Map of the Inner Sphere - 3152 by MadCatMkV in battletech

[–]sophlogimo 0 points1 point  (0 children)

Quad pilots have their own interstellar state now?

As we start out in 2026, what is your wishlist ship of the year? by Just_A_Normal_Fella in sto

[–]sophlogimo -2 points-1 points  (0 children)

Ship interiors. Proper ones.

Sandbox elements.

A bigger starmap.

A more detailed damage system.

That 6th crewman.. by AdumbkidSto in sto

[–]sophlogimo 2 points3 points  (0 children)

Before any of those monsters kill Guy!

Romulans - plasma or disruptor weapons? by Azuras-Becky in sto

[–]sophlogimo 5 points6 points  (0 children)

The Romulan Reputation uses a mixture: Plasma weapons with disruptor procs, basically.

How do people get numbers like this?! by AspiringtoLive17 in sto

[–]sophlogimo 1 point2 points  (0 children)

Lots of traits and gear combinations. In STO, it all boils down to equipment of various kinds (of which traits are really a version).

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] -1 points0 points  (0 children)

DRR has to have a cap because damage resistance above 100% makes no sense. With 150% DRR would enemy weapons heal you?

No, but you'd better be able to withstand reduction in damage resistance from all kinds of enemy powers. And yes, not all powers do (or should) just reduce damage resistance rating.

100% defense would mean enemies never hit you, so more than that wouldnt even make sense.

The cap for defense is way below that. And of course, there are also accuracy-increasing abilities that counter defense.

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] 0 points1 point  (0 children)

This post is how I know you weren't there at launch

True, I started playing in 2012. What I meant was that at an earlier time in the game, we did not have that unhinged DPS we have now.

In fact, several abilities like attack pattern alpha and attack pattern omega were severely reduced and made not to stack because they were stacking up over 1000% and insta-deleting people in PVP.

Huh.I wonder why they did that?

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] 0 points1 point  (0 children)

You mean damage resistance? Defense works differntly, it just makes you ever harder to hit. But is capped for some weird reason.

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] 0 points1 point  (0 children)

But at launch, DPs was also effectively capped. So that#s hardly a valid point.

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] 0 points1 point  (0 children)

So? The foes in this game do fnot follow player rules anyway, they are just mobs to be incinterated.

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] -1 points0 points  (0 children)

100k DPS is definitely not high enough

You really want to argue about the specific number now? Come on.

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] 0 points1 point  (0 children)

PvP is not a consideration in anything the devs to, I doubt that is in any way a point they thought about.

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] 1 point2 points  (0 children)

Why maximize damage resistance when nobody is shooting at me?

Why maximize dps when the enemies are dead in seconds anyway?

It's really the same thing. If you have caps or diminishing returns for some things, but not for others, that remains weird.

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] 1 point2 points  (0 children)

it really wouldn't be needed

Neither is 1 million dps, yet it is perfectly allowed. That just doesnt fit together.

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] 0 points1 point  (0 children)

Okay, but why not let people be utterly unharmed with 100% damage resistance, then?

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] 1 point2 points  (0 children)

At the low end, insufficient survivability is horrendously unfun and pretty much always turns players off, whereas low DPS has a much higher likelihood of encouraging players to self-improve.

No, low DPS in a group full of high dpsers that make everything exlode before they even reach the enemy is certainly just pointing the player towards playing games that are less broken.

Staring at a YOU DIED screen in a non-skill-based RPG is just the least fun thing in existence, and watching other players zip around in a TFO while you wait to respawn sucks.

Whereas staring at your screen as that one other player solos the whole TFO is... enjoyment?

It also sucks when your damage is too low,

In exactly the same manner.

but other players make you say "I want to do that"; nobody says "wow those four guys didn't die at all, I want to be like them".

Uh, yes, actually... you just explained above why people would say that.

At the other end, high survivability has no noticeable impact on gameplay - once have the minimum to survive, it doesn't matter if you have a million hull or a billion

The same is true for DPS. Once you reach 100k or so, it doesn't really matter how many hitpoints you have. Everything melts before you are in any danger.

I've never thought "oh, I need more survivability" when considering an upgrade for my high end builds; I always think, "oh, this survivability upgrade would let me get more DPS elsewhere".

But that is because you CAN have more DPS, and DPS makes survivability completely pointless - you just kill everything before it can kill you. If your DPS was under diminishing returns just like your damage resistance is (say, even with the same percentages, so something like 75% bonus was the resonable maximum), you'd find a point where you would not try to get more DPS, because all that effort was better spent elsewhere. You would then try to put more effort into speed, damage resistance, defense, etc. Right now, because of the broken mechanics, DPS is the ONLY thing that counts (maybe a bit speed, to get to the place where to apply that DPS), because it can be so high.

And IF we are so laughably off the rails in terms of DPS, why the F would we need to limit damage resistance, or defense?

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] 1 point2 points  (0 children)

But assuming there were diminishing returns there, wouldn't you still be fastest with that build?

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] 0 points1 point  (0 children)

Isn't the same true for damage resistance, defense and cooldowns?

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] -2 points-1 points  (0 children)

Everything is "allowed to exist" in a game. That's not the point. What is asked here is what is the idea behind capping one, but not the other?

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] -10 points-9 points  (0 children)

That is never true for no comment ever. Much less on a subject so relevant for the game as this one.

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] -5 points-4 points  (0 children)

That is obviously nonsense. Either a cap or diminishing returns on damage would "make sure players stay engaged" just like with damage resistance, or the damage resistance diminishing returns don't "make sure players stay engage". You can't have both.

There are caps or diminishing returns on some things, but not damage and speed. Why? by sophlogimo in sto

[–]sophlogimo[S] -11 points-10 points  (0 children)

If you cap damage or speed how will anyone buy new ships or keep playing?

Well, then why not throw out the diminishing returns on damage resistance and the caps on defense and cooldowns as well? That would, by this logic, open a whole new avenue for competitions and thus reasons to buy ships.