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SOME SUGGESTIONS FOR STARTREK ONLINE, SUGGESTION 2 (improved aegis shield for pvp)

fearful2fearful2 Member Posts: 16 Arc User
Thoughts on sto pvp. Improving the Aegis shield. What the heck to do versus vaper insta gib builds? apart from explode in seconds.

exploding in the first few seconds of a fight is not much fun.

Aegis shield needs to be buffed to allow free to play players to last a bit longer.

vaper, hi speed turret burst ships seem to be the meta now.
last time i quit it was stealth ship burst.

alternatively fighting ships that stay at 100 percent shields and hull with immune constantly pinging is not great fun either.

I do not mind the game being pay to win.

My own philosophy on end game pvp is that with mmo in particular people who spend their time and money maxing professions, going on exotic quests to get a single peice of upgraded kit,
poring over min max logs and youtube channels should have an advantage.

They should be rewarded for all that work and effort.

Those with skill should be rewarded for their skill.

At the same time those that hit keys faster with apm on the fastest computer with some sort of latency exploit is not cool.

Kirk, Picard, Janeway etc did not win fights because they hit keys faster than their opponents.

Even if a complete noob or even someone with a few hours logged should have a feeling that they had a shot.
They got a few shots in, lasted for a few minutes etc.

Insta gibbing in any game is a poor experience. Its a cheap thrill.

Personally I like slugging matches were someone slowly builds an advantage.

So with all this in mind I have been thinking on how to improve the starter experience in pvp.

1) improve the aegis shield vs players.
1a) take away the 5 proc resistance cap, make it unlimited vs players, make it so that they cannot be burst to death by a single damage type in seconds. It shouldnever make them immune but it should reduce the damage per shot to manageable levels.

1b) if a player is reduced to under 10 percent health then set them back to full health plus however much damage they took in the last 30 seconds. Set shield hardness and strength based on how much damage they took in the last 30 seconds.
this effect cannot occur more than once every 2 minutes (or maybe 5 minutes). For one whole minute keep resistances and hardness based on damage taken before going under 10 percent health. Again the idea is to allow dps to wail on an opponent but to apply diminishing returns
so that the noob player doesnt simply explode, he can fly about a bit feeling like he is doing something whilst being smashed by bullets.

2) the prolonged phazer should be uncapped vs players, so after a long engagement it becomes a sort of super weapon to deal with almost immune high end players.
These phasers should reset on a players death.

3) 1v1 arena should give rewards for one game not 15 kills, people normally leave / rage quit after losing first fight.

4) I would like to see more trek solutions to burst dps. How would star trek captains deal with burst dps in the episodes or films?
There would be something to slow it down or get away from it. instead of exploding being emergency warped to another part of the map to recover.

PVP and Sto to me should be telling a visual story with their combat action. The desperate moments near death. The picard maneuver, etc etc. not just a cannon burst or a lazer show for a few seconds.

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    fearful2fearful2 Member Posts: 16 Arc User
    edited July 2017
    some examples of fighting versus vaper builds,
    bear in mind this is me running the ship that gives a second life chance and the two set consoles.
    they were not cheap, and I get cut to peices like butter,

    The zahl heavy cruiser.

    run one and my immunity is popped, he turns round strafes again and i explode.

    It is just a bit weak.

    https://www.youtube.com/watch?v=FFpw1Kua4Ss

    https://www.youtube.com/watch?v=paBHTgAA-Sc
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    echattyechatty Member Posts: 5,914 Arc User
    Good luck with that. Don't think it will happen, but never hurts to ask.

    Personally, I don't PvP. Ever.
    Now a LTS and loving it.
    Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
    I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything. :D
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    fearful2fearful2 Member Posts: 16 Arc User
    As time goes on in pvp 1v1 damage should increase, so after 5 minutes maybe double damage to both players, or a double damage buff somewhere on map. Also stealth scan buffs on map like wow did to stop stealth being too much of an advantage. Maybe there should be a weapon that does damage based on the opponents speed. In one of the above videos the torpedos cannot even catch up to him.
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    fearful2fearful2 Member Posts: 16 Arc User
    maybe for the first 5 minutes players do half damage to help avoid the insta gib?
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    darthkirkdarthkirk Member Posts: 42 Arc User
    or avoid pvp
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    fearful2fearful2 Member Posts: 16 Arc User
    for me pvp can be the best experience in an mmo. A fun action chess game. rock, paper, scissors.
    The reason for suggesting buff the aegis shield is that the rule for beginners could be "get the aegis shield" gives them something to aim for and conceptually hold on to in the complexity of options.
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    domip17domip17 Member Posts: 2 New User
    Maybe but no on 100%.
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    fearful2fearful2 Member Posts: 16 Arc User
    edited July 2017
    100 percent what? immunity? for sure, things should always do damage just not rip people to shreds in 10 seconds imho. Obviously this is just a suggestion and the numbers would need to be balanced not to make it too overpowered.
    For me the emphasis should be on fun, and fun should last more than 10 seconds then explode. That might be fun for the attacker but its not fun for the defender. This goes to the core of the pen and paper rpg GM role of scaring and challenging players without overpower killing them.


    domip17 wrote: »
    Maybe but no on 100%.

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    domip17domip17 Member Posts: 2 New User
    edited July 2017
    No 100% on yes.
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    leemwatsonleemwatson Member Posts: 5,345 Arc User
    OP, just to point out that this game is as far from Pay to Win as you can get for an MMO. Virtually 99.99% of things are easily available to F2P players. Money does not equate to power and there is nothing money can buy that makes a player too hard to beat or to be uber-powerful. Knowledge and Time are kings in this game.
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
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    fearful2fearful2 Member Posts: 16 Arc User
    define easily available? what is the cost effective counter to vaper builds, super fast ships that alpha strike cannons, particularly but not limited to coalition disrupter cannons, I am looking for cost effective. not unavailable ships or things that cost 800 lobi per thing.

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    jbmonroejbmonroe Member Posts: 809 Arc User
    fearful2 wrote: »
    for me pvp can be the best experience in an mmo. A fun action chess game. rock, paper, scissors.

    Then I think you're asking the wrong game to change in order to accommodate your particular tastes. Since all outcomes are determined on the server by algorithms and a PRNG, this is the farthest thing from chess or RPS. (In fact, neither comparison is particulary apt, since in chess both sides have an identical set of pieces, arranged identically. In RPS, neither player has more than three choices: "Hey--no fair! You can't use chain saw!") The best you can do is have better percentages than the next player and hope for a good roll of the virtual dice.

    IMHO, your whole premise is flawed. You're saying "I want to be as robust and powerful as those who have spent money, time, and effort to become robust and powerful, except I don't want to spend money, time or effort." (Seriously, you did.) You want to step up to the plate and hit a home run off a 95-MPH fastball the first time you ever come to bat. Yeah--no.

    PVP is fundamentally unfair to the inexperienced and unequipped. That's the nature of the beast. If you think that those who have fed the kitty have an advantage over you--you're right, and you need to throw a few chips on the table before you play with the Big Kids. Your "Dear Lord and Creator of the Universe, please amend the physical laws of Your universe to suit my needs" prayer isn't going to produce much.

    All that being said, I don't do PVP, ever. I understand how it works, and I don't see why I should expend effort that just leads to aggravation and bad moods. Are we here to have fun? Yes, we are. Is losing fun? No, it isn't.

    Ipso facto.
    boldly-watched.png
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    risingwolfshadowrisingwolfshadow Member Posts: 619 Arc User
    Your build is not PvP focused at all and you give the impression that you have very little experience with PvP in terms of tactics and combat. Also, rocking up to a match with equipment bellow mk12 is a big no no.
    Try a drake build to start with or A2B, they're good solid builds and will help you get some skill under your belt.
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    fearful2fearful2 Member Posts: 16 Arc User
    edited July 2017
    If you have not experienced a really good pvp battle where one side is about to win then the other etc etc then that is your loss. I am NOT a fan of nerf squish everything. If people keep bringing chainsaw then imho the game designers need to bring in an anti chainsaw option. Or protection against chainsaw shields / armour. Imho if a game devolves to chainsaw vs bigger chainsaw then that is a shame. There are two aspects that seem obvious to me. Ability to defend from onslaught and ability to deal damage. I am wearing mk14 shields with a 1600 lobi twin set to boost shields and it was if wear no shield at all . To me that just is not right. Resistances have been nerfed so that it seems to me better off not using them in a slot. Feedback pulse seems to be nerfed to the point its not worth slotting. To me that is basic broken mechanics. As for drake and a2b please show a video of it lasting more than 30 seconds vs a vaper build.

    Its like rock paper scissors, if rock smashes paper then paper needs to be sorted out. Maybe there are builds that can withstand the new rock but atm it doesnt seem apparant to me.

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    rancidmojo#7824 rancidmojo Member Posts: 105 Arc User
    jbmonroe wrote: »
    fearful2 wrote: »
    for me pvp can be the best experience in an mmo. A fun action chess game. rock, paper, scissors.

    Then I think you're asking the wrong game to change in order to accommodate your particular tastes. Since all outcomes are determined on the server by algorithms and a PRNG, this is the farthest thing from chess or RPS. (In fact, neither comparison is particulary apt, since in chess both sides have an identical set of pieces, arranged identically. In RPS, neither player has more than three choices: "Hey--no fair! You can't use chain saw!") The best you can do is have better percentages than the next player and hope for a good roll of the virtual dice.

    Do people in PVP in this game? I don't know, I haven't done any PVP in STO since it launched. (Did it once, didn't care for it). I know they have PVP zones, I see it on the mission tracker. But I've never even thought about venturing into them.
    IMHO, your whole premise is flawed. You're saying "I want to be as robust and powerful as those who have spent money, time, and effort to become robust and powerful, except I don't want to spend money, time or effort." (Seriously, you did.) You want to step up to the plate and hit a home run off a 95-MPH fastball the first time you ever come to bat. Yeah--no.

    I really don't see anything that costs money that would make PVP easier. In this game I don't even think there are uber-items geared to PVP. (unlike say, SWTOR, where you can get gear specifically made to give an edge in PVP. But then they have PVP servers, and NON-PVP servers, so you know what you're getting into depending on the server choice.) But I take your meaning. Personally, grinding and spending in-game or real life money on gear just to PVP sounds kind of boring to me, but I guess some people get a kick out of it.

    The thing is STO wasn't designed around PVP. Remember around launch when PVPers (Mostly playing Klingons) were asking for real open world PVP? They wanted the ability to cloak and hide in open sector space and attack other players at will. Thank Jeebus that never happened. I would have quit right there and then. It's bad enough back then you had those random encounters that followed you in sector space and threw you into combat whether you wanted to do it or not. (I'm glad they're gone, I hated those)
    PVP is fundamentally unfair to the inexperienced and unequipped. That's the nature of the beast. If you think that those who have fed the kitty have an advantage over you--you're right, and you need to throw a few chips on the table before you play with the Big Kids. Your "Dear Lord and Creator of the Universe, please amend the physical laws of Your universe to suit my needs" prayer isn't going to produce much.

    I bolded your first sentence because it is essentially true. Also I think it's fair to say that most players don't PVP at all, and probably don't even try. Those that do and enjoy it, hey, that's fine. I've played games on PVP servers and had some fun, but I'm not a good PVPer in any of them. I generally did it just for the added thrill of avoiding a fight.
    All that being said, I don't do PVP, ever. I understand how it works, and I don't see why I should expend effort that just leads to aggravation and bad moods. Are we here to have fun? Yes, we are. Is losing fun? No, it isn't.

    Ipso facto.

    I've seen it get out of hand at times. In Age of Conan at launch players would camp out in a lowbie noob zone and kill you before you could start your mission. In SWTOR once an entire mob of sith camped out on Tattooine and it was kind of funny when other high level players arrived to get rid of them. I say funny because it led to a giant fight which I'm sure those involved enjoyed.
    But those games were MADE with a PVP element in mind. I don't think STO was designed that way and PVP was just added in as a "Well, maybe we should have that just 'cuz".

    I think the players here would be better served with improving the overall game. I don't see them spending too much time and effort on PVP when the amount of players that do PVP is probably a small portion of the base.


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    hanover2hanover2 Member Posts: 1,053 Arc User
    Real PvP is long dead in this game, as evidenced by the fact that those strictly-PvP queues never pop.

    I would also say real PvPers who want a real, balanced challenge have also mostly bailed, to be replaced by pretend "PvPers" who's mighty victories amount to flying around cloaked in Ker'rat, waiting for a farmer to be whittled down to 50% hull before decloaking, killing them in 1/2 a second and running away to wait out their cooldowns again.
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