HAS to be all about what they want without exception.

    There is no need to totally exclude them from building bases, but fleet marks are not the only resource needed to build a base. You do realise that?
    Besides, the low tier players who take part are basically dead weight that makes it harder for the team to succeed. If they don't succeed then they don't get fleet marks (for the most part) which would be a sad waste of time.
    We could throw heals at them yes, but they go down so easily you'd end up having to follow them throwing down heals every few seconds. Now please tell me, which heals can recharge in a matter of 5 or 6 seconds every time they are used?

    Now, I realise that they could 'gate' the Fleet actions ? but (and I genuinely don't know the answer to this) how do they do that?

    I'm afraid I don't know how our devs would do it. I would assume they have different variants of the mission that is geared towards players of particular levels which then only display in the PVE queue when one is at the required level. I.e. A Lt will only see Lt level mission, Cmdr will only see Cmdr level mission etc. I think it could be done as you don't see any of the STFs in the pve queue below a certain level. Level 40 I think.
    Gate the fleet actions and surely you?d have to limit what those affected by the gate can and can't do within their fleet/Starbase? This wouldn?t seem very fair to be honest.

    I'm sorry, but I don't understand your question. :(
    Maybe my coffee hasn't quite kicked in yet?
    And frankly, Solivax summed it up nicely:

    Sollvax. Hasn't he already been fed this week? (if you catch my meaning)

    Quite right! If you see a lower-tier ship 'pew pew-ing' and dying frequently? you have two options.
    A: Leave them to it - they'll learn
    B: Heal them and help them out. Would it REALLY kill you to throw a heal or two in their direction?

    As I explained earlier in this post, one simply cannot afford to waste time going haring off after these guys trying to keep them alive. The boff powers simply don't cool down fast enough. These guys take one or two hits and they are instantly below 50% hull. They also do nowhere near enough damage to be able to make a contribution to the team effort in other words they are effectively dead weight and thereby making the scenario impossibly difficult to complete.

    I'm all for throwing heals around, I even do it in my escort with it's *very* limited team heals but to be expected to throw one out every few seconds (which is what it would need to keep a low level cruiser alive) is simply bonkers. You cannot expect an entire team to throw their heals on a player who simply cannot pull the weight required. Heals that they could get far more effective use from by using them on themselves or on other ships that are far more capable than the low level players.

    Frankly if having lower-tier ships participating is a big inconvenience to you then you simply aren't as fantastic as you thought you were.


    My friend there is fairness and then there is allowing a group to be hamstrung by a single low level player who cannot fend for themselves effectively.
    Why on earth do you think the borg RA events are almost always failing in Sirius and Regulus blocks? Because they are being flooded with relatively new players who simply cannot put out or take the damage required to succeed. It's a very similar thing happening with the fleet events.


    *Forgive me, I need to exercise the sarcasm muscles every now and then lol :)
    I need a beer.

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    mwgacy1mwgacy1 Member Posts: 132 Arc User
    edited July 2012
    sollvax wrote: »
    Cruiser can turn to target the big ship with its FULL power (higher damage over time than your straif) but can't catch the fast attack stuff other than with beams

    and no

    your DPS is for the few seconds your target is being fired on

    DPE is higher for beam armed ships in most cases

    If this is your experience of Escorts then all the Escorts you've seen have sucked hard. Cruisers are actually useful in these things but mostly as the support vessels they are; Escorts are all about damage and that's what they bring in spades. If you want to spend 20 minutes tickling an NPC to death with a BA broadside then go for it but I'd rather the Escort popped it in one pass so that we can quickly get onto the next freighter.

    Regarding the fighter spam, a Cruiser spamming Fire at Will is in a good position to deal with this, Escorts will clear some with CSV but those DHCs need to be pointing at the important targets and not at a bunch of fighters; given the speed of the fighters and the limited arc of DHCs there's even less reason why you'd think an Escort should be chasing them down rather than your Cruiser which, with the wide arc of BAs, is perfectly suited for spam clearance duties as well as (shock and horror) supporting the other ships on your team and the important NPCs. I know that the Cruiser's BAs miss a lot against fighters but so do DHCs and I usually find that an 800 damage BA shot missing is less important than a 4000-6000 damage DHC bolt missing when it could instead be hitting a bigger NPC.
    The simple fact is that Cruisers aren't bringing the burst damage to deal with the attacking NPCs quickly, Cruisers and Science ships are better off CCing the attacking NPCs to let the Freighter leave weapons range so that you can move to the next Freighter rather than trying to destroy them all for no reason. The attacking mob doesn't even need to be destroyed in Blockade, you just have to prevent them from destroying the Freighters and even in Fleet Alert and Starbase Defence you're better off supporting friendly players and healing the friendly NPCs (where possible) than trying to out damage the Escorts.
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    captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited July 2012
    We all have those moments pal :D
    I need a beer.

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    captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited July 2012
    reyan01 wrote: »
    One thing is certain; too many players on one map = Lag-tastic!


    Game lagged itself to a standstill earlier courtesy of LOADS of players and science powers being popped everywhere.

    Yeah, a lot of that is down to pets and cpu load. Then add in the sound bugs in some of the maps that causes sounds to randomly play more and more and before long you have one toasty cpu! :(
    I need a beer.

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    plb1982plb1982 Member Posts: 0 Arc User
    edited July 2012
    sollvax wrote: »
    Cruiser can turn to target the big ship with its FULL power (higher damage over time than your straif) but can't catch the fast attack stuff other than with beams

    and no

    your DPS is for the few seconds your target is being fired on

    DPE is higher for beam armed ships in most cases
    I don't know that I agree with that. A cruiser can take on multiple small ships at once, while escorts mostly concentrate on 1 target at a time.

    It would be different if the enemy level required fly bys, but a lot of these missions just don't have difficult enemies... the challenge is quantity rather than quality. Thus an escort can basically park or go to 25% engines and rip into a big ship, then move on to the next, much more quickly than a cruiser, without having to worry too much about dying. Meanwhile, a cruiser can hop from small target to small target more quickly than an escort who has to turn and face.

    The best way to translate the high DPS of an escort into DPE is to maximize the amount of time they're shooting vs the amount of time they're turning to face targets. Even a fairly nimble escort can have a hard time keeping a fighter in its sights, so they're left usually firing their aft turrets a good portion of the time.

    Then we haven't even talked about carriers, who can just go intercept and have their pets take care of the fighters. Or science vessels who, when not healing, should be tying up the smaller stuff into a cluster that is easily destroyed by either cruisers OR escorts.
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    plb1982plb1982 Member Posts: 0 Arc User
    edited July 2012
    But back to the main point of the thread...

    Yes, there should be something done differently than making the requirement "5 players from LVL 2 to 50." I queued up for one in a LtCmdr ship, not realizing it would put me with the big boys, and I did a decent enough job with the small stuff, but I would've been a real hindrance on Blockade or NWS (this was in Fleet Defense). I felt bad, but that's the way it's set up now.

    The mission should be accessible to all, but there should be some way of making everyone useful. But there are a few options:

    -Gating it so that ships of similar levels fight together
    -Give (sometimes massive) boosts to health, damage, and cooldown proportional to how far from VA you are. If you're Lt, and all you've got is one FAW, you should be able to spam it almost non stop
    -Set the 5 man team as the basis for VA level, then start slotting more ships to get a similar total firepower. e.g. start the engagement with 5 VAs OR 3 VAs + 3 Capt OR 2 VAs + 4 Cmdr + 6 Lt (just assign a point value to each level and make the total points add up)
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    fleetadmiraltralfleetadmiraltral Member Posts: 3 Arc User
    edited July 2012
    There needs to be some sort of system that can allow all VA?s to play together or all Lt?s up to play together or a combo of both.

    Sometimes I will want to play with people on my level (VA 50) to be as successful at the missions as possible but other times I will want to play with my Fleet Members, no matter their rank. It?s very important to me that I am available to do this because its a Fleet Event, something that all of our fleet members should be able to partake in. I would hate to exclude someone because of rank.

    Im not sure what the Devs can do but as long as it can be balanced so that I can play with my fleet no matter the ranks and have fun or team up with people at my same rank and be successful at both.
    Tral
    U.S.S Limitless

    Infinite Diversity in Infinite Combinations
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    aexraelaexrael Member Posts: 0 Arc User
    edited July 2012
    There needs to be some sort of system that can allow all VA?s to play together or all Lt?s up to play together or a combo of both.

    Sometimes I will want to play with people on my level (VA 50) to be as successful at the missions as possible but other times I will want to play with my Fleet Members, no matter their rank. It?s very important to me that I am available to do this because its a Fleet Event, something that all of our fleet members should be able to partake in. I would hate to exclude someone because of rank.

    Im not sure what the Devs can do but as long as it can be balanced so that I can play with my fleet no matter the ranks and have fun or team up with people at my same rank and be successful at both.

    ^That functionality is already in game, it's called making a private match. PvE Queue -> Create Private.

    On topic
    The normal PvE queue shouldn't permit pre 50s from being teamed with 50s. It's beyond stupid getting teamed up in a team of 4 50s and a lvl 11 which contributes nothing and only degrades the experience of 4 other people, completely unacceptable.
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    helmsmn2helmsmn2 Member Posts: 34 Arc User
    edited July 2012
    I agree that something should be done about this. I've been playing an Eng/Assault cruiser in these missions. As an example, I've been focusing on pulling the aggro off the freighters and shielding them until they reach their destination while the escorts in my team pound the enemy ships, but in a couple of instances, I had Dakotas and Golfballs in my team that were keeping their distance after being popped a couple times. This heavier burden on the rest of us prevented us from doing well.
    Before this season hit, the reality of joint missions was simple: level the lowbies quickly so they could participate in STFs and such with us.
    The ability to play together with lower level toons is great in theory but has not been effective in practice. The Borg alerts are a perfect example. As soon as I see a Connie or two warp in, I know we won't win it. I don't know what the best solution would be whilst still including them, but it's discouraging the way it is now.
    [SIGPIC][/SIGPIC] Cleverly disguised as myself - Helmsmn2
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    januhulljanuhull Member Posts: 154 Arc User
    edited July 2012
    How about automatic level matching to the highest level player in the game (or lowest, alternatively)?

    Much easier than gating, since the code is already in game.
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    sollvaxsollvax Member Posts: 4 Arc User
    edited July 2012
    That already happens
    Live long and Prosper
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    toivatoiva Member Posts: 3,276 Arc User
    edited July 2012
    januhull wrote: »
    How about automatic level matching to the highest level player in the game (or lowest, alternatively)?

    Much easier than gating, since the code is already in game.
    The problem with that is that you can't give lower lvls tractor beam repulsors and gravity wells. These new missions are often best dealt with by using science abilities (crowd-control), and those can't be "auto-leveled" as (I suppose) damage and resistances to make up for less weapons and hull.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
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    zekesulastinzekesulastin Member Posts: 19 Arc User
    edited July 2012
    plb1982 wrote: »
    while escorts mostly concentrate on 1 target at a time.

    Cannon: Scatter Volley much? :p
    ----
    Matthew/Shiduri@zekesulastin
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    dood98998dood98998 Member Posts: 389
    edited July 2012
    To januhull: the coding for gating already exists too, just look at SB24. And since leveling a charachter in a week is a faceroll with minimal effort, gating would be far more effective.
    When in doubt, (hehe) c4!
    This sig dedicated to the many random objects the Mythbusters crew has blow to smitherines :D
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    darkjeffdarkjeff Member Posts: 2,590 Arc User
    edited July 2012
    Leveling up or down players don't do much. If you level up weaker players, they're still missing gear and abilities. If you level down stronger players, you're just mainly reducing the quantitative aspects of the ship (health, shields, effectiveness of abilities). The disparity in quantity and variety of gear and abilities don't really change.
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    dapperdrakedapperdrake Member Posts: 254 Arc User
    edited July 2012
    The problem. People want get fleetmarks for their starbase fleet. Some fleets ask their members to do fleet action no matters they are weak, they no abilities, and others. I don't think cryptic can do something against this because it's due of players behaviours. Also I think pwe/cryptic did enough unfair rules. For example mission for vice admiral and mision for no vice admiral. It was stupid and unfair.
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