Ok, I am by no means UBER geared but I have been playing off and on since beta so I know how to play this game fairly well. I do have mostly XI and XII equipment
I fly a tactical escort as an engineer and yes I understand I dont have the tactical skills that give you a dmg increase for a few seconds... "Note seconds" I have noticed tho in PVP that there are a few select klingons... always the same few people and I wont give out names or anything that seem to be doing so much dmg its actually hard for me comprehend how its possible..
I havent seen a fed char on my team ever that could really do this.. Its always the klingons and always the same 3-4 guys... They fly the bug ship and that nausican destroyer you caan buy with zen..
Anytime the match starts i cloak and if i see them i sit back and watch and see what they do... The battle starts and of course they usually sit still for a second unload all cooldowns and pound away at someone.. However within the first 30-60 seconds the select few already have over 150-200k dmg... YES 150k+ dmg..
The guy who flys the bug ship just uses speed and flys around at insaine speeds i have never seen before and doesnt do that much dmg but he still pulls off a lot so what he does i can sorta understand but the speed still baffles me its like he is a constant full impulse zipping around so fast you can barely see him..
My main issue tho is the dmg output on the other guys.. Then when you attack them thier tank is nearly unstoppable you cant break the shields below 80% ever... Yet they can pull off so much dmg that no amount of resists/heals, tactical team ect can keep you alive for more then a few seconds..
My last PVP game it was so bad we went 0-15 within the first 3-5 minutes of the game and our combined dmg was less then 1 person on thier team.. "Note these people seem to que together so they must be in a fleet" I understand thier gear is insaine and they have coordination over pugs but it still doesnt make sense for the dmg output..
I almost feel like they are exploiting something, granted pvp in this game isnt the best and I dont go crying you cheater when someone is better then me but something is really really fishy...
Could someone explain to me how in the hell these few people manage to basicly instant pop anyone do 150k dmg in the first minute of battle when everyone else is at 10k or so.. I smell someone is exploiting somehow. I know I am not the only one who has noticed these "select few" lots of people i talk too say the same thing
Damage dealt is as much a product of the opponents resists as it is the attackers weapons and abilities. As an escort captain, I can very easily open up on a target and drop 150,000 damage on a ship that isn't prepared for it. However, at using the same abilities, I can open on a skilled player in any ship and only deal 25,000 damage.
The difference between the two is the degree of which the ship I'm attacking has prepared themselves. EPtS is a prime example, and a ship that doesn't have the buff rolling at all times is subject to dying very quickly. It is an ability that should be being used long before you're attacked, and with two copies should never drop.
That said, there are other methods to counter these preparations that most premade groups will have. Subnucleonic Beam (science captain) is one of those skills which will drastically help make an opponents heals/resists non-existent by removing their buffs.
The potential to do a lot of damage is there for escorts, cruisers, and science ships alike. However, each of the ships also has methods that allow them to drastically reduce the incoming damage to them (thus reducing the opponents damage done).
It's actually fairly trivial to put out around 150-200k damage in a full minute. A minute is a very long time in STO. It's also pretty easy for a single decent player to outscore an entire team of five players on DPS if the former knows what they're doing.
You have to consider that because of the way tactical buffs work (increase on all sources of damage generated by a player, usually) a good player can stack an absurd number of buffs and generate a very hard-hitting opening salvo.
Its not just the Tac buffs that help one do massive bursts of damage but its also ability to keep that target in you firing arc as long as possible.
Timing is the other factor. Knowing when to use those buffs and strike.
A common green pvp tac escort pilot makes is unloading a full alpha on a fully shielded buffed target. If you dont look at the buffs your target has up then your doing it wrong. When you see that nice red (once blue) hew on your target move on. They have extends on and most likely the healer on that team is focused also on your target.
I left the dps word and moved into the healer world and I personally like it better now. Thats another story though.
Also for the rookie tac escort pilots stay close to your healers (close I mean under 10k)!
Just a thought, tbr, mines, fbp(edit: indirectly), warp plasma are only few non energy weapons/abilities that count towards dps, and are all buffed by tac abilities. Few of those, plus good gear and the dps goes up like nuts. Also, I think the game measures the out dps, correct? Meaning whatever your weapons fire, not the damage the target gets.
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...
Theres quite a few things that come into account for high dps,
Passive skills, The klingon toons are very possible made up on 4 space passive skills rather than 2 space and 2 ground.
You also earn more passive bonus from completing accolades.
Duty officers, if you have 5 purple doffs on active space and some even doubled up like the torpedo or cannon ones then add that to the KHG set that gives bonuses for torp damage.
Consoles, again having nothing but purples here will increase your dps a fair bit even compared to blue's especially in the tactical slots the purples give 30% damage and the engineer one that increases weapons power.
Bridge Officer's, make sure all these are trained so all Lt Commander and Commander ability's are level 3, you can ask around in game for other classes to train your boffs if you can't or if your in a fleet just ask somebody in their.
And last but not least, practice practice practice.
Also next time your in a pvp match with these guys, just ask them at the end of the match if they would mind helping to build a pvp toon and ship. Most people are more than happy to help.
Its not just the Tac buffs that help one do massive bursts of damage but its also ability to keep that target in you firing arc as long as possible.
Timing is the other factor. Knowing when to use those buffs and strike.
Truth. I fly the Fleet Scourge Retrofit. I fly it because it turns fast. In it I can keep my target in my crosshairs for the entire length of my Alpha. & like others have said, firing on an unbuffed target will get you a whole lot more damage than firing at someone being focus healed.
[SIGPIC][/SIGPIC] Time played in game. as of 9/12/12 (on my mains) Total 2907 hours.K'zoontite has been on active duty for 34 days, 3 hours, Bot Fly has been on active duty for 55 days, 4 hours, Poppa Capp has been on active duty for 4 days, 12 hours, B'zooka has been on active duty for 12 days, 22 hours,Tater(fed) has been on active duty for 14 days, 10 hours,
It also depends on what your team mates are doing.
For example, teaming up with someone with disruptors who alphas first, their disruptors are going to take a chunk of damage resistance away, then you make a pass with your antiprotons, taking advantage of the enemy's lowered damage resistance etc etc.
Combinations of powers and team abilities, ship power, doff layout the list goes on.
Ok, I am by no means UBER geared but I have been playing off and on since beta so I know how to play this game fairly well. I do have mostly XI and XII equipment
I fly a tactical escort as an engineer
oh. hate to break it to you but thats basically a non starter when dealing damage, spike damage, the damage that gets kills. the best timing in the world is not going to grant an eng escort enough damage dealing to shoot through EPtS1 protected shields, even on another escort.
the bugs are basically overpowered and theres little you can do about them except hope the user isn't great, its build is horrible, and that they don't target you. the better the bug user is, the more likely it is he flys with friends and support, they can pretty much derails any match they are a part of. it doesn't even take a boat load of skill to have purple mk xii weapons and tactical consoles, and to sit behind a big fat cruiser and deal damage beyond design parameters that only a dedicated healer can save itself from. just try to hope you don't run in to the damn things, or the upcoming fed fleet escorts that will be similarly dangerous. oh yes, its going to get worse.
Engineer scorts are kinda fun to fly in Kerrat, but they are pretty much useless in an Arena
[SIGPIC][/SIGPIC] Time played in game. as of 9/12/12 (on my mains) Total 2907 hours.K'zoontite has been on active duty for 34 days, 3 hours, Bot Fly has been on active duty for 55 days, 4 hours, Poppa Capp has been on active duty for 4 days, 12 hours, B'zooka has been on active duty for 12 days, 22 hours,Tater(fed) has been on active duty for 14 days, 10 hours,
Just a thought, tbr, mines, fbp(edit: indirectly), warp plasma are only few non energy weapons/abilities that count towards dps, and are all buffed by tac abilities. Few of those, plus good gear and the dps goes up like nuts.
That's because all of the abilities you listed deal kinetic damage, which the PvP scoreboards only record in this game. For example, my Sci-Sci, which focuses on healing, appears to out-damage escorts, but it's just my transphasics dealing hull damage.
If you want real numbers, chnk the logs!
Also, I am by no means saying those abilities (and transphasics) are not good, I'm just trying to say that you shouldn't look into the damage numbers too much if you are using those.
Also for the rookie tac escort pilots stay close to your healers (close I mean under 10k)!
This is SOOOO true. Nothing more pissing then wasting extend and the aux batter and sci heals on escort that a second later is evasing out of the battlefield and range of your extend.
If you're facing Jem Bugs, the learning curve is 90 degrees.
Nah. Bug are not THAT bad, unless some good pilot is sitting in them. Never had problem with bugs. Garumbas in FvK and T5 Defiants in FvF - those are nightmares in teamplay. In 1v1 - meh, I flied Fleet (now Patrol) Escort and could handle any ship unless pilot was better then I. In such case ships doesn't mattered - I was dead.
---
As for the OP: skilled player can mount insane amount of damage simply by timing his buffs. I learned this hard way long time ago by being on the receiving end of a Klingon disruptor or Fed phaser. And through all that time I still try to come even close to those players (not easy with current state of PvP and queues). But I'm doing better and better so if I (and the game) live long enough and prosper - who knows...
I still feel like some of you are missing my point... Sometimes the pvp is so bad with these 2-3 guys that you litterally cannot do anything.. nothing at all you die then they run to spawn and as soon as you spawn your dead in a split second..
Once the battle starts everyone is in the middle my entire team is dead in like 30 seconds.. It makes no sense to me how 1 single guy can do so much dmg.
Also to the guy telling me to fly a cruiser... lols cruisers are so broken and bad in pvp... The only way to stay alive is in a science ship.. I have yet to see a cruiser actually accomplish anything in over a year now.
I still feel like some of you are missing my point... Sometimes the pvp is so bad with these 2-3 guys that you litterally cannot do anything.. nothing at all you die then they run to spawn and as soon as you spawn your dead in a split second..
Once the battle starts everyone is in the middle my entire team is dead in like 30 seconds.. It makes no sense to me how 1 single guy can do so much dmg.
Also to the guy telling me to fly a cruiser... lols cruisers are so broken and bad in pvp... The only way to stay alive is in a science ship.. I have yet to see a cruiser actually accomplish anything in over a year now.
You may want to read over the cruiser threads someone has taken the time to put together. FaW Beamboats don't do the relative pressure damage they once did, but there are still plenty of good cruiser builds, and you shouldn't be exploding easily in them.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Cruiser are broken and cannot accomplish anything in PvP? Wow, I tell this to me healer in free-Odie. He will be one hell of a broken guy once he learns that he is not worth anything and all those times he kept his team members alive or gave some support fire to the scorts was just his wild imagination.
Now as for 2-3 guys spawn camping - they are lame players and that's it. If they do it simply inform other guys from your team and leave the match. No sense in playing against campers. Waste of your time.
Now as for 2-3 guys spawn camping - they are lame players and that's it. If they do it simply inform other guys from your team and leave the match. No sense in playing against campers. Waste of your time.
I never understood why cryptic doesn't put 30-40 whatever turret where the spawn point is. Each with 1.000.000 hull. This way people won't be tempted to spawn camp anymore.
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...
I never understood why cryptic doesn't put 30-40 whatever turret where the spawn point is. Each with 1.000.000 hull. This way people won't be tempted to spawn camp anymore.
B/c, some people never leave the spawn. Not at the start of the match. Not after they respawn. Not a fan of it myself, but if they aren't making the effort, it's better to just get the match over asap.
[Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
There are very few TAC/Escorts that I can?t tank their extreme DPS. The Bug Ship that flies 2 Cannons |2 DHC and turrets all polaron with a power draining effect is one of them because between his Polaron PROC , Plasmonic leech console and full Jem hadar space set, I can?t keep my shield and auxiliary power levels high enough to both heal and resist his damage. Couple that with tactical buffs and you can quickly see how screwed you are trying to deal with him one on one. And yes, I have 9 points into power insulators.
Seriously, there is no hope against that fighting it alone. At least not for me in my cruiser.:(
B/c, some people never leave the spawn. Not at the start of the match. Not after they respawn. Not a fan of it myself, but if they aren't making the effort, it's better to just get the match over asap.
Right... Forgot about those. An efficient afker system should be implemented...
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...
<SNIP>
the bugs are basically overpowered and theres little you can do about them except hope the user isn't great, its build is horrible, and that they don't target you. the better the bug user is, the more likely it is he flys with friends and support, they can pretty much derails any match they are a part of. it doesn't even take a boat load of skill to have purple mk xii weapons and tactical consoles, and to sit behind a big fat cruiser and deal damage beyond design parameters that only a dedicated healer can save itself from. just try to hope you don't run in to the damn things, or the upcoming fed fleet escorts that will be similarly dangerous. oh yes, its going to get worse.
God your so melodramatic. Did you attend THE JUILLIARD SCHOOL?
God your so melodramatic. Did you attend THE JUILLIARD SCHOOL?
i'd rather be dramatic then in denial. they DO ruin pugs, the only time they don't is when there are dedicated healers and organization that can bury any damage with even more heals.
That's because all of the abilities you listed deal kinetic damage, which the PvP scoreboards only record in this game. For example, my Sci-Sci, which focuses on healing, appears to out-damage escorts, but it's just my transphasics dealing hull damage.
If you want real numbers, chnk the logs!
Also, I am by no means saying those abilities (and transphasics) are not good, I'm just trying to say that you shouldn't look into the damage numbers too much if you are using those.
I was just trying to give the op an ideea on how the damage can spike like that. Of course, log parser gives a better view on what's the ratio on output dps vs actual dealt dps, or if somebody has enough patience to read every line from logs, and make sense of them without any other software, that's even better, lol.
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...
Comments
The difference between the two is the degree of which the ship I'm attacking has prepared themselves. EPtS is a prime example, and a ship that doesn't have the buff rolling at all times is subject to dying very quickly. It is an ability that should be being used long before you're attacked, and with two copies should never drop.
That said, there are other methods to counter these preparations that most premade groups will have. Subnucleonic Beam (science captain) is one of those skills which will drastically help make an opponents heals/resists non-existent by removing their buffs.
The potential to do a lot of damage is there for escorts, cruisers, and science ships alike. However, each of the ships also has methods that allow them to drastically reduce the incoming damage to them (thus reducing the opponents damage done).
Lag Industries STO/TOR Guild
You have to consider that because of the way tactical buffs work (increase on all sources of damage generated by a player, usually) a good player can stack an absurd number of buffs and generate a very hard-hitting opening salvo.
Timing is the other factor. Knowing when to use those buffs and strike.
R.I.P
I left the dps word and moved into the healer world and I personally like it better now. Thats another story though.
Also for the rookie tac escort pilots stay close to your healers (close I mean under 10k)!
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
Passive skills, The klingon toons are very possible made up on 4 space passive skills rather than 2 space and 2 ground.
You also earn more passive bonus from completing accolades.
Duty officers, if you have 5 purple doffs on active space and some even doubled up like the torpedo or cannon ones then add that to the KHG set that gives bonuses for torp damage.
Consoles, again having nothing but purples here will increase your dps a fair bit even compared to blue's especially in the tactical slots the purples give 30% damage and the engineer one that increases weapons power.
Bridge Officer's, make sure all these are trained so all Lt Commander and Commander ability's are level 3, you can ask around in game for other classes to train your boffs if you can't or if your in a fleet just ask somebody in their.
And last but not least, practice practice practice.
Also next time your in a pvp match with these guys, just ask them at the end of the match if they would mind helping to build a pvp toon and ship. Most people are more than happy to help.
Truth. I fly the Fleet Scourge Retrofit. I fly it because it turns fast. In it I can keep my target in my crosshairs for the entire length of my Alpha. & like others have said, firing on an unbuffed target will get you a whole lot more damage than firing at someone being focus healed.
Delta - Recluse
Omega - Scimitar
Alpha - MVAM
Beta - Wells
Timing is everything :cool:
For example, teaming up with someone with disruptors who alphas first, their disruptors are going to take a chunk of damage resistance away, then you make a pass with your antiprotons, taking advantage of the enemy's lowered damage resistance etc etc.
Combinations of powers and team abilities, ship power, doff layout the list goes on.
oh. hate to break it to you but thats basically a non starter when dealing damage, spike damage, the damage that gets kills. the best timing in the world is not going to grant an eng escort enough damage dealing to shoot through EPtS1 protected shields, even on another escort.
the bugs are basically overpowered and theres little you can do about them except hope the user isn't great, its build is horrible, and that they don't target you. the better the bug user is, the more likely it is he flys with friends and support, they can pretty much derails any match they are a part of. it doesn't even take a boat load of skill to have purple mk xii weapons and tactical consoles, and to sit behind a big fat cruiser and deal damage beyond design parameters that only a dedicated healer can save itself from. just try to hope you don't run in to the damn things, or the upcoming fed fleet escorts that will be similarly dangerous. oh yes, its going to get worse.
Especially in BoPs that really use their battlecloak.
Roll a tac and start wondering how anybody plays this game without doing that much dmg, 150k is really not that much.
a history of sto pvp: 2010 - 2011
a history of sto pvp: 2012 - 2013
That's because all of the abilities you listed deal kinetic damage, which the PvP scoreboards only record in this game. For example, my Sci-Sci, which focuses on healing, appears to out-damage escorts, but it's just my transphasics dealing hull damage.
If you want real numbers, chnk the logs!
Also, I am by no means saying those abilities (and transphasics) are not good, I'm just trying to say that you shouldn't look into the damage numbers too much if you are using those.
@f4tamy | Sad Pandas
This is SOOOO true. Nothing more pissing then wasting extend and the aux batter and sci heals on escort that a second later is evasing out of the battlefield and range of your extend.
Nah. Bug are not THAT bad, unless some good pilot is sitting in them. Never had problem with bugs. Garumbas in FvK and T5 Defiants in FvF - those are nightmares in teamplay. In 1v1 - meh, I flied Fleet (now Patrol) Escort and could handle any ship unless pilot was better then I. In such case ships doesn't mattered - I was dead.
---
As for the OP: skilled player can mount insane amount of damage simply by timing his buffs. I learned this hard way long time ago by being on the receiving end of a Klingon disruptor or Fed phaser. And through all that time I still try to come even close to those players (not easy with current state of PvP and queues). But I'm doing better and better so if I (and the game) live long enough and prosper - who knows...
Perhaps one day I call my ship "Panda Killer"
Once the battle starts everyone is in the middle my entire team is dead in like 30 seconds.. It makes no sense to me how 1 single guy can do so much dmg.
Also to the guy telling me to fly a cruiser... lols cruisers are so broken and bad in pvp... The only way to stay alive is in a science ship.. I have yet to see a cruiser actually accomplish anything in over a year now.
You may want to read over the cruiser threads someone has taken the time to put together. FaW Beamboats don't do the relative pressure damage they once did, but there are still plenty of good cruiser builds, and you shouldn't be exploding easily in them.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
I apoligise about that. The same Ensign who handles the Cloak is in charge of the flight controls.:P
R.I.P
Now as for 2-3 guys spawn camping - they are lame players and that's it. If they do it simply inform other guys from your team and leave the match. No sense in playing against campers. Waste of your time.
I never understood why cryptic doesn't put 30-40 whatever turret where the spawn point is. Each with 1.000.000 hull. This way people won't be tempted to spawn camp anymore.
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
B/c, some people never leave the spawn. Not at the start of the match. Not after they respawn. Not a fan of it myself, but if they aren't making the effort, it's better to just get the match over asap.
Random Quote from Kerrat
"Sumlobus@****: your mums eat Iced Targ Poo"
C&H Fed banter
Seriously, there is no hope against that fighting it alone. At least not for me in my cruiser.:(
Right... Forgot about those. An efficient afker system should be implemented...
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
God your so melodramatic. Did you attend THE JUILLIARD SCHOOL?
i'd rather be dramatic then in denial. they DO ruin pugs, the only time they don't is when there are dedicated healers and organization that can bury any damage with even more heals.
I was just trying to give the op an ideea on how the damage can spike like that. Of course, log parser gives a better view on what's the ratio on output dps vs actual dealt dps, or if somebody has enough patience to read every line from logs, and make sense of them without any other software, that's even better, lol.
Hear! Daughters too.
The blood of battle washes clean.
The Warrior brave and true.
We fight, we love, and then we kill...
is this not the prefered way to do lots of damage?