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    hurleybirdhurleybird Member Posts: 909
    edited September 2013
    People who randomly accuse people of "exploiting" established game mechanics are annoying. It was lame with double tap, and it's lame now. Just makes you look like a whiner.

    Now that's not to say that some game mechanics don't need to be changed, or that some things don't need to be nerfed, but calling it an exploit just makes you look like a crybaby.
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited September 2013
    FAW's got a 10s duration for the 15s triggered CD...there's already a 5s gap.

    Then will the proposed changes stretch that firther by 10sec?
    Leonard Nimoy, Spock.....:(

    R.I.P
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    eamoncooeamoncoo Member Posts: 0 Arc User
    edited September 2013
    bitemepwe wrote: »
    Then will the proposed changes stretch that firther by 10sec?

    Nope it will remain unchanged as I understand it
    [SIGPIC][/SIGPIC]
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    hurleybird wrote: »
    People who randomly accuse people of "exploiting" established game mechanics are annoying. It was lame with double tap, and it's lame now. Just makes you look like a whiner.

    Now that's not to say that some game mechanics don't need to be changed, or that some things don't need to be nerfed, but calling it an exploit just makes you look like a crybaby.

    It's like how I whine and complain, I believe.

    X is fine. Y is fine. Z is fine.

    It's the ABCDEFGHIJKLMNOP that's been added that's caused problems for XYZ...not XYZ themselves.

    Unfortunately, Cryptic has a tendency to ignore the ABCDEFGHIJKLMNOP and nerf the XYZ.

    Keep in mind, the XYZ was free...ABCDEFGHIJKLMNOP generates revenue for them in some manner.
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    wast33wast33 Member Posts: 1,855 Arc User
    edited September 2013
    hurleybird wrote: »
    People who randomly accuse people of "exploiting" established game mechanics are annoying. It was lame with double tap, and it's lame now. Just makes you look like a whiner.

    Now that's not to say that some game mechanics don't need to be changed, or that some things don't need to be nerfed, but calling it an exploit just makes you look like a crybaby.

    simple difference:
    there had been enough players been able to counter/survive doubletaps (i ran it myself btw. totally different thing). meatgrinding on the other hand only let's the option to run...
    galaxies(!!!) outdamaging any escort on a map 3:1.... in an arena match f.e. easily up to 1,8m damage.
    ...GALAXIES...
    i'd say at least this indicates something smells broken ^^...
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    wast33 wrote: »
    simple difference:
    there had been enough players been able to counter/survive doubletaps (i ran it myself btw. totally different thing). meatgrinding on the other hand only let's the option to run...
    galaxies(!!!) outdamaging any escort on a map 3:1.... in an arena match f.e. easily up to 1,8m damage.
    ...GALAXIES...
    i'd say at least this indicates something smells broken ^^...

    How many Escorts shoot at every pet and torp/mine on the map to inflate their damage? How much of that damage being done is easily healed even with passive healing or general EPtS spam?

    It's very easy to inflate damage for the scoreboard. Kind of like it's extremely easy to inflate healing. That scoreboard's kind of a waste - too easily gamed.
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    wast33wast33 Member Posts: 1,855 Arc User
    edited September 2013
    How many Escorts shoot at every pet and torp/mine on the map to inflate their damage? How much of that damage being done is easily healed even with passive healing or general EPtS spam?

    It's very easy to inflate damage for the scoreboard. Kind of like it's extremely easy to inflate healing. That scoreboard's kind of a waste - too easily gamed.

    yeah, ur right on the scoreboard. but in those matches there not had been much spam (i ran that setup in about 3 matches). i ran a not specialized galaxy without aux2batt and hunted escorts. without any other targets in range faw can be quite effective as well ;). f.e, in one match i out dps'ed the best escorts with 300k... the specilized galaxy on my team made double of my damage (me 900k, him 1,8m... i know of another one who beats that, on a galaxy too).
    u see how the hulls melt.
    also i fought some teams with that setup. if 2 doing it already is quite dangerous. 3 becomes ridicoulus and 5 are just insane.
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    this1isavailablethis1isavailable Member Posts: 228 Arc User
    edited September 2013
    So that a beam user needs 195 or more Weapon Power (overcapped) to do less damage than a cannon user with 135 Weapon Power (overcapped)...is an exploit?

    How does overcapping work? From my observations (and what people told me) it seems you gain your excess power during the firing cycles by x per second (depending on your power transfer) but it could be wrong.

    In that case i dont see how having 195+ power helps unless you can stack EPS consoles up to 600% power transfer rate :D
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    bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited September 2013
    I salute Roach...a true KDF lover...and evul!:D

    Hiya, Starwrath. I hope life is treating you well.
    Leonard Nimoy, Spock.....:(

    R.I.P
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    How does overcapping work? From my observations (and what people told me) it seems you gain your excess power during the firing cycles by x per second (depending on your power transfer) but it could be wrong.

    In that case i dont see how having 195+ power helps unless you can stack EPS consoles up to 600% power transfer rate :D

    125 Weapon Power is a 2.5x modifier.
    115 Weapon Power is a 2.3x modifier.
    105 Weapon Power is a 2.1x modifier.

    -10 drain...

    If you overcap...

    145 is still 2.5...
    135 is still 2.5...
    125 is 2.5...

    ...you're not losing damage, which could be seen as a gain of damage - but it's only a gain because you could have lost it, it's not just a gain. You're doing less of the less you'd be doing.
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    hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited September 2013
    eamoncoo wrote: »
    I am inclined to agree with wast33. I have been on a team where there was 5 galaxys running faw,some setup very well and others just thrown together. The poor pugs didn't stand a chance. with everyone carrying an es, sci team and he. good cross heals it's just nasty. And in 1 of the worst ships in the game. What happens when 5 tacs jump in scimitars, complete meat grinder. Its the easiest way for a team to focus fire because they are all shooting everything and with overcap and eps the damage is insane.
    Rant finished

    I've been in the 5 tac Scimi matches. We all cloak, then one of us baits the enemy team, the other 4 hit everything and a csv, and the enemy team vanishes. And usually rage-quits. It's quite amusing.
    How does overcapping work? From my observations (and what people told me) it seems you gain your excess power during the firing cycles by x per second (depending on your power transfer) but it could be wrong.

    In that case i dont see how having 195+ power helps unless you can stack EPS consoles up to 600% power transfer rate :D

    Overcapping basically means you blow your power up waaaaay beyond 125 using EPtW, EPS overcharge, and/or Aux2bat. I run a non Aux2bat cruiser (I like my heals, sorry), and I can usually overcap my weapons pretty consistently at around 150-160. Which is the max. You cannot have your power exceed 160, believe me, I've tried.

    As for EPS affecting recharge? Tbh, I have no idea. The only reason I have any points in EPS is because I like moving power around and I like having stronger EPtX abilities. Other than that, I really don't see how any EPS flow regulators help at all with weapon power drain. I do know they used to restore power faster after a BO, but other than that, with standard weapons fire and/or BFAW, I don't honestly think they do anything.
    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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    hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited September 2013
    deokkent wrote: »
    -125 weapons power with 100% uptime using stats to mitigate drain (omega amplifier, marion, weapons battery).
    -Faster energy loss recovery http://sto.gamepedia.com/Skill:_Starship_Electro-Plasma_Systems
    -High crit chance/severity with romulans (operative trait)
    -Tactical buffs.
    -Aux to bat making the tactical boff buffs available sooner at global.
    -Ships having up to 5 tactical console slots.


    PvE players have been using this stuff for months now. I've seen pvp premade coming with 5 cruisers set up like that and melting everything. How exactly is this something new? And why cry foul after all this time?

    They aren't crying foul so much as they are congratulating a team that is using it effectively.
    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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    masterkeychnk5masterkeychnk5 Member Posts: 0 Arc User
    edited September 2013
    whats with the back patting to dps cruisers all the sudden? 1 doesn't have much impact in a fight but 5 should vap everything in range, this shouldn't be news. i guess i should just be happy that the builds ive ran and posted for more then a year are so respected and feared suddenly lol. i should have gotten 5 people to run them with me,so this happened sooner.

    Why not? sounds just as exploity as the beam overload stack eh? Both that and beam overcapping was possible since the very beginning.

    Dont worry this 'exploit' will soon be nerfed because its the next on the list whether we like it or not.
    [SIGPIC][/SIGPIC] I am not Snakie, MT is!
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    aquitaine985aquitaine985 Member Posts: 0 Arc User
    edited September 2013
    I call Vox-n00b-Hax.
    [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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    p2wsucksp2wsucks Member Posts: 0 Arc User
    edited September 2013
    I don't doubt these builds can do damage, but how do they keep things in range? Is this a fvf thing?

    Tbh, it can't be any worse than the old FaW ball vs Raiders. One learn's quickly to not stay long and not decloak in the middle of the circle. After that it's finding the weak one to alpha w/some type of Tac/Sci combo.
    [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
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    deokkent wrote: »
    I'm pretty sure you will be arguing about this until you're blue in the face.

    I'm also almost certain some are misunderstanding the dps effectiveness of 100% uptime of 125 power level with high crit stats. Critical damage is probably making it seem like damage has been excessively boosted. Also, it seems most people are underestimating damage boost from multiple debuffs stacked on single target being focused on. It would make it appear as though dmg went overboard and wrongly attributing it to overcapping.

    Heh, remember what a big deal the +3% CrtH from T2 New Rom was? There was the +0.92% from the Borg module, the +0.76% from Tachyo...they added the +1.8% with the 0Point. Woot! +6.48% CrtH! When the base was 2.5% and you could get +2% from 9 in a Weapon Specialization and the +2% from a [CrtH] mod on a weapon. +16.98%...with +25% Accuracy cause you gave up your Acc mods for CrtH. Add in two Sup Op Embassy BOFFs to take it to +20.98%...folks were rocking the insane CrtH.

    Add in 3x more Sup Ops, taking you to +26.98%...before taking into account any parking being done to the target for some Accuracy Overflow.

    Nukara console to add +10% Accuracy that you may or may not have given up. Bioneural Infusion for that boost to CrtD. Oh yeah, can't forget that you're sporting +25% CrtD from the Rom BOFFs as well. The +9.2% from the Borg module, +7.6% from the Tachyo, and +25% from the Weapon Specialization.

    Don't forget the APA3 which is adding the +5% CrtH and +50% CrtD...

    ...there's all the various other things that have been added that add damage, whether talking about [AMP] on the Cores or the Aux Power Config - Offense or the Inspirational Leader Trait providing 35x +30 Consoles or...or...or...and the list goes on and on.

    EPtW lasting 30s instead of 5s...Enhanced Shield Penetration Rep passive...

    Heh, every time I've tried to list it all - I always forget stuff.

    But yeah, folks will ignore all of that and say to nerf the core stuff that's been sitting there all along...the stuff that many have laughed at for a long time.

    It's all the garbage that Cryptic's added, imho...that's garbaging up the game.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    p2wsucks wrote: »
    I don't doubt these builds can do damage, but how do they keep things in range? Is this a fvf thing?

    Tbh, it can't be any worse than the old FaW ball vs Raiders. One learn's quickly to not stay long and not decloak in the middle of the circle. After that it's finding the weak one to alpha w/some type of Tac/Sci combo.

    You can maintain constant FAW (heck, even pets have FAW) - they don't have to target a person - FAW targets for them (they don't even have to see the person to land 6-8 shots per person with FAW up). But it's still going to be all the TRIBBLE added that makes it hurt these days rather than being ridiculed as something that just helped Fleet Shields stack faster.

    I'm curious what will happen with the 5x Sci running the new TR against these builds...the ability cycle DOFF'd TRs on them...oh well, that's later, eh?
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    this1isavailablethis1isavailable Member Posts: 228 Arc User
    edited September 2013
    As for EPS affecting recharge? Tbh, I have no idea. The only reason I have any points in EPS is because I like moving power around and I like having stronger EPtX abilities. Other than that, I really don't see how any EPS flow regulators help at all with weapon power drain. I do know they used to restore power faster after a BO, but other than that, with standard weapons fire and/or BFAW, I don't honestly think they do anything.

    When i tested my weapons drain (if i remember it correctly) these were my results :
    -2 beams at 125 or more power -> 115 final power
    -8 beams at 124 power -> 54 final power (total drain of 70)
    -8 beams at very high weapon power -> 65 final power

    Then i realized my power transfer rate was 10 per second so i suppose it has something to do with it.
    But i am 100% sure beams wont use your power excess before your tank (see first test).

    So yeha i think high weapon power can help if you have a 2nd power transfer tick during a weapon cycle (and if it works that way) but it would be hard to notice because your first weapons are aldrealy refilling your tank.

    But again i dont parse my fights so i have no idea on how it affects dps.
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    p2wsucksp2wsucks Member Posts: 0 Arc User
    edited September 2013
    You can maintain constant FAW (heck, even pets have FAW) - they don't have to target a person - FAW targets for them (they don't even have to see the person to land 6-8 shots per person with FAW up). But it's still going to be all the TRIBBLE added that makes it hurt these days rather than being ridiculed as something that just helped Fleet Shields stack faster.

    ...Snip...

    I get that, it's how the old FaW balls were vs much more squishy Raiders. But, those also had some Sci mixed to pin a target down that learned not to decloak in range of more than 2.

    I guess there are enough non-boff things out there to potentionally do this, but I still haven't read how it would keep hit and run builds in place long enough to kill. There are also non-boff options to counter eg ams.

    Has it really been that long that people don't remember how to hit and run these setups, or is there more I'm missing?
    [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
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    playhard88playhard88 Member Posts: 733 Arc User
    edited September 2013
    half of the pve ships use this build style, and devs already said that they don't want to affect the PvE gameplay while balancing for PvP, so we have to deal with it.
    John Sheridan@playhard88 - FED Tactical
    Vin Naftero@playhard88 - FED Sciencie
    K'tan@playhard88 - KDF Tactical
    Argento@playhard88 - RRF Tactical (FED)
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    hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited September 2013
    When i tested my weapons drain (if i remember it correctly) these were my results :
    -2 beams at 125 or more power -> 115 final power
    -8 beams at 124 power -> 54 final power (total drain of 70)
    -8 beams at very high weapon power -> 65 final power

    Then i realized my power transfer rate was 10 per second so i suppose it has something to do with it.
    But i am 100% sure beams wont use your power excess before your tank (see first test).

    So yeha i think high weapon power can help if you have a 2nd power transfer tick during a weapon cycle (and if it works that way) but it would be hard to notice because your first weapons are aldrealy refilling your tank.

    But again i dont parse my fights so i have no idea on how it affects dps.

    Well in all honesty the only thing I have really seen that power transfer affects weapon drain is when your weapons are firing off sync, ie the firing cycle started earlier for one set of weapons than the other. That's the only time I've really seen the power transfer kick in. But in a full 6-8 beam broadside, my weapon power, even when it should be around 170 or 180 always drops to around 70. So I am thinking overcapping maxes at 150-160.

    And I did some tests, with EPS skill and flow regulators and without skill and regulators, and my power drop was consistently the same with having them as not having them. So all I can say from my little tests were that EPS has no effect on power drain.
    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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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    p2wsucks wrote: »
    I get that, it's how the old FaW balls were vs much more squishy Raiders. But, those also had some Sci mixed to pin a target down that learned not to decloak in range of more than 2.

    I guess there are enough non-boff things out there to potentionally do this, but I still haven't read how it would keep hit and run builds in place long enough to kill. There are also non-boff options to counter eg ams.

    Has it really been that long that people don't remember how to hit and run these setups, or is there more I'm missing?

    They hit harder than they did and they've got better survivability than they did...so it complicates things some.

    When it comes to countering them, personally the first things that come to mind are things that people generally complain about...Mag, GPG, AMS, Baseballs, DOFF'd Scrambles, etc, etc, etc..

    ...so we'd end up with the Beamballs and the Cheeseballs mixed in the queues with the Joe Randoms who will in turn say 'Eff Everything and walk away from PvP.

    Which some, wearing their Official Tin Foil Hats, figure has been Cryptic's plan all along.
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    dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2013
    Why not? sounds just as exploity as the beam overload stack eh? Both that and beam overcapping was possible since the very beginning.

    Dont worry this 'exploit' will soon be nerfed because its the next on the list whether we like it or not.

    even you think FAW is an exploit? 5 FAW boats can be overpowered, but 5 of anything usually is. with less then 3 FAW boats on your team its just pissing in the wind. FAW boats seem to have a multiplicative effect, instead of additive effect like any other more traditional builds would have on a team.

    its nothing like beam overload stacking, that doesn't leave you time to react, wile a team of faw boats you can see comming, and you have a good wile to be proactive as they needle you to death.

    i doubt FAW will be touched further, they are sick and tired of spending time tweaking it. without a whole team running it it does jack anyway. build one and pug solo, you will get bored quick watching everything get away or cloak before you can really put someone in distress. and the skill that would actually give you dangerous DPS levels would rather dump most your shots worthlessly then hit who you want anyway.
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    masterkeychnk5masterkeychnk5 Member Posts: 0 Arc User
    edited September 2013
    even you think FAW is an exploit? 5 FAW boats can be overpowered, but 5 of anything usually is. with less then 3 FAW boats on your team its just pissing in the wind. FAW boats seem to have a multiplicative effect, instead of additive effect like any other more traditional builds would have on a team.

    its nothing like beam overload stacking, that doesn't leave you time to react, wile a team of faw boats you can see comming, and you have a good wile to be proactive as they needle you to death.

    i doubt FAW will be touched further, they are sick and tired of spending time tweaking it. without a whole team running it it does jack anyway. build one and pug solo, you will get bored quick watching everything get away or cloak before you can really put someone in distress. and the skill that would actually give you dangerous DPS levels would rather dump most your shots worthlessly then hit who you want anyway.

    2 tac scimi's with single beams broadsiding at 110+ wepp ower at all times, more powerful they waht you're describing, imo.

    No I dont find FaW an exploit, neither this very unknown mechanic (Which i think was not intended to work this way) I just find it a mechanic (refering to overcapping) that almost nobody utilizes or knows about, or even know how to make a good build thats totally based on this current mechanic.

    You know it, I know it, we both tested it a very long time ago, and probably more recent to see if it still works this way. I couldnt be bothered as I find FaW spamming and stuff boring, but thats just personal.
    [SIGPIC][/SIGPIC] I am not Snakie, MT is!
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    marc8219marc8219 Member Posts: 0 Arc User
    edited September 2013

    And for the record, 30k DPS as an AOE is just damage padding (you are not doing 30k DPS to any one person, maybe 4-5 k to each member of the team, which is nothing compared to an escort alpha). Measure DPS by single target for PvP or youre just failing it.

    Its one of my main gripes with these elitist 11k+ damage build people. I respect what they can do, but really its all AOE/COE padding, and the build is extremely misleading since those parses only happen in PvE vs a ton of bare hulls standing still. (especially since a lot of the time, that aoe damage is just being regenerated on a target being healed, gateway before trans are down, etc). The same principle applies to PvP. Even if youre doing 5k DPS to me, and my team is healing for more than that, the net result = 0.

    So true, its why I hardly use those DPS channels anymore, its mostly just a scam and a way for PVEers to feel a sense of accomplishment since they don't pvp. If you can use a pvp build and do 10k or so dps to single targets you're fine and a group full of these pvp builds will die less and burst individual targets down faster then these pve fluff builds and finish the stf almost as fast. There is really no need for these pve builds just to shave another min or 2 off the stf time, it takes longer then that just to switch from a pvp build to one of those pve builds anyway.
    Tala -KDF Tac- House of Beautiful Orions
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