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OMG Nerf... Sci/Eng/Tac... An observation.

rustiswordzrustiswordz Member Posts: 824 Arc User
All these nerf threads. :rolleyes:

Are you complaining that a ship is too powerful, or is it the case you don't know how to equip or use your own ships properly (which is the point isn't it?) so you have to moan at those who do?

Just an observation. :D
Monkey see, Monkey do. Monkey flings Feathered Monkey poo... :D
Post edited by rustiswordz on
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    mikeflmikefl Member Posts: 861 Arc User
    edited February 2013
    All these nerf threads. :rolleyes:

    Are you complaining that a ship is too powerful, or is it the case you don't know how to equip or use your own ships properly (which is the point isn't it?) so you have to moan at those who do?

    Just an observation. :D

    Thank you!!! It's all about specs, equipment, and learning how best to use your character and skill set.
    Gold Sub since March 2010
    Lifetime Sub since June 2010
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited February 2013
    I think Nerf needs to be nerfed.

    Those soft completely non-dangerous projectiles thier guns shoot could put an eye out!
    Leonard Nimoy, Spock.....:(

    R.I.P
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    rustiswordzrustiswordz Member Posts: 824 Arc User
    edited February 2013
    I've just started after a year of f2p to work out properly to get the maximum out of what you want any ship to do, its a combination of doffs, boffs, consoles and your own skill tree. And it all doesn't come at once nor is it cheap.

    You want the best you have to learn the system, hoard the cash/ ec/ dill and invest in the best you can get at the time. Then you have to get out there and test your ships. I often help my mates test their builds in private match rooms where we test our builds and gear with each other.

    Thats how you do it and after all that you need to learn how to fly your ship properly, tactics, tactics, tactics.

    Thats how its done.

    I bet most of the people who complain in these nerf threads haven't the first clue.

    (and yes nerf the nerf.. those soft foam projectiles, have someones eye out!) ;)
    Monkey see, Monkey do. Monkey flings Feathered Monkey poo... :D
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    maxvitormaxvitor Member Posts: 2,213 Arc User
    edited February 2013
    OMG, Mr. Nerf God, please give us a forum ignore feature.
    I'm am not a 1337 player by any means, I die a lot, but I am the first to acknowledge that it is due to my own unpreparedness, that said, I'm still having a lot of fun even when I'm watching my ship in a death roll. All of these nerf this, nerf that, threads are just testimonials to a lack of skill and I hope to whatever deities there are that the Devs aren't paying attention to people whining because they can't just push a button to win.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited February 2013
    OMG Nerf... Sci/Eng/Tac... An observation. Reply to Thread

    There isn't much left to actually nerf in the science path.
    [SIGPIC][/SIGPIC]
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    picardtheiiipicardtheiii Member Posts: 151 Arc User
    edited February 2013
    Yet PWE rolls out almost an endless amount of nerfs so obviously the nerf is mighty around here its nerfbat must be directed appropriately.
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    gaevsmangaevsman Member Posts: 3,190 Arc User
    edited February 2013
    I die a lot in STF's and PvP, i complain? NO, dying is my fault, and i have been able to increase my uptime in PvP,and STF's by trial and error.. everybody can do the same!, hate people complaining about nerf everything!

    BTW, that Nerf projectiles are OP!!
    The forces of darkness are upon us!
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    momawmomaw Member Posts: 0 Arc User
    edited February 2013
    There isn't much left to actually nerf in the science path.

    Patch notes:
    Systems:
    * Subnucleonic Beam now removes only 1 active buff, and only reduces the cooldown of the buff that was removed.
    * Subnucleonic Beam active duty officer now available, offering 5/10/15/20% chance to remove a second active buff from the target on use of subnuke.

    :rolleyes:
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    twg042370twg042370 Member Posts: 2,312 Arc User
    edited February 2013
    momaw wrote: »
    Patch notes:
    Systems:
    * Subnucleonic Beam now removes only 1 active buff, and only reduces the cooldown of the buff that was removed.
    * Subnucleonic Beam active duty officer now available, offering 5/10/15/20% chance to remove a second active buff from the target on use of subnuke.

    :rolleyes:

    I'll keep this in mind when APa kills me because I randomly stopped the Mogai's Evasive Maneuvers.

    Regardless, I'm pretty sure only the Escort thread was legit and the other two were Poes.
    <3
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    bloctoadbloctoad Member Posts: 660 Arc User
    edited February 2013
    All these nerf threads. :rolleyes:

    Are you complaining that a ship is too powerful, or is it the case you don't know how to equip or use your own ships properly (which is the point isn't it?) so you have to moan at those who do?

    Just an observation. :D

    They find it easier than learning.
    Jack Emmert: "Starfleet and Klingon. ... So two factions, full PvE content."
    Al Rivera hates Klingons
    Star Trek Online: Agents of Jack Emmert
    All cloaks should be canon.
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    xiphenonxiphenon Member Posts: 0 Arc User
    edited February 2013
    All these nerf threads. :rolleyes:

    Are you complaining that a ship is too powerful, or is it the case you don't know how to equip or use your own ships properly (which is the point isn't it?) so you have to moan at those who do?

    Just an observation. :D


    As someone playing tac in BoPs (neutral view point) I say buff science and engineer captains. Buff the cruiser (tanking) role. They underperform.

    But maybe I just don't know how to equip my BoP to NOT one shot cruisers with alpha?
    [SIGPIC][/SIGPIC]
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    wirtddwirtdd Member Posts: 211 Arc User
    edited February 2013
    Nerf the nerfers.
    Bastet
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited February 2013
    xiphenon wrote: »
    But maybe I just don't know how to equip my BoP to NOT one shot cruisers with alpha?

    You could start by using Phaser Beam Arrays. Mk VI would be nice.
    [SIGPIC][/SIGPIC]
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    resoundingenvoyresoundingenvoy Member Posts: 439
    edited February 2013
    If your going to mock or troll my thread titles, you could at least have something constructive to say. :P

    If you want to fault me, The question you should be asking isn't "Do (I/You) know how to game the system?"

    If you want to fault me, The question you should be asking is "Does the system work?" To answer that honestly, you have to be able to say more then "I know what I'm doing with my tiny corner."


    The more I look at it the more I think that the level of work required for one player to expect the same as another attempting another reasonable approach is not equal.
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited February 2013
    momaw wrote: »
    Patch notes:
    Systems:
    * Subnucleonic Beam now removes only 1 active buff, and only reduces the cooldown of the buff that was removed.

    When was this? I've read all the patch notes since F2P, I've never seen this and my subnuke beam is still removing all active buffs (Except fleet system ones)...

    Though I do believe I read something similar related to the SNB doff
    ZiOfChe.png?1
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    haravikkharavikk Member Posts: 278
    edited February 2013
    I don't really want nerfs, but I'd like to see various abilities fixed, and it'd be nice to see engineering and science captains (and the corresponding ships) given more of a role in PvE, with their abilities adjusted so they can actually compete again.

    Currently it's all about damage, which means it's a tactical captain + an escort for pretty much everything these days, because there's nothing that needs a tank (or rather, no high level NPCs that a tank can withstand any better than a decent escort in practice). Tactical abilities seem to spill over onto science ones, meaning tactical captains are better science captains than science captains, and many tactical abilities combine the effects of a bunch of engineering and science abilities into a single ability. Ship manoeuvres seem to be the worst of these, though I'm not sure I'd want them nerfed in terms of their current positive effects, but it might be good to see them have some disadvantages to balance their use, so that some manoeuvres make you a glass cannon, while others let you take some heat off but reduce your own damage for a while.
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    buzzoutbuzzout Member Posts: 119 Arc User
    edited February 2013
    Yeah, nerf everybody! Especially those darned tac captains. I'm sick and tired of making it through ESTF's with the optional in 10 minutes. Damned those escorts! I'm raking in the dilithium way too fast. This has to stop!
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    anazondaanazonda Member Posts: 8,399 Arc User
    edited February 2013
    There isn't much left to actually nerf in the science path.

    Sure there is... All the OP sci skills needs nerfs... My Green/blue equipped Sci ship / captain is WAY too powerful compared to my 100% purple equipped Tac captain...

    Edit: In fainess I havnt been to my sci in a while (2 or 3 weeks)... Wayy too powerful, so it's kinda boring.
    Don't look silly... Don't call it the "Z-Store/Zen Store"...
    Let me put the rumors to rest: it's definitely still the C-Store (Cryptic Store) It just takes ZEN.
    Like Duty Officers? Support effords to gather ideas
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    mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited February 2013
    adamkafei wrote: »
    When was this? I've read all the patch notes since F2P, I've never seen this and my subnuke beam is still removing all active buffs (Except fleet system ones)...

    Though I do believe I read something similar related to the SNB doff

    It was a proposed way to nerf Sci captains even further, by removing any teeth from one of their best abilities.
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    joshmaaaaaaansjoshmaaaaaaans Member Posts: 32 Arc User
    edited February 2013
    OP has been successfully trolled.
    [SIGPIC][/SIGPIC]
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    coupaholiccoupaholic Member Posts: 2,188 Arc User
    edited February 2013
    Common sense in an STO forum thread!?

    No...NO I don't like it! NERF THIS THREAD, NERF IT NAOW!!!1
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    tancrediivtancrediiv Member Posts: 728 Arc User
    edited February 2013
    Nerf everyone but what I like. Nerf everything but what I need. TRIBBLE everyone else. That is what nerf threads are.

    Player and forumite formerly known as FEELTHETHUNDER

    Expatriot Might Characters in EXILE
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    ztempestztempest Member Posts: 9 Arc User
    edited February 2013
    Every MMO player base has an element that seeks to nerf other classes in order to promote their own class/abilities to overpowered status.

    The one class that has suffered the most in STO has been the Science captain. Very, very few buffs...and LOTS of nerfs...there is a reason for that -- SCI captains fill that role that every MMO has of a class that specializes in roots/holds and general esoteric nastiness that other players find difficult to counter -- mostly because it requires a bit of thought in how they set up their vessels and select their skills.

    I wish that a game -- specifically an MMO -- could find some sort of balance in this regard, and not merely implement change based on the squeaky wheel principle...but that is a pipe dream for the most part...
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited February 2013
    ztempest wrote: »
    Every MMO player base has an element that seeks to nerf other classes in order to promote their own class/abilities to overpowered status.

    The one class that has suffered the most in STO has been the Science captain. Very, very few buffs...and LOTS of nerfs...there is a reason for that -- SCI captains fill that role that every MMO has of a class that specializes in roots/holds and general esoteric nastiness that other players find difficult to counter -- mostly because it requires a bit of thought in how they set up their vessels and select their skills.

    I wish that a game -- specifically an MMO -- could find some sort of balance in this regard, and not merely implement change based on the squeaky wheel principle...but that is a pipe dream for the most part...

    Agreed on all counts, I play all 3 main combos and have played 4 others and having done so I have a good idea how the other 2 would turn out and of all of them science/all are the weakest in all regards and with some ships Eng/Sci would turn out the best for versatility, this seems a little unfair when my sci can't work to the same effectiveness in her own speciality using the same ship.

    I do feel that tacs benefit a tad too much from the game system, more so than the others (See the T5 rep skills) I would live with an entire season update replaced with a balance pass if the game benefited as a result.
    ZiOfChe.png?1
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    bpharmabpharma Member Posts: 2,022
    edited February 2013
    Once again preaching to the choir adamkafei, however I will say that on azure nebula all science ships will get a higher score than all escorts as you can have 1 (2 for the 4-5 value ships) just push and CC the tholians away while one person releases all the tractor beams. Still an escort could slot tractor beam repulsers and do the same job...

    I think AP:A and GDF should only affect weapon damage. Would also be nice if there was a way to redistribute shields fast enough to keep up with elite STF damage without the mandatory tactical team. As it is there is no need to use science or engineering team in PvE unless you play support and have so little damage you couldn't build aggro even if you were the only thing there.

    I don't think nerf is the answer, well not as much of a nerf as people cry just close some exploitable loopholes by a slight reworking. Engineering and science with the associated ships do need a moderate boost but if you do the PvPers will be crying as borg hp and shields =/= player hp and shields.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
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    bloctoadbloctoad Member Posts: 660 Arc User
    edited February 2013
    bpharma wrote: »
    Once again preaching to the choir adamkafei, however I will say that on azure nebula all science ships will get a higher score than all escorts as you can have 1 (2 for the 4-5 value ships) just push and CC the tholians away while one person releases all the tractor beams. Still an escort could slot tractor beam repulsers and do the same job...

    I think AP:A and GDF should only affect weapon damage. Would also be nice if there was a way to redistribute shields fast enough to keep up with elite STF damage without the mandatory tactical team. As it is there is no need to use science or engineering team in PvE unless you play support and have so little damage you couldn't build aggro even if you were the only thing there.

    I don't think nerf is the answer, well not as much of a nerf as people cry just close some exploitable loopholes by a slight reworking. Engineering and science with the associated ships do need a moderate boost but if you do the PvPers will be crying as borg hp and shields =/= player hp and shields.

    Frankly, I just wait until the Tholians are busy then decloak under the asteroid and release the tractors.
    Jack Emmert: "Starfleet and Klingon. ... So two factions, full PvE content."
    Al Rivera hates Klingons
    Star Trek Online: Agents of Jack Emmert
    All cloaks should be canon.
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    maxvitormaxvitor Member Posts: 2,213 Arc User
    edited February 2013
    Frankly I'm tired of seeing "Nerf Everyone that Knows How to Play the Game" threads.
    We could have everything nerfed to have everything absolutely equal, every aspect, every ship class, ever character class and there would still be people who are good at the game and those who are bad at the game with the later claiming that it's the games fault.
    Part of the challenge in this game is learning how to spec your captain, how to pick and assign your Boffs and Doffs, how to equip your ship and how and when to use everything available to you.
    Learn how to play every aspect of the game before asking for any more damn nerfs.
    I don't want this game dumbed down anymore than it already has been.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
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    bloctoadbloctoad Member Posts: 660 Arc User
    edited February 2013
    maxvitor wrote: »
    Frankly I'm tired of seeing "Nerf Everyone that Knows How to Play the Game" threads.
    We could have everything nerfed to have everything absolutely equal, every aspect, every ship class, ever character class and there would still be people who are good at the game and those who are bad at the game with the later claiming that it's the games fault.
    Part of the challenge in this game is learning how to spec your captain, how to pick and assign your Boffs and Doffs, how to equip your ship and how and when to use everything available to you.
    Learn how to play every aspect of the game before asking for any more damn nerfs.
    I don't want this game dumbed down anymore than it already has been.

    ^This. Also, you can teach synergy but you can't teach skill. Both can be improved by learning proper ways of playing the game. However, when either is ignored through ignorance or stubbornness, you see another balance thread of which this thread is a parody.
    Jack Emmert: "Starfleet and Klingon. ... So two factions, full PvE content."
    Al Rivera hates Klingons
    Star Trek Online: Agents of Jack Emmert
    All cloaks should be canon.
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    hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited February 2013
    maxvitor wrote: »
    Learn how to play every aspect of the game before asking for any more damn nerfs.
    I don't want this game dumbed down anymore than it already has been.

    :eek: :eek: But... but... actually LEARN TO PLAY :confused:??? :mad: Well I never... XP

    This a thousand times over. I too am rather sick and tired of hearing screams for nerfs. There are obvious imbalances to the game, but the nerf-bat (which probably doesn't even look like a bat anymore due to insane over-usage) really doesn't need to be applied more.

    Hence why I proposed in another of these threads to ADJUST as opposed to NERF. There actually is a difference. Change how things work, not outright smack them into nubsauce. For example, instead of just straight nerfing tacs and escorts, why not first undo that heinous crime that was put upon science (I saw footage from season 2 and 3, science was quite incredible...), and then bolster cruisers slightly to be useful in something (not saying buff their damage, but do something to them) and adjust engineer captain abilities and science captain abilities to make them somewhat more on par with tacs IN CURRENT GAMING CONDITIONS (since in a much more PERFECT WORLD they would work wonderfully as they are... but current gaming conditions do not require a CC/drain heavy ship-type or a dedicated tank).

    Bleh. Or you can leave things as is and eventually all we'll be seeing are Tacs in Kumaris with the occasional drain sci ship (one of the only viable builds really left) and stubborn DPS/tank cruiser (like me).
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
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    adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited February 2013
    adjust engineer captain abilities and science captain abilities

    I have no problem with the effects of eng captain powers (although MW on a cruiser is rather laughable but I've been calling for percentage based heals for a while now and even explained it somewhere if anyone cares enough to find it, I think its in the "OMG nerf tacs" thread) and science needs a complete denerfing (starting by removing the movement debuff immunity from AP:O, otherwise that skill is fine and as stated a few posts back making AP:A and GDF only effective on weapon damage output) it will also however (as stated by cmdrskyfaller) a large change in the boosts given by skills in the captain skill table.

    I think engineering need a wider range of boff skills as any more than 2 ensign engineers is a little too much to work with and all the high level eng boff skills (minus Aux2SIF3) are very situational in their effectiveness. But at the end of the day a lot of being effective does come from learning to play, a task I recently completed and now have 3 pretty effective builds (just need to tweak the tac/scort for maximum effectiveness and play with the sci a little and see if I can put together a more effective build there)
    ZiOfChe.png?1
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