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For the Jem'hadar QQ'ers

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  • starcommando101starcommando101 Member Posts: 0 Arc User
    edited February 2013
    eurialo wrote: »
    I have both the JHAS and the fleet tactical escort retrofit, I use the first on a klingon toon and the second on a fed one... both characters have the same traits and very similar skill.

    the better turn rate of the JHAS helps in 1 vs 1 scenario; a many vs many scenario is very different and the JHAS pay its worse shield.

    I think that isn't the bug ship too strong, but the fed ship disadvantaged by it's boffs layout... In pvp the best build for an escort is IMHO only cannons based (no torpedoes) for a greater alpha strike, so 3 tactical station (like in the fed ship) are a waste...
    The best BOFFs layout is the one with a cmd tactical station, lt cmd tactical station, a lt sci station, a lt eng station and a sci or eng ensign station. This layout let you have 2 TT, 2 CRF, 2xAPO and 1 APB or APD, plus sci and eng abilities to buff/heal shield and regenerate the hull. in pvp you do not need others tactical abilities... this is why the 3 tactical station of the tactical escort restrofit are (IMHO) a waste.


    On more thought: in pvp weapons, consoles and doffs are very very important... there is one reason why my JHAS is more dangerous than my FTER and that reason is the 4x
    DHCs [acc]x3, 3xturrets [acc]x3, purple consoles... everything is MK XII and yes, I payed a lot, lot, lot of EC to buy the JHAS, weapos, consoles and doffs. The fed toon has good consoles and weapons, but not so good.

    Sir you are giving reasons WHY the Bug is an overpowered ship instead, of arguing otherwise...
    The Average PvP player
    [SIGPIC][/SIGPIC]
    1) Teamwork and timing is #1
    2) You cannot "Kirk It" in every ship
    3) You are going to die, just get back up
  • deusemperordeusemperor Member Posts: 136 Arc User
    edited February 2013
    You know the main issues is it's impressive turn rate, and its boff layout. If the other escorts had universal ensign then I could run the defiant as patrol escort layout and do more damage in it than I can in the bug. (cloaking damage bonus) Same give the option to fleet advance escort to have a universal ensign and it will have better livability to match the bug. The turn rate could be lowered by 1 point and not be over-nerfing it in my opinion.

    A fleet defiant can rip through shields as fast as a bug can. Crf3 and usually boom, unless its a good premade team that has capable healers.

    I can't wait until we get a fleet guramba with 5 tac slots 2 sci slots, 3 engineer slots. That ship would be unstoppable haha!
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2013
    The defiant is fine as it is... people asking for it to have a patrol escort setup are missing the point... if you want to fly a patrol escort fly a damn patrol escort.

    The defiant is fine with the setup it has... you people need to think outside the box a bit more.

    I PREFER my defiant setup over the patrol setup for many builds. If you want to fly an escort that still bursts and uses torps the defiant is the winner hands down.... Use doffs and keep ONE COPY of EPTS 2 up 100% of the time... and back it up with a 100% up EPTE 1... and you will be moving in that little guy... throw in some Omega goodness and it keeps up turn wise with most bugs... as not that many people put RCSs in there already good turning bugs.

    Defiant is fine....
    Patrol is fine...

    Mostly the bug is fine as it is as well... it could loose 1-2 points of turn and I don't think anyone would have call to cry about it.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited February 2013
    I don't want to fly the damn Patrol Escort.

    I want to fly the iconic ship. Even the damn Captain level refit has the Ens ENG, Lt ENG setup. So there's no reason why the VA level Defiant can't have that setup.
    [SIGPIC][/SIGPIC]
  • broken1981broken1981 Member Posts: 0 Arc User
    edited February 2013
    The defiant is fine as it is... people asking for it to have a patrol escort setup are missing the point... if you want to fly a patrol escort fly a damn patrol escort.

    The defiant is fine with the setup it has... you people need to think outside the box a bit more.

    I PREFER my defiant setup over the patrol setup for many builds. If you want to fly an escort that still bursts and uses torps the defiant is the winner hands down.... Use doffs and keep ONE COPY of EPTS 2 up 100% of the time... and back it up with a 100% up EPTE 1... and you will be moving in that little guy... throw in some Omega goodness and it keeps up turn wise with most bugs... as not that many people put RCSs in there already good turning bugs.

    Defiant is fine....
    Patrol is fine...

    Mostly the bug is fine as it is as well... it could loose 1-2 points of turn and I don't think anyone would have call to cry about it.

    while i go agree with alot of what you do say, i tend to go against you on this. i can see why you say the defiant lay out is fine. but thoes days of doing 1 shot skills on a decloak with torps on crusiers are over. the basic setup of premades is 3 sci 2 tacts. to have a tact in cloak waiting for that kill will not happen. your hurting your team doing that. try that against turks, nova core, tsi or even sob will get your team killed. next is crazy talk if i ever heard it, doffs to reduce cd on eptx skills? first off it does reduce cd but not always. thats just asking to be killed. no sdo doffs? really? most basic doff lay out is 2 apd and atleast 2 sdo. i do know alot of people run 3. i dont i run 2. im still hoping that lazy nurse will start doing her job. btw alot of people run atleast 2 mk12 purple rcs consoles. the bug should have a base turn of 18, NOT 20.


    for anyone to say i qq about the bug ship, maybe i do. but guess what i own it. why do i qq if i own it? because i want to play in my defiant. but to remain competitive in pvp i need to be in my stupid bug.
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2013
    Negative... here is my current Defiant build... Go kill premades with it. Enjoy

    Tac team 1 - High Yield 2 - Omega 1 - Rapid Fire 3
    Tac team 1 - Rapid fire 1 - Omega 1
    High Yield 1

    Emergency power to engines 1 - EPTS 2

    Hazards 1 - TSS 2

    2 DC (thats right DC)
    2 Quantums
    2 Turrets
    1 KCB

    Glider 2 piece + maco

    2 Flow Cap sci units.... +Shield heal rep ones if you can.

    3 Tet Dmg units 2 Quantum

    2-3 Torp doffs... with 2-3 Dmg Control doffs...

    No you don't insta pop... and you will like tet DC with glider... they won't kill anything but facings drop all the time... and then light them up with the constant stream of high dmg qunatums.

    People are way to hung up on running 4 dhc on everything... that is very 6 months ago.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited February 2013
    People are way to hung up on running 4 dhc on everything... that is very 6 months ago.


    If Elite Fleet Shields proc resistance per shot and not per cycle, then DCs have actually gotten worse.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2013
    If Elite Fleet Shields proc resistance per shot and not per cycle, then DCs have actually gotten worse.

    All nrg has... but you still need to drop shields... which now have multiple passive regens and crit hit recharges.... The point of the DC is to get the same glider effect (in fact you get much more do to the power drain on only 2)... + the KCB proc is almost needed to keep glider dmg at max.

    Trust me the build I listed works... 2 turrets + 2 dc... + 125 power glider all the time will strip a facing fleet shields or not... and the quantums will do there work... cycle HY 2 and HY 1 and with doffs keeping them spitting... it makes people very uncomfy... everyone is used to there shields being invinci mode these days... do something that pullls there facings down and they start doing all sorts of very stupid things they wouldn't have done back when they expected that to happen. :)

    Still Cryptic has screwed up the mechanics so bad I pvp in GW 95% of the time these days anyway... so what do I know anyway I guess. :)
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • hurleybirdhurleybird Member Posts: 909
    edited February 2013
    Antoniosalieri, what you've posted is a perfect example of a fail build. You need to pick a role and stick to it, either fully into tet glider or fully into spike damage. As it stands, you've built something that is mediocre at both.
  • broken1981broken1981 Member Posts: 0 Arc User
    edited February 2013
    hurleybird wrote: »
    Antoniosalieri, what you've posted is a perfect example of a fail build. You need to pick a role and stick to it, either fully into tet glider or fully into spike damage. As it stands, you've built something that is mediocre at both.

    no ive seen this type of build. but its dhcx2 3 turents and 2 torps. with rep system now its useless. ive tryed tet weps and they dont really seem to do anything compaired to phasers or polaron.
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • eurialoeurialo Member Posts: 667 Arc User
    edited February 2013
    broken1981 wrote: »
    yes the weps do matter but no so much the purple consoles. doffs do help. the problem is the bug ship has an rsp. the defaint has epts 1 2. the jem has better sheilds and turn rate the defiant has less on all accounts. if the jem loses its sheilds can rsp, if that fails can tss 2 if that fails there is 3 sdo. less see defaint sheilds break tss2, that fails 3 sdo, that fails well hello respwn timer.

    if the defiant was able to use cloak under combat that would actually help it alot more. then you would actually get to use better spike damage, not wast a console slot and actually slot the cloak console. i care less that jem has 4 engy consoles. most go 2 neut consoles , other morons go 4. i fly my bug with no armor consoles. my engy lay out most times is 2 mk12 purple rcs ,tact converter borg console. sci is sheild emiter, tact is 4 tact phaser consoles and zero point. if i tryed that layout in my defiant it would be pure death.

    the greater turn rate of the JHAS is an advantage only in a 1vs1 scenario... in a many vs many scenario the bug ships is disadvantaged by its worse shields. In a 1 vs 2 scenario I win only if the 2 opponents do not collaborate... else my better turn rate is useless.
    Moreover there are several way to have an instant boost to your turn rate: deuterium surplus, evasive maneuvers (+ purple conn officers), AtD, a pair of APO... You can also use TBR... and you are helped by a better shields system...

    I also think that in a pvp build you need only a few basic consoles: neutronium alloy, one RCS (or the console from the temporal set), a shield emitter ad the appropriate tactical consoles. The others console generally are (IMHO) a waste.

    Sir you are giving reasons WHY the Bug is an overpowered ship instead, of arguing otherwise...

    I tried to tell something very different:

    JHAS and FTER have a very similar shield modifier... 0.99 is not so far from 1, but the FTER has 2 science console so can have greater and better shield. That is IMHO an advantage in a many vs many, the typical pvp scenario, more than having a better turn rate... simply because in a many vs many scenario probably you will be targeted by several ships at the same time.
    Also the hull it points is very similar, even if the JHAS has a bit more hull, the difference is less than the DPS of one of my unbuffered DHC.

    I think that the real difference between the two ships is the ensign tactical station of the FTER... I simply think it's a waste, so all in all is not the JHAS overpowered but the FTER underpowered in pvp (but much better in pve).
    [SIGPIC][/SIGPIC]

    Playing STO spamming FAW is like playing chess using always the computer's suggested moves
  • doomiciledoomicile Member Posts: 3 Arc User
    edited February 2013
    Except with superior Turn Rate, Impulse modifier and Engineering room for extra resists, even in group focus fire it can pull a 180 and survive the 2-3 seconds it takes to get out of combat range to heal up and restack alpha buffs.
    [SIGPIC][/SIGPIC]
  • starcommando101starcommando101 Member Posts: 0 Arc User
    edited February 2013
    eurialo wrote: »
    the greater turn rate of the JHAS is an advantage only in a 1vs1 scenario... in a many vs many scenario the bug ships is disadvantaged by its worse shields. In a 1 vs 2 scenario I win only if the 2 opponents do not collaborate... else my better turn rate is useless.
    Moreover there are several way to have an instant boost to your turn rate: deuterium surplus, evasive maneuvers (+ purple conn officers), AtD, a pair of APO... You can also use TBR... and you are helped by a better shields system...

    I also think that in a pvp build you need only a few basic consoles: neutronium alloy, one RCS (or the console from the temporal set), a shield emitter ad the appropriate tactical consoles. The others console generally are (IMHO) a waste.




    I tried to tell something very different:

    JHAS and FTER have a very similar shield modifier... 0.99 is not so far from 1, but the FTER has 2 science console so can have greater and better shield. That is IMHO an advantage in a many vs many, the typical pvp scenario, more than having a better turn rate... simply because in a many vs many scenario probably you will be targeted by several ships at the same time.
    Also the hull it points is very similar, even if the JHAS has a bit more hull, the difference is less than the DPS of one of my unbuffered DHC.

    I think that the real difference between the two ships is the ensign tactical station of the FTER... I simply think it's a waste, so all in all is not the JHAS overpowered but the FTER underpowered in pvp (but much better in pve).

    Read what the guy above me said.

    The turn rate makes it's defense very high.

    Most people don't even run neutroniums in the engi spot (two max) and us it for universal consoles
    The Average PvP player
    [SIGPIC][/SIGPIC]
    1) Teamwork and timing is #1
    2) You cannot "Kirk It" in every ship
    3) You are going to die, just get back up
  • polie05polie05 Member Posts: 0 Arc User
    edited February 2013
    Most people do run a nuet, at lest one of them. In a team how si the ZOMG ITZ TURNZ rate so op? The answer is, it's not. For all you people that cry thats it's so op are just not skilled players. It IS the best escort in game, hands down; but there are other ships that are equally as good in different categories. Your blaming on being pop'ed in the Jem and not for your own skill set. These days it seems like people have to blame something/someone else for failing and not themselves. (ZOMG ITZ HAX!) Second, thsoe that QQ about the Jem space set have no clue what they are talking about. It has a proc to strip 1 ability and then an immunity is applied. The set its self is not that great, the borg/maco set IS better.

    SO go back to your "wack-a-spacebar" build and prepare to get pwn over and over again by skilled players.

    /thread
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2013
    hurleybird wrote: »
    Antoniosalieri, what you've posted is a perfect example of a fail build. You need to pick a role and stick to it, either fully into tet glider or fully into spike damage. As it stands, you've built something that is mediocre at both.

    I don't think I'll take fail build advice from you hurly look me up in game any time you want to see how fail such a build is.... @husanak I should be on your friends list. :P lol

    Seriously thought for reasons people have pointed out full energy does not work anymore all 4 cannons does these days is recharge shields for people... or boost there resists, if there running Dbag shields. You need torps... running just 1 is a terrible idea as we all know... for torps to work you have to have them up all the time. Which is why you really need 2+doffs. I know the build I listed goes against everything we have done for 3 years... but it honestly works better then I expected DC dmg sucks but it seems to allow glider to do its thing... the KCB proc really heals that as well.... as wrong as it seems it works. Overload builds suck mostly now for spike as the stupid shield regens / resists are just out of hand... I found 2 DC + 2 turrets was just enough to get facings... I did try 4 dc to test with and it was procing shield junk like mad.

    The days of the 4 dhc escorts are over imo... unless cryptic does something about the out of hand shield junk they have added.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • snoge00fsnoge00f Member Posts: 1,812 Arc User
    edited February 2013
    Nooo, now the mods will know. :)


    Yeah, uh, that guy up top is just kidding about being Hus.
    [SIGPIC][/SIGPIC]
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited February 2013
    snoge00f wrote: »
    Nooo, now the mods will know. :)


    Yeah, uh, that guy up top is just kidding about being Hus.

    I'm going to bet they don't care anymore... besides I have unlimited free email addresses. lol
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
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  • polie05polie05 Member Posts: 0 Arc User
    edited February 2013
    patrickngo wrote: »

    lol then bring it son, I will show you what it takes. From the sounds of it your just a button smashing noob anyways. Let us skool on how its done. You seem to think that just because someone has a Jem bug then can instantly kill you or are OP'ed. The Steamrunner is way more OP than a bug in terms or healing. epts1x2 and 2rsp. Really now, thats way to OP compared to the Jem bug. Your just hatin because a skilled player in a Jem bug can pop you just about every time.
    Bring your best 5 and we will love to skool you on PvP.
  • lostusthornlostusthorn Member Posts: 844
    edited February 2013
    Of course it is way OP, its a better peregrine fighter in the show, and not the uebership of doom. It simply has no place outside of fighters and shuttles. It does not belong as escort at all.
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  • polie05polie05 Member Posts: 0 Arc User
    edited February 2013
    patrickngo wrote: »

    I dont need a bug to pop you, all I need is a shuttle. Last time I checked the bug ship did not have a lt.cmd sci slot, so where these magic abilities your talking about coming from? You don't have anything extra to spare.

    Everything in a bug is the same as an escort, you building to stay alive for everything no connected to damage.

    EDIT: Yes the TERPS did field a team of 4 shuttles and 1 recluse and we pwnd everyone in kerate.

    When will this thread just die. Its so full of fail. Every time I pop somone in a gud its this, but if I am ina defiant or Steamrunner no one says anything. Being in a bug also seems to make you an instant target in pug games, which I am fine with. It makes it more fur for me that way.
  • edited February 2013
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  • polie05polie05 Member Posts: 0 Arc User
    edited February 2013
    patrickngo wrote: »



    A Jem bug has to do the same thing, we are forced to make our ships as powerful and as possible. Turn rate is NOT king in team PvP. If a pilot in a fleet patrol or defiant has to change there build or skill set to be competitive with a Jem bug, is that not a good thing? We are forcing you to be a better pilot and gamer. You should tank skilled bug ship players for helping you better yourself as a Tac player in an escort. Also how are its weapons any different? All escorts can run phasers, polarons, or whatever flavor it is this week.
  • broken1981broken1981 Member Posts: 0 Arc User
    edited February 2013
    eurialo wrote: »
    the greater turn rate of the JHAS is an advantage only in a 1vs1 scenario... in a many vs many scenario the bug ships is disadvantaged by its worse shields. In a 1 vs 2 scenario I win only if the 2 opponents do not collaborate... else my better turn rate is useless.

    turn rate is more then just 1v1, the better the turn rate the easier to get your guns on a weak facing. wtf does worse sheilds even mean? at base the jem has better sheild points and better regen then a defaint.
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • broken1981broken1981 Member Posts: 0 Arc User
    edited February 2013
    polie05 wrote: »
    A Jem bug has to do the same thing, we are forced to make our ships as powerful and as possible.
    you did kinda convince me. 20 shuttles just came after my bug ship and poped me wtf? polie me and you both have jems. ill kill you in my bug ship if you ran a defaint. if im in my defaint and you in ur bug i will get poped.
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • eurialoeurialo Member Posts: 667 Arc User
    edited February 2013
    broken1981 wrote: »
    at base the jem has better sheild points and better regen then a defaint.

    the FTER has .99 the bug ship has 1... 0.1% difference is ridiculous, even because the FTER has 2 science consoles.
    [SIGPIC][/SIGPIC]

    Playing STO spamming FAW is like playing chess using always the computer's suggested moves
  • broken1981broken1981 Member Posts: 0 Arc User
    edited February 2013
    eurialo wrote: »
    the FTER has .99 the bug ship has 1... 0.1% difference is ridiculous, even because the FTER has 2 science consoles.

    so its almost a 2k difference. but again who cares about ur sci consoles. most tacts that i know put uni consoles in sci slots.
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • edited February 2013
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  • aquitaine985aquitaine985 Member Posts: 0 Arc User
    edited February 2013
    I got bored of reading the pigeon english spelling, pot stirring and PVE player inaccuracies after page 3 so:

    Pound for pound i think the Jemmy is over powered. I thought so before i got one and i still think so. But there are SO MANY Jemmies around it doesen't matter anymore. After the previous Q Wonderland they were still a rarety, kept at the 800-1Billion mark. But since then they've been re-released twice by our greedy game developers. They are now HALF the price they once were. A car was "OP" before everyone got one. Now cars are pretty normal.

    This subject has become tedius. It usually flares up because of the same few who don't yet own one wanting to make it clear they don't for whatever reason. Before i may have been the same. But JHAS' are so common now anything special about them is lost in the mix. Get over it.

    On the subject of "Oh noes! If somebody has these new consoles equipped they'll be in perma-godmode!!11" - no, because that involves 160million EC's worth of devotion that won't really pay off unless the player is with a decent team that can exploit the 2 consoles properly. Get over it.

    As i said, the subject is tedius, kids. We've had these topics for over a year now, since then the ship has been buffed. They put it where it is for a good reason. It makes Cryptic lots of money every time. And as long as total idiots pay fistfuls for it while i can so far grind to buy TWO of them, the world is fine in my book. They're paying so i don't have too.
    [SIGPIC][/SIGPIC]
    @Aquitaine985
    Lag Industries STO PvP Fleet - Executive
    A Sad Panda of Industrial calibre.
    2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
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