Does anyone else feel this way? After my last shot or hit, it takes about 10 seconds for Red Alert to switch off. This is about 5 seconds too long in my book.
Besides what good does it do besides preventing me from Full Impulse? I suppose it's needed for pvp otherwise you'll have scorts zipping all over the place on FI, but its frustrating for pve and that's where 90% of the game is being played (or so I hear).
yepp i fully agree, red alert takes an eternity and in PvE missions it is just super annoying.
that is why most of my ships have one engineering ensign with emergency power to engines or engine batteries,
power up those engine energy levels right before you hit evasive maneuvers, that gets you where you want to go pretty fast, often you arrive before red alert even goes offline.
or at least you have a good part of the way behind you before you can full impulse...
it does not help much in combat of course (unless you try to run away from combat, but that's a different topic)
yepp i fully agree, red alert takes an eternity and in PvE missions it is just super annoying.
that is why most of my ships have one engineering ensign with emergency power to engines or engine batteries,
power up those engine energy levels right before you hit evasive maneuvers, that gets you where you want to go pretty fast, often you arrive before red alert even goes offline.
or at least you have a good part of the way behind you before you can full impulse...
it does not help much in combat of course (unless you try to run away from combat, but that's a different topic)
I was thinking of using an engine battery but didn't know it stacks with evasive maneuvers. Thanks that's good to know! But that doesn't change the fact that Red Alert is still too long. The toggle on and off switch is a good idea too.
It would be cool if you could set your status and have the ability to distribute your ship's power accordingly. Condition Green - Engines and aux only. Condition Yellow - Shields, Engines, and Auxiliary. Condition Red - Weapons, Shields, Engines, and Auxiliary. They should also make it so your if you are at Condition Green, your weapons and shields energy transfers to aux or is distributable between engines and aux.
Does anyone else feel this way? After my last shot or hit, it takes about 10 seconds for Red Alert to switch off. This is about 5 seconds too long in my book.
Besides what good does it do besides preventing me from Full Impulse? I suppose it's needed for pvp otherwise you'll have scorts zipping all over the place on FI, but its frustrating for pve and that's where 90% of the game is being played (or so I hear).
I especially agree here, as well to the OT.
A feature to set the Alert status of the ship is long overdue.
Thank you for reading.
"...'With the first link, the chain is forged. The first speech censured...the first thought forbidden...the first freedom denied--chains us all irrevocably.' ... The first time any man's freedom is trodden on, we're all damaged. I fear that today--"
- (TNG) Picard, quoting Judge Aaron Satie
What ships do you guys fly, that experience lengthy Red Alerts?
I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
What ships do you guys fly, that experience lengthy Red Alerts?
I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
I fly a heavy escort carrier though I have't noticed much of a difference between the HEC and the patrol (or is it blockade now?) escort; it's too long on both IMO.
What ships do you guys fly, that experience lengthy Red Alerts?
I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
Oddy, patrol escort sovy. But it's not the ships borticus, this has been an issue with me since the game first came out. I don't know if it's ever been adjusted but it seems like the same long 10 seconds from last action to Green since day 1.
What ships do you guys fly, that experience lengthy Red Alerts?
I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
I think the spirit of the thread is that red alert lasts too long across the board. As the OP points out, in PvE it's exceptionally annoying to waste so much time sitting behind a red alert that you would, in theory, be able to order down to green or yellow at your command.
What ships do you guys fly, that experience lengthy Red Alerts?
I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
Erm all of them, just give us a toggle. Green, Yellow and Red.
I understand if your are being shot at you should go straight to Red, but any other time we should be able to turn it off ourselves rather than waiting an age for the game to do it...
I can only sign this thread. It is already a kind of running gag in our fleet-mumble, that the red alert lasts too long and that it should be a toggle.
Maybe it could be a toggle you can only use when there is no more enemy ship in range or within 15 km or so. But please, make it a toggle.
I fly different ships of different classes and it happens with all of them, no matter if it is tactical, engi or science.
And as a slight hijack: Please remove those annoying nebula missions where you can not use FI between fights ^^
Does anyone else feel this way? After my last shot or hit, it takes about 10 seconds for Red Alert to switch off. This is about 5 seconds too long in my book.
I agree. Those extra five seconds suck if you have a regular cloak.
Red alert should be a toggle for auto and manual, we should be able to turn it on and off at will to use our abilities as we choose.
That would defeat the entire purpose of 'Red Alert' in this game.
In this game 'Red Alert' has very little to do with green/yellow/red alert from the Tv series. 'Red Alert' is just a 'you are in combat' flag. Period.
Every mmo has certain abilities that are ment to be used in combat, and certain abiliites that are more quality of life abilities (full impulse) that are ment to be used sololy outside of combat.
What ships do you guys fly, that experience lengthy Red Alerts?
I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
I have been flying the Fleet Defiant in PvP and noticed this while playing against Klingon carriers the other day. This could be in the presence of carrier pets as well (the very same ones that see right through my cloak and negate its ability).
Which is a bit jarring, because a "tactical withdrawal" from a losing battle is very much an established Starfleet tactic.
The in combat flag (red alert) does not prevent tactical withdraw. You simply have to use your in combat (consumable) cooldown escape(s) (engine batteries, evasive maneuvers) first then into full impulse and/or non combat cloak.
What ships do you guys fly, that experience lengthy Red Alerts?
I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
As of late, its happened with me on the :
Regent
Gal-X
Armitage
Nebula
Exeter
Excelsior
I can finish combat, run up stairs to my kitchen, grab a soda , run back down and I can watch the red alert end.
The in combat flag (red alert) does not prevent tactical withdraw. You simply have to use your in combat (consumable) cooldown escape(s) (engine batteries, evasive maneuvers) first then into full impulse and/or non combat cloak.
Oh, come on now. We've seen ships warp directly out of combat in countless episodes. Not to mention ships traveling at warp while at red alert status.
Like I said, I understand why they did it this way in the game, but let's not pretend it's due to anything but the limitations of the game mechanics.
Oh, come on now. We've seen ships warp directly out of combat in countless episodes. Not to mention ships traveling at warp while at red alert status.
Like I said, I understand why they did it this way in the game, but let's not pretend it's due to anything but the limitations of the game mechanics.
Again... the Red Alert in this game has little to nothing to do with the green/yellow/red alert from the TV shows. The Red Alert in this game is purely a in combat flag. Because every mmo has certain abilities that are ment to be used in combat, and certain quality of life abililtes (full impulse) that are not ment to be used in combat.
TV=/= Game. Rarely in the shows did a Federation starship wait until they were already firing or recieving fire to go to Red Alert.
The in combat flag is not "due to the limitations of game mechanics." It is a deliberately added limiting mechanic.
For those still stuck on well its canon for a Trek ship to warp out of combat... This is a game. Cryptic decided you can't just drop from combat whenever you like. You have 2 (or 3) abilities with cooldowns you can use to escape in combat. Regardless of the flavor of Red Alert: Full impulse cannot be used in combat. If they did decide to uncouple Red Alert and the in combat flag: Full impulse will still not be usable in combat.
I fully agree with this thread. Every other Star Trek ship commanding game out there has had the option of choosing your Alert condition. We need the option of
Condition Green: Normal operating condition that grants bonus to sensors, aux, engines and other non-offensive systems.
Yellow Alert: Shields up, power to offensive/defensive aux-based abilities.
Red Alert: Weapons charged, Shields up, all other abilities ready for action.
Of course customised power choices would also over-ride these defaults as needed.
OK, I agree with my fellow posters. Reducing the Red Alert timer from 10 to 5 seconds isn't the answer. We need a way toggle from Green, Yellow and Red.
OK, I agree with my fellow posters. Reducing the Red Alert timer from 10 to 5 seconds isn't the answer. We need a way toggle from Green, Yellow and Red.
Need or want?
I'm convinced its a game mechanic designed for a purpose that includes more than the arguments presented for its continuance. Don't get me wrong, the suggestion presented here is pretty solid and I'd go for it! One more button on the UI or keyboard to use, but one that may be worth it.
Again... the Red Alert in this game has little to nothing to do with the green/yellow/red alert from the TV shows. The Red Alert in this game is purely a in combat flag.
I acknowledged that more than once. Don't need it pointed out to me again.
TV=/= Game.
Wow, thanks for the hot tip, there. :rolleyes:
For those still stuck on well its canon for a Trek ship to warp out of combat... This is a game. Cryptic decided you can't just drop from combat whenever you like. You have 2 (or 3) abilities with cooldowns you can use to escape in combat. Regardless of the flavor of Red Alert: Full impulse cannot be used in combat. If they did decide to uncouple Red Alert and the in combat flag: Full impulse will still not be usable in combat.
The full impulse thing is actually worse than not being able to warp out of combat.
What ships do you guys fly, that experience lengthy Red Alerts?
I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
This actually applies to the ground as well. An example would be my tactical; I'll pop tactical inititive at Starfleet Academy and it will keep me in Red Alert for 10-15 seconds.
More annoyingly is the STF gear 'team abilities' as well. You can be running to catch up with your group after respawning and you keep bouncing into red alert for about a second every time the team 'stun' shield effect goes off or similar.
I do understand there has to be a 'in combat' mechanism and being able to toggle into green, yellow and red alert could cause serious issues with how the abilities are used. I would suggest a more simplistic approuch of trying to reduce the time by half in PvE and see how that works.
Coming outta Red Alert in PvE feels more like 30s vs 10s, and in STF's for example this can cripple a cruisers ability to be where its needed the most ;granted 9/10 times its available I use evasive + full power to engines, but even then once that buff expires and I'm still not in combat range its taking too long after the fact to get full impulse back.
The current ships I fly are the Tac Oddy and Command Bortasque
I fly a Dreadnought, and even though I have it tuned for speed, and posses Aux to dampners, Loads of Aux batteries, making an deceptively manoeuvrable vessel, it can be very hard to get from one freighter to the next in Blockade, or getting from one area of an STF to another. I would very much like anything that would allow me to get where I need to be even slightly faster, and would also help add a bit of a "Trek" feel to the game.
Coming outta Red Alert in PvE feels more like 30s vs 10s, and in STF's for example this can cripple a cruisers ability to be where its needed the most ;granted 9/10 times its available I use evasive + full power to engines, but even then once that buff expires and I'm still not in combat range its taking too long after the fact to get full impulse back.
The current ships I fly are the Tac Oddy and Command Bortasque
Okay. What we need is a difference between environmental damage and enemy damage.
EV damage shouldn't trigger red alert.
I'd also argue that EV damage shouldn't be passed along via things like the Mobius Manheim console due to AI limitations. EV damage probably blows my ship up 60% of the time when I use the console.
Okay. What we need is a difference between environmental damage and enemy damage.
EV damage shouldn't trigger red alert.
I'd also argue that EV damage shouldn't be passed along via things like the Mobius Manheim console due to AI limitations. EV damage probably blows my ship up 60% of the time when I use the console.
Talking bout EV and Mob damage, I have noticed that your outta Red Alert sooner after a fight vs when maneuvering to get to your next fight due to random unseen "phenomina" making you stay under Red Alert longer. I will need to confirm this once I get back in game.
Generally, I'll be happy if the timer for coming outta Red Alert is cut in half for PvE.
I have had the Extended RA's happen on my Armitage and other carriers. I would love for a Fix for it. Especially After you go pop sitting there 5-10 seconds before you can make your way to the fight again because you are still combat flagged after sploding.
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Proud Leader of the Massive Chaos Group
Proud Listener of Subspace-Radio.net The Voice of Star Trek Online.
[SIGPIC]http://massivechaos.enjin.com/[/SIGPIC]
Comments
that is why most of my ships have one engineering ensign with emergency power to engines or engine batteries,
power up those engine energy levels right before you hit evasive maneuvers, that gets you where you want to go pretty fast, often you arrive before red alert even goes offline.
or at least you have a good part of the way behind you before you can full impulse...
it does not help much in combat of course (unless you try to run away from combat, but that's a different topic)
I was thinking of using an engine battery but didn't know it stacks with evasive maneuvers. Thanks that's good to know! But that doesn't change the fact that Red Alert is still too long. The toggle on and off switch is a good idea too.
A feature to set the Alert status of the ship is long overdue.
Thank you for reading.
I've been tracking a couple possible bugs with Sensor Analysis and Hangar Pets that may be artificially inflating Red Alert cooldowns. Just curious if your feedback is related.
Cryptic - Lead Systems Designer
"Play smart!"
I fly a heavy escort carrier though I have't noticed much of a difference between the HEC and the patrol (or is it blockade now?) escort; it's too long on both IMO.
Oddy, patrol escort sovy. But it's not the ships borticus, this has been an issue with me since the game first came out. I don't know if it's ever been adjusted but it seems like the same long 10 seconds from last action to Green since day 1.
I think the spirit of the thread is that red alert lasts too long across the board. As the OP points out, in PvE it's exceptionally annoying to waste so much time sitting behind a red alert that you would, in theory, be able to order down to green or yellow at your command.
It just feels arbitrary.
Erm all of them, just give us a toggle. Green, Yellow and Red.
I understand if your are being shot at you should go straight to Red, but any other time we should be able to turn it off ourselves rather than waiting an age for the game to do it...
Maybe it could be a toggle you can only use when there is no more enemy ship in range or within 15 km or so. But please, make it a toggle.
I fly different ships of different classes and it happens with all of them, no matter if it is tactical, engi or science.
And as a slight hijack: Please remove those annoying nebula missions where you can not use FI between fights ^^
R.I.P
That would defeat the entire purpose of 'Red Alert' in this game.
In this game 'Red Alert' has very little to do with green/yellow/red alert from the Tv series. 'Red Alert' is just a 'you are in combat' flag. Period.
Every mmo has certain abilities that are ment to be used in combat, and certain abiliites that are more quality of life abilities (full impulse) that are ment to be used sololy outside of combat.
Which is a bit jarring, because a "tactical withdrawal" from a losing battle is very much an established Starfleet tactic.
I have been flying the Fleet Defiant in PvP and noticed this while playing against Klingon carriers the other day. This could be in the presence of carrier pets as well (the very same ones that see right through my cloak and negate its ability).
The in combat flag (red alert) does not prevent tactical withdraw. You simply have to use your in combat (consumable) cooldown escape(s) (engine batteries, evasive maneuvers) first then into full impulse and/or non combat cloak.
As of late, its happened with me on the :
Regent
Gal-X
Armitage
Nebula
Exeter
Excelsior
I can finish combat, run up stairs to my kitchen, grab a soda , run back down and I can watch the red alert end.
Oh, come on now. We've seen ships warp directly out of combat in countless episodes. Not to mention ships traveling at warp while at red alert status.
Like I said, I understand why they did it this way in the game, but let's not pretend it's due to anything but the limitations of the game mechanics.
Again... the Red Alert in this game has little to nothing to do with the green/yellow/red alert from the TV shows. The Red Alert in this game is purely a in combat flag. Because every mmo has certain abilities that are ment to be used in combat, and certain quality of life abililtes (full impulse) that are not ment to be used in combat.
TV=/= Game. Rarely in the shows did a Federation starship wait until they were already firing or recieving fire to go to Red Alert.
The in combat flag is not "due to the limitations of game mechanics." It is a deliberately added limiting mechanic.
For those still stuck on well its canon for a Trek ship to warp out of combat... This is a game. Cryptic decided you can't just drop from combat whenever you like. You have 2 (or 3) abilities with cooldowns you can use to escape in combat. Regardless of the flavor of Red Alert: Full impulse cannot be used in combat. If they did decide to uncouple Red Alert and the in combat flag: Full impulse will still not be usable in combat.
Condition Green: Normal operating condition that grants bonus to sensors, aux, engines and other non-offensive systems.
Yellow Alert: Shields up, power to offensive/defensive aux-based abilities.
Red Alert: Weapons charged, Shields up, all other abilities ready for action.
Of course customised power choices would also over-ride these defaults as needed.
Need or want?
I'm convinced its a game mechanic designed for a purpose that includes more than the arguments presented for its continuance. Don't get me wrong, the suggestion presented here is pretty solid and I'd go for it! One more button on the UI or keyboard to use, but one that may be worth it.
I acknowledged that more than once. Don't need it pointed out to me again.
Wow, thanks for the hot tip, there. :rolleyes:
The full impulse thing is actually worse than not being able to warp out of combat.
This actually applies to the ground as well. An example would be my tactical; I'll pop tactical inititive at Starfleet Academy and it will keep me in Red Alert for 10-15 seconds.
More annoyingly is the STF gear 'team abilities' as well. You can be running to catch up with your group after respawning and you keep bouncing into red alert for about a second every time the team 'stun' shield effect goes off or similar.
I do understand there has to be a 'in combat' mechanism and being able to toggle into green, yellow and red alert could cause serious issues with how the abilities are used. I would suggest a more simplistic approuch of trying to reduce the time by half in PvE and see how that works.
The current ships I fly are the Tac Oddy and Command Bortasque
Twitter | Blog | Original Join Date: Dec 2007 | Gaming Setup | Raptr Profile | Gamer DNA
The opinions expressed in my posts are my own views and do not reflect on any other entity(s) or person(s) I may or may not represent at the time.
Okay. What we need is a difference between environmental damage and enemy damage.
EV damage shouldn't trigger red alert.
I'd also argue that EV damage shouldn't be passed along via things like the Mobius Manheim console due to AI limitations. EV damage probably blows my ship up 60% of the time when I use the console.
Talking bout EV and Mob damage, I have noticed that your outta Red Alert sooner after a fight vs when maneuvering to get to your next fight due to random unseen "phenomina" making you stay under Red Alert longer. I will need to confirm this once I get back in game.
Generally, I'll be happy if the timer for coming outta Red Alert is cut in half for PvE.
Twitter | Blog | Original Join Date: Dec 2007 | Gaming Setup | Raptr Profile | Gamer DNA
The opinions expressed in my posts are my own views and do not reflect on any other entity(s) or person(s) I may or may not represent at the time.
Proud Leader of the Massive Chaos Group
Proud Listener of Subspace-Radio.net The Voice of Star Trek Online.
[SIGPIC]http://massivechaos.enjin.com/[/SIGPIC]