Thinking about this thread brings back some good memories: Tacs: MT & myself Scis; Bieber, Naz, Voidsiren Why this team comp? Always had good synergy on the target-calling & piloting between MT, Naz & myself, sub-nuke timing would be spot-on, and I can't recall anything but smooth teamwork out of that group.
Here's a better question: where's the love for science abilities? With so many consoles granting what have traditionally been science powers' effects, borked resists making many abilities ineffective, and the lack of group content that really *needs* science ships on the team, there's precious little reason to fly those…
After taking a good look at the bridge officer / console layout on the escort, I'm certainly not planning to swap it for my bug ship anytime soon; the ability to fit at least two RCS consoles and an armour module is something that I consider essential for an escort if you're to maintain a decent turn rate. When I first saw…
If they introduce opportunities for non-consensual pvp in this adventure zone, but make the rewards good enough that people are still enticed to come play in it, I might just start logging into STO again. Fat chance of that happening though. :(
That, and lots of us are tired of the endless stream of imbalances, new gimmicks from Cryptic, endless reputation system grind, etc. and are playing other games. I for one am having lots of fun doing actual pvp in EVE. Lots of people to shoot.
This is a free-to-play MMO; their bottom line is directly impacted by how fast new content gets produced, as such meticulous QA & balancing is simply not profitable for them. The web mines are just the latest instance of balance issues getting shoved under the rug in favour of meeting deadlines; it costs time (and…
The problem with territory control in an MMO is that you can either 'force' people to be online for an actual battle at a specific time (as EVE does) to determine who controls a system, or you water it down and make the owner of a territory be determined by an aggregate of multiple smaller engagements, which can be…
What motivates me to PvP these days? Quite simple really: I enjoy the thrill of hunting down others, grouping up with my buddies, maneuvering the target into a vulnerable position, and then proceeding to cause misery and suffering to the unfortunate in a (relatively) permanent way. This is why I'm playing EVE of late,…
Wait, the Graviton Pulse Console currently has the ability to disable engines for 60 seconds in a 90-degree cone, hitting a bunch of targets in PvP, and it's now being expanded to an even wider arc? A 60-second disable (which is achievable if properly specc'ed) which can hit an entire team is just a mite bit over-powered…
I'll add my voice to the comments about emergency power timers, and agree with the urge to keep the cd timers like they are currently on holodeck. Let us take a look at the Galaxy class cruiser. This ship has three ensign-level engineering boff abilities. The only abilities that can be placed in an ensign engineering slots…
You do realize that I can take a Recluse carrier, Galaxy, etc. from full shield / armor HP to dead in under ten seconds if it doesn't have resist buffs, right? By forcing a hole in the all-important epts shield resist rotation, you create a huge window of vulnerability in PvP. If you want to test this internally,…
For those folks who seem a bit confused about the rationale behind the rules, I'll try to expand upon the rationale behind a couple of them: 01. Have fun - Most important The importance of this rule is obvious. 02. No siphons drones and danubes (Not fun and skillfull) If you object to this rule, you've never played against…
Has Gecko given any thought to the fact that with a significant nerf to DHCs, it'll become even harder to get kills in pvp? It's tough enough as is with all the reputation passives, we don't need a major source of spike to get nerfed. It's beams, and their power drain characteristics that need a buff. Bort, if you read…
Okay, having read the thread in it's entirety, I think most of my main points have already been made, particularly about passive heals having a very strong effect; there are dozens of little things that have a cumulative effect of making kills extremely difficult when all the heals & resists are stacked up. What this…
Detailed feedback will come a bit later after I've digested it a bit, but let me mention how much I appreciate that Cryptic is coming to the community at this stage in the design process. I see a lot of potential to make pvp a bit more forgiving to new players and less dependent on massive damage spikes & subnukes as the…
On my escort, I usually do none of the above, instead slotting TSS 2 & Sci Team 1 for that additional SNB clear. If I need hazards, that's what the sci ships are for. ;)
While the bug may be good, it is by no means invincible. Even with some of the best healers in all of STO backing me up, I still die in my jemmy upon occasion to chained sub-nukes and a large enough damage spike. No ship ins this game is impossible to kill. I also rather resent that remark about dying in a bug meaning that…
As to the SNB Doffs: It's my opinion that in their current state, they're actually rather ineffective in PVP, to the point that I've ditched them in favour of other doffs. Why? Very simply, this is due to the elite fleet shields that provide a large number of short-duration buffs, which tend to act as 'shields' against SNB…
Considering that RCS consoles provide a boost predicated upon the base turn rate, the fleet patrol will never really catch up to a bug with 2x RCS Accelerator consoles. Turn rate of 50.1 prior to buffs; anything but a BoP just gets circles flown around it.
The vast, vast majority of STO's customer base has no interest open world PvP. While I would dearly love to gang up with my fellow Pandas and engage some folks in unexpected and non-consensual PvP while they're playing carebear, STO is not the right game to do that in.
I would very definitely like to see temporal sets be restricted in some fashion, as there is currently no counter to the AoE slow field, and the temporal consoles, when combined, can give extremely significant SNB cooldown reductions. I'd also like to know why you wish to restrict Scramble Sensors; as I understand it, the…
The 'problem' as it were is with the system; Star Trek Online does not follow the traditional trio of DPS / Tank / Healer, opting for a far more interesting blending of roles in this area. As I explained a page or two back, if you have a high DPS escort, aggro mechanics are sufficiently skewed in favour of who's generating…
The STF teams I play on cross-heal, though I do only pre-made ones with my fleet as a rule. As to the sci build; that's one I had lying around, and the guy requested a build specifically for Hive Onslaught, where VM to shut down torp spread and FBP can be useful. I agree that GW 3 would be more useful for the other…
Interesting discussion here, though I did chuckle a bit at the notion of an escort with 2x Tac Team never running out of shields; happens to me all the time during Hive Onslaught runs if I don't get healing, and don't get me started on No-Win Scenario runs. One concept that would be useful to introduce here is that of…
If you see an escort holding aggro because they're doing a lot of DPS, don't just stand there wondering how *you* can get the aggro, put Extends 3 on them so that when you can't get the aggro off them, they actually *can* tank it. :) Extends 3 = best tanking skill in the game.
When I saw what Season 7 had in store in terms of the barrier of entry for new characters, I rolled up a new toon right off, got STF gear and said that'd be it for a good while; no new characters, because getting them the high-end gear is just not practical any longer. I've got seven fed toons, four klinks in various…