test content
What is the Arc Client?
Install Arc

A cruiser question

eyejackeyejack Member Posts: 20 Arc User
I asked in game over pvp chat,

In a 1v1, if you have two eng captains of equal skill and in tier 5 cruisers will one ever kill the other?

The response to this was,

it would never end, until one passed out.

My response was,

I agree. Now is this because of this is what Star Trek is like OR this is what people think is what an mmo should be like?

No one knew what to say... Interesting.
Post edited by eyejack on
«1

Comments

  • calintane753calintane753 Member Posts: 289 Arc User
    edited March 2013
    Isn't Star Trek or "what people think is what an mmo should be like": is Startrek Online.
    Play with another game with capital ships (not necessary an MMO), and you will see the fate of 2 ships of the same class engaged in a duel.

    Jolan tru.
  • admiralq1732admiralq1732 Member Posts: 1,561 Arc User
    edited March 2013
    it could end, jusat takes one mistake. but such a duel would take over an hour. I was ina 45 min fight against an ENG in a MVAM Prommie
  • edited March 2013
    This content has been removed.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2013
    Myself in an Odyssey vs Adamkafei in a Fleet Excelsior. We fought for 20 minutes, with neither one of us ever losing a shield facing. We then fought for 10 more, and then gave it up. Was an epic fight, lots of warp plasma, bfaw, torpedo spreads, but overall a pointless exercise.
    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)
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited March 2013
    What else would you expect when two players with a heal-tank build fight 1 on 1?

    One may question the purpose of shoehorning cruisers into a heal-tank role, or even the existence of a heal-tank combination, but not the inevitable result when two players built for defense and healing go against one another.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited March 2013
    to be honest...look at any other MMO, a duell of 2 tank classes. Same story.

    to the question: "should it be that way?" IMHO, yes...PVP should be balanced around teams not around 1vs1 fights. especially not 2 tank classes fighting each other.
    Go pro or go home
  • hevachhevach Member Posts: 2,777 Arc User
    edited March 2013
    baudl wrote: »
    to be honest...look at any other MMO, a duell of 2 tank classes. Same story.

    Not really, since most tank classes have limited to no self healing, they will eventually grind through one another. Moreso since in many games they have stuff like stuns and disarms built into the class or added by the PVP-tank spec.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited March 2013
    I've done very little PvP, but I have been in that fight. And yeah, we agreed to just end it after a while.
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited March 2013
    A good way to end this? Currently ALL damage can be healed. You can get dropped to 1% and be up to 100% in seconds. I think that damage inflicted needs to be split in to temporary damage and permanent damage. Maybe 20% permanent and 80% temporary. When a ship uses a heal it only heals the temporary damage, meaning that all ships will have a finite combat life. When you respawn you go back to full health. Maybe permanent damage could be healed at a very slow automatic rate outside of combat. Greater for ships with bigger crews. This, however, would mean if one ship was selfishly healing their permanent damage their team would be a man down.

    Damage and shields may need to be tweaked for this to work but it will add realism and stop these indestructable ships that we continually see.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited March 2013
    baudl wrote: »
    to be honest...look at any other MMO, a duell of 2 tank classes. Same story.

    to the question: "should it be that way?" IMHO, yes...PVP should be balanced around teams not around 1vs1 fights. especially not 2 tank classes fighting each other.
    defining mandatory group roles means somebody always gets the sucky job. eventually people will figure out that if they dont have that ship then they wont get roped into playing the nursemaid spot. you probably already know the guy that only has escorts.

    on the other hand, rock-paper-scissors works the same whether 1v1 or 5v5. bring more rocks, your opponents bring more paper.
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited March 2013
    This doesn't apply only to cruisers.

    2 tactical oriented escorts face off, does one kill another? Nope

    A sci-scort might be able to sub nuke, debuff and kill one, but the reality is you can't keep another escort in DHC damage long enough and even if you could, you couldn't hit them enough to overcome all the reputation passive traits.

    PvP is plain broken
    Delirium Tremens
    Completed Starbase, Embassy, Mine, Spire and No Win Scenario
    Nothing to do anymore.
    http://dtfleet.com/
    Visit our Youtube channel
  • eyejackeyejack Member Posts: 20 Arc User
    edited March 2013
    baudl wrote: »
    to be honest...look at any other MMO, a duell of 2 tank classes. Same story.

    to the question: "should it be that way?" IMHO, yes...PVP should be balanced around teams not around 1vs1 fights. especially not 2 tank classes fighting each other.

    Same old cookie cutter inside the box stuff for MMO's? I would like it to be more like Star Trek in this regard and less like any other game with a different face on it. IMO
    A good way to end this? Currently ALL damage can be healed. You can get dropped to 1% and be up to 100% in seconds. I think that damage inflicted needs to be split in to temporary damage and permanent damage. Maybe 20% permanent and 80% temporary. When a ship uses a heal it only heals the temporary damage, meaning that all ships will have a finite combat life. When you respawn you go back to full health. Maybe permanent damage could be healed at a very slow automatic rate outside of combat. Greater for ships with bigger crews. This, however, would mean if one ship was selfishly healing their permanent damage their team would be a man down.

    Damage and shields may need to be tweaked for this to work but it will add realism and stop these indestructable ships that we continually see.

    Correct, damage and shields would need a little tweaking but it would add a bit more trek to this game.
    I had this same idea when i was a beta tester. I posted it in the beta forums. As you can see this forward thinking was ignored sadly.
  • edited March 2013
    This content has been removed.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited March 2013
    seems to me, that any signifficant DMG buff to cruiser just shifts the "overpowered" problem from escorts to cruisers...but solves nothing.

    there are so many things that i see in other MMOs or single player games that i wished to be implemented in STO. There is nothing wrong with copying other games, if it is done right.
    Example: DOTA, what if ships in STO were like heros in DOTA or LOL. Each ship with its own and unique ability set.
    Or the Tera combat system for STO ground combat...I started a hunter and the first few moments in the game i thought:"Wow, this combat system would actually be fantastic for STO"

    i mean i support developers that want to try out something new for their games, but in my opinion ground combat in STO and especially the shooter mode are a completely failed part of the game.
    And the BOFF system for your ship basically allows you to use any ability you want, but in the end there are only a hand full abilitys that are worth it, and combined with the skilltree system too restictive to make ship hopping possible.

    anyway the main problem of this game lies within the skilltree imho. It feels like it has nothing really to do with the game, something appart. Yet it confines my character to a specific set of skills or ship if i want to be effective.
    Go pro or go home
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited March 2013
    skollulfr wrote: »
    do this and every cruiser will be abandoned as a steaming hunk of excreatia.
    hell even most of the sci ships since the sci powers have been nerfed.
    since niether can actually DO damage enough to neutralise the beatings they take.

    I disagree. Cruisers would incur less permanent damage that other ships. Think of it like this. If a torpedo could blow a 10 meter cubic area off a ship, who would hurt the most, the Enterprise of the Defiant?

    Additionally, as mentioned in my idea, weapon damage and shield ability would need to be adjusted. Cruisers should never be able to burst like an escort but they should be able to provide meaningful pressure damage.
  • eyejackeyejack Member Posts: 20 Arc User
    edited March 2013
    Additionally, as mentioned in my idea, weapon damage and shield ability would need to be adjusted.

    I was thinking this when he responded to you. I guess he didn't read the entire post? :P
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2013
    Additionally, as mentioned in my idea, weapon damage and shield ability would need to be adjusted. Cruisers should never be able to burst like an escort but they should be able to provide meaningful pressure damage.

    Pressure damage? What's that? -.-

    HERP
    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)
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited March 2013
    Pressure damage? What's that? -.-

    HERP

    We know that it doesn't exist now but surely we must all want it in the game?
  • edited March 2013
    This content has been removed.
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited March 2013
    skollulfr wrote: »
    thats in the show, not in this game full of silly magic stats.
    cruisers are too slow and are little besides damage sponges, they cant take out the sources of incoming dps the way an escort can, so would recieve more sustained fire, thus more long term damage.

    They would, but if they're applying pressure damage, thus helping the escorts, AND healing, therefore making the escorts and science ships last longer it could work.
  • edited March 2013
    This content has been removed.
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited March 2013
    skollulfr wrote: »
    are you still trying to force the broken game model dynamic that is the very foundation of theses problems? why yes, yes you are.
    and completely failing to apply basic numeracy to what is in front of you. like i said, and read it this time "they cant take out the sources of incoming dps the way an escort can, so would receive more sustained fire, thus more long term damage. "

    the mmorpg model collapses into total catastrophe and stupidity the moment you apply it to anything not based on myth &magic to start with.
    and in a game like this where the applied model is failing so blatently you scrap it and apply the model on its core component functions not the classes that came after based on it, which i have put in my sig.

    No, no I'm not. I did not say that cruiser should be able to take out an incoming source of dps. No, not once did I say that. What I did say is that their pressure damage should help the escorts. Yes, yes I did say that. No, no I did not say they should take out dps sources.

    At the moment the pressure damage cruisers apply doesn't really help as much as it should.
  • edited March 2013
    This content has been removed.
  • eyejackeyejack Member Posts: 20 Arc User
    edited March 2013
    I agree that the entire healer, tank, dps, classic fantasy model is wrong for starship combat but we all know the devs will refuse to think outside this box. It's their safety zone and too many gamers will defend it because that's all they know.
    On things that might change i try to keep it simple as possible like 'increase array damage'. Humans don't like being told they might have something not as good as it could be. This especially applies to the devs that put a lot of time into this. If you tell them it is wrong they defend that hill to the death and/or not respond. It's folly sadly.
    I do truly hope i am wrong in this last point though!
  • oridjerraaoridjerraa Member Posts: 313 Arc User
    edited March 2013
    If you're looking to add realism to STO space combat(PvP)it would have to be built around the comeplete absence of Hull Healing. Shields and weapon damage would have to be rebalanced around that. Skills like HE, ET, AUGSIF would only provide resist. A small passive regen from able crew would be the only way to repair hull.
  • edited March 2013
    This content has been removed.
  • dracounguisdracounguis Member Posts: 5,358 Arc User
    edited March 2013
    eyejack wrote: »
    I asked in game over pvp chat,

    In a 1v1, if you have two eng captains of equal skill and in tier 5 cruisers will one ever kill the other?

    Kinda like watching 2 holy pallys in WoW duel. It took about 10 mins for one to win.
    Sometimes I think I play STO just to have something to complain about on the forums.
  • eyejackeyejack Member Posts: 20 Arc User
    edited March 2013
    I'm not challenging your point skollulfr, just making a simple example. I was not suggesting that's all that needs to be done. Your stance on how ships should be balanced is another thing i fought for in beta but again i was ignored in favor of the same old mmo template.
  • eyejackeyejack Member Posts: 20 Arc User
    edited March 2013
    Kinda like watching 2 holy pallys in WoW duel. It took about 10 mins for one to win.

    except no one will win in this game on even footing.
  • edited March 2013
    This content has been removed.
Sign In or Register to comment.