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Broken BO skills?!

ilhanskilhansk Member Posts: 620 Arc User
edited August 2012 in PvP Gameplay
Hello,

there are some people claiming that certain BO skills are broken such as DEM and Eject Warp Plasma.

Frankly, I don't know what they are talking about. Can somebody enlighten me?

Also, we all know how useful the Shield Distribution Officers can be. Question: Are they working as intended?
Visit the Inner Circle YouTube Channel to watch some STO pew pew PVP action!

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Comments

  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited August 2012
    Warp Plasma and DEM works flawlessly. Shield Distro are a bit OP.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • ilhanskilhansk Member Posts: 620 Arc User
    edited August 2012
    dalnar83 wrote: »
    Shield Distro are a bit OP.

    But it's working as intended, right?
    Visit the Inner Circle YouTube Channel to watch some STO pew pew PVP action!

  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited August 2012
    ilhansk wrote: »
    But it's working as intended, right?

    I guess it is, just the values are too high for my taste. But perhaps it's how it's meant to be.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • ilhanskilhansk Member Posts: 620 Arc User
    edited August 2012
    I've been put on ignore by some dude because he and his team got DEM'd and Warp Plasma'd. Skills he claims that are broken. :rolleyes:

    Funny thing is, I'm not even using DEM or Warp Plasma.

    I wasn't even in the match ffs. Guilt by association I guess.


    Shield Doffs are nice though. :P
    Visit the Inner Circle YouTube Channel to watch some STO pew pew PVP action!

  • dassemstodassemsto Member Posts: 792 Arc User
    edited August 2012
    Off the top of my head, the broken skills are CPB, Tachyon beam and to some degree any power drain ability, these are in need of adjusting after we got drain resistance in the game.

    TT might be a tad too good, leading to FOMM being TRIBBLE
    BP may be real TRIBBLE
    FAW is all over the place
    PSW3 deals an unproportional amount of damage, compared to PSW1 and 2.
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited August 2012
    Well, it's not like skills are broken. It's just something else makes them useless.

    Boarding party, Attack Pattern Beta, FoMM = basically gimped by Tactical Team
    Various plasma/radiation skills like Aceton Beam = basically gimped by Hazzard Emmiters
    Shield draining skills, like Charged particle Burst/Tachyon beam = gimped by space skill revamp
    Same probably goes for target subsystem powers

    Other abilities are just simply overshadowed like in case of some EpTX abilities

    And last some abilities have higher rank useless, because they perform fully at ensing rank

    Tactical Team, Tractor Beam are just prime examples
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • teleon22teleon22 Member Posts: 424
    edited August 2012
    I think Tactical Team would be less of a no-brainer if it only removed tactical de-buffs for five seconds yet retained its automatic Shield distribution for ten seconds.
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited August 2012
    I agree with tac team, it totally nullifies the beta and fomm (and the stupid boarding party), but question is, with so much insane damage an escort can do, making tac team apply for only 5 secs, the game would become escorts online, lol. What would be better, IMO, to leave the shields distribution as is for tac team and only remove other tac debuffs for 3-7 (or better 5-10) secs, depending on the tac team level.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited August 2012
    Keep the shield distro feature of the ability, but....

    tactical team I - removes current tactical debuffs only
    tactical team II - removes tactical debuffs over 5s
    tactical team III - removes tactical debuffs over 15s

    Most counters could get same treatment.
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • lostusthornlostusthorn Member Posts: 844
    edited August 2012
    I agree TT is pretty much mandatory for a cruiser these days. Escorts do so much damage that otherwise your shields are gone and your hull before manual distribution has a chnage to do anything. The game is pretty much escorts online already.
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited August 2012
    dalnar83 wrote: »
    Keep the shield distro feature of the ability, but....

    tactical team I - removes current tactical debuffs only
    tactical team II - removes tactical debuffs over 5s
    tactical team III - removes tactical debuffs over 15s

    Most counters could get same treatment.

    I would better do:
    Tt1 remove all tac debuffs for 5
    Tt2 remove all tac debuffs for 7
    Tt3 remove all tac debuffs for 10.
    Distribute shield should stay for 10

    With current damage numbers I think tt is important to hold distribute for 10 for all tac teams, but you should never be immune to tac debuffs for the entire time of tt. Because even though you can't train tt3, with 2 tt doffs (forget the name) you can have tt3 100% up. What do you guys think?
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • xtremenoob1xtremenoob1 Member Posts: 489 Arc User
    edited August 2012
    I would better do:
    Tt1 remove all tac debuffs for 5
    Tt2 remove all tac debuffs for 7
    Tt3 remove all tac debuffs for 10.
    Distribute shield should stay for 10

    With current damage numbers I think tt is important to hold distribute for 10 for all tac teams, but you should never be immune to tac debuffs for the entire time of tt. Because even though you can't train tt3, with 2 tt doffs (forget the name) you can have tt3 100% up. What do you guys think?

    I don't believe the instant tact debuff removal is intended. Or at least that's my thought. Timing a FOMM is a bit over the top. Sci team doesn't instantly remove SNB when it's applied if sci team is up. So unless they intend to add a clear like that to sci team, it seems TT needs some work. Albeit it, most of us should shut up since removing that "possibly unintended behavior" will likely make the escort rage more awesome. Just a thought. But it would also make the use of tact team more thought involving like ET and ST. It has advantages any way you look at it.
    -X-/Pandas - Pheo
    [SIGPIC][/SIGPIC]
  • dassemstodassemsto Member Posts: 792 Arc User
    edited August 2012
    I agree TT is pretty much mandatory for a cruiser these days. Escorts do so much damage that otherwise your shields are gone and your hull before manual distribution has a chnage to do anything. The game is pretty much escorts online already.
    Whut? Last I checked it was Cruiser Online... And Escorts need TT more than anyone, due to lower power levels and shield modifier than cruisers.
    dalnar83 wrote: »
    Keep the shield distro feature of the ability, but....

    tactical team I - removes current tactical debuffs only
    tactical team II - removes tactical debuffs over 5s
    tactical team III - removes tactical debuffs over 15s

    Most counters could get same treatment.
    I like this! 5 sconds bay be a bit short for a T2 skill tho... T3 skills are extremely valuable, and can safely keep 15 sec, but T2 should maybe be... 8 sec?

    Please implement for TT, ST, ET.

    And give HE, PH, and AtoD 8, 15, 25 sec for version I-III, due to longer (G)CD.

    APO... already has high tier requirement, and is ok, I guess.
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited August 2012
    I agree TT is pretty much mandatory for a cruiser these days. Escorts do so much damage that otherwise your shields are gone and your hull before manual distribution has a chnage to do anything. The game is pretty much escorts online already.

    You sound like you've been subject to a lot of decloak ambushes from BoPs :)
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • darkemisary420darkemisary420 Member Posts: 42 Arc User
    edited August 2012
    any changes to TT would put pvp in a grave...i regularly see escorts that out dps and out tank cruisers nowadays, has anyone noticed that with every pro escort nerf that happens PVP shrinks?


    Why is that?....i can answer, its becasue the nerfs were unfair, basically any time a escort flyer cannot alpha strike with impunity they cry for nerfs...and pvp suffers as a result...


    My Suggestion?...undo some of these nerfs and restore pvp back to the golden days whhen it was fun...the days when sci was a force just like any other in pvp and not just pretty graphics and useless powers, ALSO pls stop listening to the feedback on these forums as they are from players with agendas and just TRIBBLE pvp'ers to begin with and play test the game yourselves...as a dev has already said on here BALANCE IS BORING...i want to kill with my sci again.....I want the game to be fun for everyone, not just whiny escort pilots who think the game should bend to their play style which is more wing commander than star trek

    Do these things and PVP will be restored, the # of ppl willing to play because their fav ships can kill again will grow exponentially....undo some of the wrong done and the game will grow...keep listening to these qq'ers and expect to be the next *********


    Hope you all take this at face value and live long and prosper!
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited August 2012
    Ah, the good old days when everyone ran science and not much else.
    Ah, the good old days when everyone ran cruisers and not much else.
    Ah, the good old days when everyone ran escorts and not much else.

    Thats the issue isn't? They can't seem to find a balance that allows all three to function equally well.
    Everyone wants to be the best at damage. Everyone wants to be able to tank. Everyone wants to be able to confuse and control.
    There in also lies the issue. Not all vessels should be equal at all thongs.
    So how to balance but keep the fun factor?
    Leonard Nimoy, Spock.....:(

    R.I.P
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited August 2012
    Maybe best then would be to leave all tt to distribute shields for 10, and for each tt have weapon proficiency and training for the duration (think this already happens) and just increase the values slightly more than they are. No clearing of tac debuffs other than when applyed.
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • lostusthornlostusthorn Member Posts: 844
    edited August 2012
    And let me throw out a idea, which most likely will get shot down by the escort riders :)

    Escorts should not be able to use tractor beams on cruisers.
    Of course that could imply that danubes can't either :)

    Escort firepower is bad enough, they don't have to stick to your TRIBBLE and tractor you at the same time.
  • xtremenoob1xtremenoob1 Member Posts: 489 Arc User
    edited August 2012
    any changes to TT would put pvp in a grave...i regularly see escorts that out dps and out tank cruisers nowadays, has anyone noticed that with every pro escort nerf that happens PVP shrinks?


    Why is that?....i can answer, its becasue the nerfs were unfair, basically any time a escort flyer cannot alpha strike with impunity they cry for nerfs...and pvp suffers as a result...

    I'd disagree. PVP was more challenging before I knew/the shield distribution was added.

    Tacts aren't nearly as nerfed as it's played off. It's difficult being a tact without support but if you have good support, it's a lot of fun.

    However, you can make hit and run tacts that are fun, too, for pugging so I think there is a good balance (although you get cheese holes that will dawg you but meh pew pew beatch!.) The issue stems from PWE pushing a 100 cruisers and the awesome cheese dicks that think they need one of these fail p2w cruisers. Funny though, they do fine in 1v1s but in group matches they get ***** so I don't see a issue.

    TT doesn't need a nerf, it just needs a reworking of the ability. Add a limit to the debuff removal and it'll be fine. I know when I'm pugging and teaming it's difficult to time my FOMM because everyone and their cousin runs TT and many stack them. By removing the instant removal at any point it's up, you actually unnerf tacts. At least that's my opinion.
    -X-/Pandas - Pheo
    [SIGPIC][/SIGPIC]
  • mavairomavairo Member Posts: 579
    edited August 2012
    any changes to TT would put pvp in a grave...i regularly see escorts that out dps and out tank cruisers nowadays, has anyone noticed that with every pro escort nerf that happens PVP shrinks?


    Why is that?....i can answer, its becasue the nerfs were unfair, basically any time a escort flyer cannot alpha strike with impunity they cry for nerfs...and pvp suffers as a result...


    My Suggestion?...undo some of these nerfs and restore pvp back to the golden days whhen it was fun...the days when sci was a force just like any other in pvp and not just pretty graphics and useless powers, ALSO pls stop listening to the feedback on these forums as they are from players with agendas and just TRIBBLE pvp'ers to begin with and play test the game yourselves...as a dev has already said on here BALANCE IS BORING...i want to kill with my sci again.....I want the game to be fun for everyone, not just whiny escort pilots who think the game should bend to their play style which is more wing commander than star trek

    Do these things and PVP will be restored, the # of ppl willing to play because their fav ships can kill again will grow exponentially....undo some of the wrong done and the game will grow...keep listening to these qq'ers and expect to be the next *********


    Hope you all take this at face value and live long and prosper!


    I have a better idea.

    1: the resistances should be a 25 passive at best for the anti sci skills on the captain tree. 2, after being hit by the first one, you gain a 25 percent bonus resistance for the next 8 seconds.
    3: Maintain Stun immunity for 15 secs after first stun.

    4: Profit.

    5: Remove MK12 purple weapons and consoles from the game, and remove the 5th tac slot. These two things right here are the sole reason why TT, gets pierced through like it wasn't even on your ship. They are also a huge reason why Distribute shields might as well not even be on your ship anymore. 5A, Remove Tetryon Glider. It's insanely more powerful than straight up Tetryon Weapons themselves per shot under all circumstances. There is no justifiable reason for this.

    6: Seeing as how Captain Inbred is unlikely to do #5, they could restore the previous shield healing prowess and resistances of various skills like EPTS, Extend shields. They could also change shield regen cycles to be every 4 seconds instead of every 6.

    7: Restore the field generator back to +35 percent, make it a 1 console per ship item again, and move it back to Engineering where it belongs.

    Cryptic has nerfed shield capacities, nerfed resists, and crowd control, but they keep introducing more and more powerful weapons, and consoles, and adding tac slots to ships that weren't meant to have them. Which further distorts and weakens the core mechanics.

    The problem is of course, Cryptic isn't capable of doing more than one thing at a time. They aren't even capable of doing one thing fully, properly at a time either for that matter. Because they are both lazy and stupid. And they certainly are not smart enough to remotely consider game impact when they implement new changes, which might have worked Ok under an older build, or previous build. But fail miserably in the current game, by either being brokenly overpowered (see 5 tac slots, mk 12 purples, the Purple blue, and green damage bonuses) , or out right pitiful (new plasmonic leech)
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited August 2012
    i see a lot of different skill level based opinions clashing here, and these opinions are all correct based on your skill level. heres my opinion based on my skill

    all 3 ship types can gain 'immortality' from damage over time easily. its a question of how long they can maintain this impenetrable defense, baring a subnuke or phaser proc pulling the rug out from under them. in general cruisers can be 'invincible' almost endlessly, the only thing they cant resist nearly forever is the onslaught of a well flown 5 tac console escort spike, or a spamy power drain or hold build. sci ships can hold out nearly as long as cruisers, but their heaviest defenses have lower up time and spike for 15 second periods. their defense ebbs and flows more. escorts have access to the same defensive skills, but they are all only low level versions. and wile they can be just as 'immortal' they can only keep it up for so long under constant pressure on their own.

    this is why spike is THE ONLY damage that really maters. spike is the only thing that can pierce the 'immortality' of other ships, regardless of a teams efforts to heal, or the targets own efforts to keep himself alive. this is why balancing things for 1v1 is WRONG. 1v1 is about attrition, its about keeping your immortality intact longer then your opponent. cruisers have built in immortality that is longer then an escorts, thats why a dps cruiser beats all sub-bug escorts every time.

    in a team setting, the 'immortality' factors of the assembled ships in the team is shared across the entire team, a ship's ability to out attrition another isn't as important when they can share their attrition with everyone. at that point its a question of which ship is the most vulnerable to spike, who will be the easiest to kill before the team can react to the spiking. but you have to have those more vulnerable spikers around, or your team wouldn't be able to spike themselves.

    TT is important to all ships, especially those that can be taken out by spike fastest. its the direct counter to spike damage, it makes all the team healing work as intended. you can throw heals on someone all day but if shields cant balance to match the damage that gaping hole in the shields will equal death no mater the heals thrown on someone.

    the bug is TERRIBLE. it is absurd power creep that puts it at a level nothing else is at. the vaunted fleet ships and more pedestrian tier 5 ships are all basically at the same level, their power creep is very minor really. the bug has basically the 'immortality' of a dps focused cruiser, with more damage potential then any other escort. its like having an extra ship or extra half ship on your team. it would be one thing if we had a whole slew of ships at the bug's level, then we would simply have a new baseline. perish the ******n thought though. i prefer mav's talk of reeling things back in, thats more all inclusive. a new overpowered baseline raises the gap between those skilled and struggling, making pvp less approachable, and less playable for all.
  • broken1981broken1981 Member Posts: 0 Arc User
    edited August 2012
    Because even though you can't train tt3

    ummmm...yeah u can teach tt3. train a ground skill to 6 points. but who will give up 2 copies of omega?
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • dalnar83dalnar83 Member Posts: 2,420 Arc User
    edited August 2012
    broken1981 wrote: »
    ummmm...yeah u can teach tt3. train a ground skill to 6 points. but who will give up 2 copies of omega?

    You mean, you would actually have a hard choice instead a no-brain one ? :rolleyes:
    "Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited August 2012
    mavairo wrote: »
    I have a better idea.

    1: the resistances should be a 25 passive at best for the anti sci skills on the captain tree. 2, after being hit by the first one, you gain a 25 percent bonus resistance for the next 8 seconds.
    3: Maintain Stun immunity for 15 secs after first stun.

    4: Profit.

    5: Remove MK12 purple weapons and consoles from the game, and remove the 5th tac slot. These two things right here are the sole reason why TT, gets pierced through like it wasn't even on your ship. They are also a huge reason why Distribute shields might as well not even be on your ship anymore. 5A, Remove Tetryon Glider. It's insanely more powerful than straight up Tetryon Weapons themselves per shot under all circumstances. There is no justifiable reason for this.

    6: Seeing as how Captain Inbred is unlikely to do #5, they could restore the previous shield healing prowess and resistances of various skills like EPTS, Extend shields. They could also change shield regen cycles to be every 4 seconds instead of every 6.

    7: Restore the field generator back to +35 percent, make it a 1 console per ship item again, and move it back to Engineering where it belongs.

    Cryptic has nerfed shield capacities, nerfed resists, and crowd control, but they keep introducing more and more powerful weapons, and consoles, and adding tac slots to ships that weren't meant to have them. Which further distorts and weakens the core mechanics.

    The problem is of course, Cryptic isn't capable of doing more than one thing at a time. They aren't even capable of doing one thing fully, properly at a time either for that matter. Because they are both lazy and stupid. And they certainly are not smart enough to remotely consider game impact when they implement new changes, which might have worked Ok under an older build, or previous build. But fail miserably in the current game, by either being brokenly overpowered (see 5 tac slots, mk 12 purples, the Purple blue, and green damage bonuses) , or out right pitiful (new plasmonic leech)

    Ya know at first I was just going to snip what I agreed with.. but honestly I do agree with alot of it. If not all of it.

    And just imagine what will happen when everyone starts to Wear their shiny new Fleet Weaponry.. the Mk XII with 4 Effects tied to it. :rolleyes:
    You think that your beta test was bad?
    Think about this:
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  • dassemstodassemsto Member Posts: 792 Arc User
    edited August 2012
    as a dev has already said on here BALANCE IS BORING...

    a quote that may go down as the dumbest thing ever said...
    i want to kill with my sci again.....I want the game to be fun for everyone, not just whiny escort pilots who think the game should bend to their play style which is more wing commander than star trek
    Star trek according to whom? And what Star Trek? I think the escort playstyle in STO is very true to how space combat is done in DS9.

    you want to be able to kill with a sciship? but you don't want to be killed by escorts? Guess what, in two days, everyone will be flying sciships, and either everyone will be killing everyone with identical builds, or noone will kill anyone at all :p

    balance is essential. pvp lives and dies by balance. If things are imbalanced, the point of having multiple ship types, weapon types, skills etc. is gone! Balance does NOT mean every ship can do the same! It's like hitting a rock with a hammer. A light and a heavy hammer can do the same damage, if their speed varies. The rock may survive the blow from one, but not from the other, even if they are balanced in terms of energy delivered, depending on the hardness/structure of the rock. The same way, an escort and a cruiser can be built to deliver the same dps, and still one of them is able to kill a sciship but not a cruiser, and the other can kill the cruiser but not the sciship.

    however, balancing the game for 1v1 is not viable. it can not be done without ruining team-pvp. Every time one build gets good on it's own, it becomes gamebreaking in a team. Granted, sciships suffered more than their share with the addition of resists, and DO need to be buffed to further balance, but cruisers and escorts benefited equally from the recent changes. They're actually pretty balanced both for dps and survivability. The sciships job should be to break this balance in a match. And this is the beauty of teamplay in balanced pvp... The ability to coordinate builds and gameplay in such a way that you break the balance by skill! If there is no balance, there is no skill needed. If there is no skill needed, there is no challenge, if there is no challenge there is no pvp.
  • darkemisary420darkemisary420 Member Posts: 42 Arc User
    edited August 2012
    dassemsto wrote: »
    a quote that may go down as the dumbest thing ever said...



    Actually i take this as quite possibly the smartest thing i ever seen a dev say in STO



    dassemsto wrote: »
    Star trek according to whom? And what Star Trek? I think the escort playstyle in STO is very true to how space combat is done in DS9.

    you want to be able to kill with a sciship? but you don't want to be killed by escorts? Guess what, in two days, everyone will be flying sciships, and either everyone will be killing everyone with identical builds, or noone will kill anyone at all :p

    balance is essential. pvp lives and dies by balance. If things are imbalanced, the point of having multiple ship types, weapon types, skills etc. is gone! Balance does NOT mean every ship can do the same! It's like hitting a rock with a hammer. A light and a heavy hammer can do the same damage, if their speed varies. The rock may survive the blow from one, but not from the other, even if they are balanced in terms of energy delivered, depending on the hardness/structure of the rock. The same way, an escort and a cruiser can be built to deliver the same dps, and still one of them is able to kill a sciship but not a cruiser, and the other can kill the cruiser but not the sciship.

    however, balancing the game for 1v1 is not viable. it can not be done without ruining team-pvp. Every time one build gets good on it's own, it becomes gamebreaking in a team. Granted, sciships suffered more than their share with the addition of resists, and DO need to be buffed to further balance, but cruisers and escorts benefited equally from the recent changes. They're actually pretty balanced both for dps and survivability. The sciships job should be to break this balance in a match. And this is the beauty of teamplay in balanced pvp... The ability to coordinate builds and gameplay in such a way that you break the balance by skill! If there is no balance, there is no skill needed. If there is no skill needed, there is no challenge, if there is no challenge there is no pvp.



    no offense, 1 v 1 mechanic may very well save pvp, becasue the way it is, is FAIL [TRIBBLE]x3

    how many ppl do you see in arena?....not many...as a matter of fact most ppl do not do arena because 5 v 5 and balancing for 5 v 5 is fail....i know about 14 ppl who was very excited when they said 3 v 3...most pvp'ers spend our time in cap and hold and ker'rat, for starters cross healing is buggy and OP and 5 men focusing fire on a single ship is instant death no matter what buffs your running...that equates to boring to most....i like to shoot my gun as oppose to making to the battle just to die 3 seconds in...again i repeat that this system is FAIL...and sticking with it only guarantees pvp fails....the proof is in the pudding, when is the last time you got into a pvp without a que taking at least 45 minutes?

    That is because it is FAIL.......i think they should do away with 5 v 5 and make the max space team size 3, add a 1 v 1 que and balance all ships for 1 v 1 combat...i GUARANTEE this will save pvp....there are just too many disgruntled ppl who will not pvp because their ship cannot hold its own 1 v 1

    I have played many MMO's and every time they balance it for the QQ'ers the game dies shorlty after, don't believe me...look at STO history....look at any other MMO WOW tried to balance it for the less intelligent and now it is in financial ruin and they can't even BEG the old players to come back, same with RS...as a matter of fact the only mmos who seem to grow are the 1's without feedback forums....lets face it QQ'ers suck, they think they know what balance is, they just end up crying till their fav ship is the only 1 worth flying (escorts)

    I am not saying this for any other reason than i love star trek and i want STO to survive forever....as long as they continue trying to balance it for 5 v 5 pvp will die....as long as escorts are the only fun ship to fly, and the only ships that can kill in a timely fashion...STO will fail and IS failing....PvP'ers are dropping like flies and heading for greener grass in non trek games that promise not to appease to qq'er...i wont say any names here because i don't want to drive any more ppl away, and YES the game i have in mind is also a space combat pvp focused game....they play the game and balance it for fun...not 2 hour snorefest if you fly anything other than the "golden child ship"

    You build a game pvp to appease only 1 type of player and you will lose all the rest...and maybe you should ask someone how forgiving us MMO'ers are, WOW, can rot in hell and RS couldn't pay me to play it again, they proved they will bend to the whim of the QQ'ers and that is not acceptable.....they will die slow and economically painful deaths

    I challenge the STO team to not be the next Dead MMO, balance the game for 1 v 1 and you will save pvp...add some OP powers in for fun..you know, the 1's with long recharge times but guarantee insta kills...(sorta like a bop's cloaked alpha strike that i can now mimic using my defiant, it can kill in literally 2 seconds flat from 100% shields and hull)

    im sorry as much as ppl cry about them OP is what makes a game fun, if you want to balance it somehow, put class restriction option on games, like only allow 1 of each either career choice or ship class choice and make the max 3 players

    this is my input and i stand by it 100%, i have done lots of research and i personally have played many mmo's...i know what makes them die a bitter death and what makes them thrive....do these things and PvP will be reborn
  • xtremenoob1xtremenoob1 Member Posts: 489 Arc User
    edited August 2012
    Not everyone has a issue with 5v5s so limiting the max to 3 would be a quick way to kill PVP. I think they should make team larger than 5 *(the actual team not the game size.)


    Admittedly, most the time when a team of 5 focuses you die. However, it's not always the case. Seen many premade games where that wasn't the case; at least not every attempt.

    Also pugging 3v3 is a lot more fun than 5v5. Sometimes! You can get all lol-cruiser teams or lol-sci teams or lol-p2fail teams. There is no absolute for PVP. Take it as it comes. Pew pew and have fun (or at least try to.) Ask questions?? Try to be polite. And if you run into a premade, **** happens. Try to setup a alpha and hope you can kill your target before the team heals. Die, try again.

    Balancing the game for 1v1 wouldn't really make it better. With the introduction of fleet starbases there will likely be more people in fleets, so why not add a element of PVP to that grind! For **** sakes that was promised with this horse **** season ages ago, to fail I'd add.

    Just my thoughts. Brief and probably not to your liking, but try some team play sometimes. Pandas runs a open vent, in -X-treme we welcome all to our TS and have frequent visitors for pew pew. It's all in good fun. It's sometimes difficult getting a good fight lined up and sometimes it's pretty one sided, but sometimes you get those matches that are just so much fun you go to bed thinking, **** yeah that was fun!

    no offense, 1 v 1 mechanic may very well save pvp, becasue the way it is, is FAIL [TRIBBLE]x3

    how many ppl do you see in arena?....not many...as a matter of fact most ppl do not do arena because 5 v 5 and balancing for 5 v 5 is fail....i know about 14 ppl who was very excited when they said 3 v 3...most pvp'ers spend our time in cap and hold and ker'rat, for starters cross healing is buggy and OP and 5 men focusing fire on a single ship is instant death no matter what buffs your running...that equates to boring to most....i like to shoot my gun as oppose to making to the battle just to die 3 seconds in...again i repeat that this system is FAIL...and sticking with it only guarantees pvp fails....the proof is in the pudding, when is the last time you got into a pvp without a que taking at least 45 minutes?

    That is because it is FAIL.......i think they should do away with 5 v 5 and make the max space team size 3, add a 1 v 1 que and balance all ships for 1 v 1 combat...i GUARANTEE this will save pvp....there are just too many disgruntled ppl who will not pvp because their ship cannot hold its own 1 v 1

    I have played many MMO's and every time they balance it for the QQ'ers the game dies shorlty after, don't believe me...look at STO history....look at any other MMO WOW tried to balance it for the less intelligent and now it is in financial ruin and they can't even BEG the old players to come back, same with RS...as a matter of fact the only mmos who seem to grow are the 1's without feedback forums....lets face it QQ'ers suck, they think they know what balance is, they just end up crying till their fav ship is the only 1 worth flying (escorts)

    I am not saying this for any other reason than i love star trek and i want STO to survive forever....as long as they continue trying to balance it for 5 v 5 pvp will die....as long as escorts are the only fun ship to fly, and the only ships that can kill in a timely fashion...STO will fail and IS failing....PvP'ers are dropping like flies and heading for greener grass in non trek games that promise not to appease to qq'er...i wont say any names here because i don't want to drive any more ppl away, and YES the game i have in mind is also a space combat pvp focused game....they play the game and balance it for fun...not 2 hour snorefest if you fly anything other than the "golden child ship"

    You build a game pvp to appease only 1 type of player and you will lose all the rest...and maybe you should ask someone how forgiving us MMO'ers are, WOW, can rot in hell and RS couldn't pay me to play it again, they proved they will bend to the whim of the QQ'ers and that is not acceptable.....they will die slow and economically painful deaths

    I challenge the STO team to not be the next Dead MMO, balance the game for 1 v 1 and you will save pvp...add some OP powers in for fun..you know, the 1's with long recharge times but guarantee insta kills...(sorta like a bop's cloaked alpha strike that i can now mimic using my defiant, it can kill in literally 2 seconds flat from 100% shields and hull)

    im sorry as much as ppl cry about them OP is what makes a game fun, if you want to balance it somehow, put class restriction option on games, like only allow 1 of each either career choice or ship class choice and make the max 3 players

    this is my input and i stand by it 100%, i have done lots of research and i personally have played many mmo's...i know what makes them die a bitter death and what makes them thrive....do these things and PvP will be reborn








    mavairo wrote: »

    6: Seeing as how Captain Inbred is unlikely to do #5, they could restore the previous shield healing prowess and resistances of various skills like EPTS, Extend shields. They could also change shield regen cycles to be every 4 seconds instead of every 6.

    7: Restore the field generator back to +35 percent, make it a 1 console per ship item again, and move it back to Engineering where it belongs.


    I lol'd @ 6 and agree 100 billion percent on number 7. Ships with 23-24k+ shields is f'n TRIBBLE. Unkillable, or nearly unkillable sci much?
    -X-/Pandas - Pheo
    [SIGPIC][/SIGPIC]
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited August 2012
    I disagree. 1vs1 balancing and encouraging OP powers is not the right path to take.

    How would a small Defiant or BoP be balanced against the massive Cruisers?
    How would a Science vessel be balanced aganist an escort?
    How do you balance the different types of escorts to the different types of cruisers to the different types of Science vessel to the carriers to the FDCs to pets?
    How would you balance fed versus KDF, or KDF oneday against RSE?
    How is something designed to be OP balanced at all?
    Leonard Nimoy, Spock.....:(

    R.I.P
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited August 2012
    broken1981 wrote: »
    ummmm...yeah u can teach tt3. train a ground skill to 6 points. but who will give up 2 copies of omega?

    That, I didn't know. Thanks. Yo know which ground skill is that?
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
  • trueprom3theustrueprom3theus Member Posts: 0 Arc User
    edited August 2012
    dalnar83 wrote: »
    You mean, you would actually have a hard choice instead a no-brain one ? :rolleyes:

    For an escort, yea, definitely a no brainier. But for a cruiser with a lt cmdr tac would be preferable if it removes all tac buffs for 15 secs, you'll be pretty much 100% immune to apb, fomm, boarding party, delta (while using tac team doff).R
    Hear! Sons of Kahless
    Hear! Daughters too.
    The blood of battle washes clean.
    The Warrior brave and true.
    We fight, we love, and then we kill...
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