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snix#6028 Arc User

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  • War games train forces to become proficient in battlefield scenarios that they might encounter. For Star Trek (in space), that's likely fleet maneuvers, starbase assault or defense, plantary blockades or relief. My point is, this felt very gimmicky and not really suited for starships. I'd love to see a map with two NPC…
  • I think the key issue here is that there are Drain powers which debuff, and Disable powers which prevent operation. Right now, Drain is doing both. If a ship's power levels could not be drained below X (5, 10?) then the Drain powers would still be an incredibly powerful debuff, but they wouldn't also get a Disable benefit…
  • The suggestion to drop a buff for your team WHEN killed is the right call. Promoting a tense battle that allows for the team down a player to come back and turn the tide is what you want to promote, not a steamroll after the first kill. In addition, the Tier 5 'Forced Challenge' click power of forcing movement on players…
  • I agree with the comments that dropping a buff to the victor on a kill is not the way to create a tense battle. The suggestion to drop a buff for your team WHEN killed is the right call. Turn the tide and prevent the 15-0 match results that are all too common. In addition, the Tier 5 'Forced Challenge' click power of…
  • Battle Value evaluation only works when the playing field is roughly equal. When you introduce mechanics that bypass shields, or add immunity, the corresponding shift in Battle Value for those abilities creates an unplayable situation (one player worth so much battle value that it would take 10+ ships without that one…
  • I think a valid solution for the return of a PvP community is a separation between the level 60 "hero characters", and level 1 - 30 play. Gear, new ships, etc. that are mostly tied to purchase remain as they are. They are designed for the endgame and long time player base. They can remain 'broken' for PvP play because…
  • If the power system could be redone, I actually think it would have benefited balance to have the levels fixed based on the ship. All ships would also have a bank of Emergency Power that could be dumped into a chosen system on a click, which would deplete the emergency reserve and gradually fade from the overloaded system.…
  • Yep, it's me. I heard PvP might be getting a revision so I came back to check out the state of the game and the latest content. Based on the newer PvE battlefields, the scripting and UI support (e.g. tower control state bars) has improved to the point where really solid objective based PvP maps could now be made; but the…
  • Quote above culled to focus on the issue of 'work' to play PvP. Becoming skilled in PvP does require effort (re: work). This effort is realized through practice with a class, ship, and bridge officer team. In other popular PvP games, this would be called your 'load out'. Note this effort has nothing to do with grinding for…
  • It's a shame that rushing to end game is such a common mindset in MMO play, because the PvP in STO was always more enjoyable at the lower tiers; where maneuvering, core powers, and team work won the day over absurd gear and ship load outs. It would also be great to see a PvP game type that allowed for a mix of tiers on a…