This week is amazing and someone will say that's impossibru!!!11!, but we have 3 great fixes this week coming to Tribble
Yay!
Yeah I love these fixes these so called great players that tend to disappear and reappear every few months are gonna vanish once again. Nerfing cryo pulsewave in some ways nerfs the operative kit user as well. God I love it!
Mechanic: Chain-knockback Issue: knockback effects can be chained back to back essentially indefinitely, resulting in a fight where one person is unable to take any actions from the first hit until he is dead. There is supposed to be a resistance to knockback that procs when you get knocked, but it doesn't work.
Suggested fix: Have knockback proc a 20 second immunity to knockback, the same way that stun procs a 20 second immunity to stun.
Saw him too yesterday. Even if he didn't accomplished to get me killed that way, i know what you are talking about. But a 20 seconds immunity is far too much! It would be sufficient to have a immunity for just a few seconds to get out of range a bit, or use Hypos.
I already have been able to use Hypos in the acutal situation and get out there alive.
Resistance to knock-back/down appears to be bugged at present. Before testing, I thought it might be the character I was playing (Omega armor + no willpower). Or maybe a melee knockdown doff, or a goofy KD tribble. After-all cryptic has a track record of adding content with little concern how it effects pvp.
So I switched to my engineer to test in a private match:
9 bars of willpower, full mk12 MACO + sure footed trait. Until recently, he could remain standing through almost anything: melee assaults, pulsewave blasts - seriously almost anything. He's gone from being knocked down 10% of the time to 100%. Chain knockdown wouldn't be a problem if resistance was triggering. Its almost like the defensive check was removed to limit lag during the anniversary event.
Edit: Adding some form of cc immunities will just reward players who neglect their current defensive options. What's available just needs to be examined and fixed, cause I'm pretty sure its broken
I think the pushback resistance is broken currently.. you can even see how it stacks up on you while someone melee's you.. its just not doing anything it seems. My guess is that it either got bugged 3? 4? patches ago or they stealth nerfed the resistance to make meleeing more viable.
Theres a couple bug reports on the forum already tho, someone even posted a video about playing ping pong with borg drones.
Saw him too yesterday. Even if he didn't accomplished to get me killed that way, i know what you are talking about. But a 20 seconds immunity is far too much! It would be sufficient to have a immunity for just a few seconds to get out of range a bit, or use Hypos.
I already have been able to use Hypos in the acutal situation and get out there alive.
Yeah I just ran into that KDF player in question. Don't worry guys he got his --- handed to him for exploiting broken game mechanics:) in 3 matches earlier today. His team lost all 3 matches. There are many ways to deal with this. Just beware the noob is using operative with it.
Not even Engineer is needed. My alien is Sci, and I climbed all the way atop that large ship behind Red terminal in Shanty Town. So, Shanty Town can be exploited by ANY CAREER, and ANY SPECIES that knows how. You just need to look around and read the map. :rolleyes:
Not even Engineer is needed. My alien is Sci, and I climbed all the way atop that large ship behind Red terminal in Shanty Town. So, Shanty Town can be exploited by ANY CAREER, and ANY SPECIES that knows how. You just need to look around and read the map. :rolleyes:
And what happened to it being cats to blame for this?:rolleyes:
You either have no idea what you are talking about, or you are deliberately trying to distort the facts. Somebody spending three minutes getting up to a useless place where the enemy team can ignore them completely is not an issue.
A cat taking three seconds to get up on an extremely useful overlook, doing something up there, jumping down to get at an enemy around a corner, then hopping up on top of another building where nobody can follow to get away, then dropping down on the spawn, then hopping up and over a wall where nobody can follow, then hopping up onto a catwalk that nobody else can access (even if they take an hour of clever jumping) and spawncamping from absolute safety, then hopping out of the bounds of the map and running back to their virus post, then running the virus around the outside of the map where nobody can get at them, then hopping up and over the wall to deliver the virus, then hopping up another wall to get back into the fight without taking the long way around or going through the bulk of the enemy force...
You either have no idea what you are talking about, or you are deliberately trying to distort the facts. Somebody spending three minutes getting up to a useless place where the enemy team can ignore them completely is not an issue.
A cat taking three seconds to get up on an extremely useful overlook, doing something up there, jumping down to get at an enemy around a corner, then hopping up on top of another building where nobody can follow to get away, then dropping down on the spawn, then hopping up and over a wall where nobody can follow, then hopping up onto a catwalk that nobody else can access (even if they take an hour of clever jumping) and spawncamping from absolute safety, then hopping out of the bounds of the map and running back to their virus post, then running the virus around the outside of the map where nobody can get at them, then hopping up and over the wall to deliver the virus, then hopping up another wall to get back into the fight without taking the long way around or going through the bulk of the enemy force...
THAT is an issue.
Funny I just saw a non-cat doing all of that.. Of both engineer and tac classes.
^ Yeah. That. And that ship I mentioned......you can put mortars up there, as well as shield and medical generators to defend the Snipers. That, plus the fact that you can see half the map (including the rooftops) makes it a nearly IDEAL sniper spot. If you want to look for an exploit, it qualifies, plus it is accessible to any species that knows how to get there.
^ Yeah. That. And that ship I mentioned......you can put mortars up there, as well as shield and medical generators to defend the Snipers. That, plus the fact that you can see half the map (including the rooftops) makes it a nearly IDEAL sniper spot. If you want to look for an exploit, it qualifies, plus it is accessible to any species that knows how to get there.
That position is only 'useful' when you are facing a spawn camp, nothing more. In a balanced match where both teams are fighting hand to hand and all the action is in the middle of the map (usually one team on their side of the map an the other team in the opposite side) what is the point of climbing up there if you don't have range to engage? even with a sniper rifle or mortars, you just don't have range.
That position is only 'useful' when you are facing a spawn camp, nothing more. In a balanced match where both teams are fighting hand to hand and all the action is in the middle of the map (usually one team on their side of the map an the other team in the opposite side) what is the point of climbing up there if you don't have range to engage? even with a sniper rifle or mortars, you just don't have range.
Had a human sitting up in a spot where he could snipe anyone going through the middle. Mortars also were able to hit anyone in the alleyway.
Occasional sniper and mortar fire, compared to perpetual front line support, is pretty much the definition of a non-issue. I honestly can't remember the last time mortar fire or a sniper rifle secondary contributed to one of my deaths. Is it an exploit? Probably. Is it an issue? Only for the poor team who has to fight 4v5 because one of their players is busy "exploiting" his team into self-defeat.
Branflakes, any chance of getting this discussion moved to a new thread, when you get a chance?
16. Ability: Ambush Issue: Ambush is not consumed on use of grenades. While this wasn't that much of an issue yet and changing this will put tacticals on fireteam kit on serious disadvantage as they won't be able to bite through a good healers healing anymore without this spike damage it may now (while looking at tribble) become an issue. The separating of the adapted maco/KHG pulsewaves grenade launcher's cooldown from the grenade cooldown system means tacticals will be able to chain 3 fully ambush buffed hits in a row: weapon grenade-launcher + fire teams kit grenade + normal shotgun hit
Still hoping he'd find some time to address the other issues too, especially the melee chain-knockback of the secondary attck might be something i'd love to hear if thats broken or if they stealth buffed melee there, i'd think broken.. but this really needs dev confirmation.
Do you guys think that the item 16 it's still an issue?
The issue could be alleviated a bit by giving the Adapted Pulsewave's grenade a ground circle on activation, like the other grenades are, so they can be actually avoided. The current hint (character animation) is not so obvious.
I'm not sure where I stand if grenades should or not consume ambush. To me, it makes sense, theme-wise: the target can not really spot where an "ambushed" grenade came from, they just know it's about to hit their current location.
Surprised there's nothing on here yet about being vaporized but not dying causing your character to be invisible. Seems to be happening when getting knocked back while exposed. Only way I know to correct it is to either log out and back in or respawning after being defeated. I'm curious if it's being caused by the Romulan tier 3 reputation knock back passive combined with being exposed as I don't recall it happening before. While not being a major issue it's still pretty annoying when it happens. :P
Surprised there's nothing on here yet about being vaporized but not dying causing your character to be invisible. Seems to be happening when getting knocked back while exposed. Only way I know to correct it is to either log out and back in or respawning after being defeated. I'm curious if it's being caused by the Romulan tier 3 reputation knock back passive combined with being exposed as I don't recall it happening before. While not being a major issue it's still pretty annoying when it happens. :P
Happened to me 2 months ago, and in the same situation that you described. It's very rare to happen, but when it does it's not a big deal, your weapon is visible, you name is visible and you are still a target.
I can't believe I seriously just wasted the time to actually read the drivel in the OP.
Pounce ability is not that dramatic at all, if you can't counter another players Pounce, I'm sorry, but you need to just stop doing PVP.
If you think jumping around on Shanty Town is an exploit, than tell me why Klingon Players, even Andorian Players have been able to get up on the roof tops.
Happened to me 2 months ago, and in the same situation that you described. It's very rare to happen, but when it does it's not a big deal, your weapon is visible, you name is visible and you are still a target.
Well, it may not be a big deal to the enemy, but it can be difficult to maneuver when you're invisible. That's the real problem.
When I see it happen, I don't see the weapons either, whether it's me or another person.
It happened to me and another person in the same match, so it's not that rare.
Comments
Yeah I love these fixes these so called great players that tend to disappear and reappear every few months are gonna vanish once again. Nerfing cryo pulsewave in some ways nerfs the operative kit user as well. God I love it!
Omega shield is still broken (had been hoping for a ninja patch)
TI cooldown on Ophidian Cane is confirmed working as intended.
Lunge/pounce category cooldown is confirmed working as intended.
www.divisionhispana.com
Issue: knockback effects can be chained back to back essentially indefinitely, resulting in a fight where one person is unable to take any actions from the first hit until he is dead. There is supposed to be a resistance to knockback that procs when you get knocked, but it doesn't work.
Suggested fix: Have knockback proc a 20 second immunity to knockback, the same way that stun procs a 20 second immunity to stun.
Fanfiction! ZOMG! Read it now!
kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403
I already have been able to use Hypos in the acutal situation and get out there alive.
So I switched to my engineer to test in a private match:
9 bars of willpower, full mk12 MACO + sure footed trait. Until recently, he could remain standing through almost anything: melee assaults, pulsewave blasts - seriously almost anything. He's gone from being knocked down 10% of the time to 100%. Chain knockdown wouldn't be a problem if resistance was triggering. Its almost like the defensive check was removed to limit lag during the anniversary event.
Edit: Adding some form of cc immunities will just reward players who neglect their current defensive options. What's available just needs to be examined and fixed, cause I'm pretty sure its broken
Theres a couple bug reports on the forum already tho, someone even posted a video about playing ping pong with borg drones.
Yeah I just ran into that KDF player in question. Don't worry guys he got his --- handed to him for exploiting broken game mechanics:) in 3 matches earlier today. His team lost all 3 matches. There are many ways to deal with this. Just beware the noob is using operative with it.
My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
Click here to view my DeviantArt.
And what happened to it being cats to blame for this?:rolleyes:
My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
Click here to view my DeviantArt.
A cat taking three seconds to get up on an extremely useful overlook, doing something up there, jumping down to get at an enemy around a corner, then hopping up on top of another building where nobody can follow to get away, then dropping down on the spawn, then hopping up and over a wall where nobody can follow, then hopping up onto a catwalk that nobody else can access (even if they take an hour of clever jumping) and spawncamping from absolute safety, then hopping out of the bounds of the map and running back to their virus post, then running the virus around the outside of the map where nobody can get at them, then hopping up and over the wall to deliver the virus, then hopping up another wall to get back into the fight without taking the long way around or going through the bulk of the enemy force...
THAT is an issue.
www.divisionhispana.com
Funny I just saw a non-cat doing all of that.. Of both engineer and tac classes.
My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III
Click here to view my DeviantArt.
That position is only 'useful' when you are facing a spawn camp, nothing more. In a balanced match where both teams are fighting hand to hand and all the action is in the middle of the map (usually one team on their side of the map an the other team in the opposite side) what is the point of climbing up there if you don't have range to engage? even with a sniper rifle or mortars, you just don't have range.
www.divisionhispana.com
Had a human sitting up in a spot where he could snipe anyone going through the middle. Mortars also were able to hit anyone in the alleyway.
Branflakes, any chance of getting this discussion moved to a new thread, when you get a chance?
www.divisionhispana.com
Yay for us!
This would not have been possible without all the feedback and constant request of all of us! Thank you!
And special thanks to Borticus for making it happen, after all he's really busy with all things related to S8.
www.divisionhispana.com
The issue could be alleviated a bit by giving the Adapted Pulsewave's grenade a ground circle on activation, like the other grenades are, so they can be actually avoided. The current hint (character animation) is not so obvious.
I'm not sure where I stand if grenades should or not consume ambush. To me, it makes sense, theme-wise: the target can not really spot where an "ambushed" grenade came from, they just know it's about to hit their current location.
STO Screenshot Archive
Vanilla Ground PvP information
Happened to me 2 months ago, and in the same situation that you described. It's very rare to happen, but when it does it's not a big deal, your weapon is visible, you name is visible and you are still a target.
www.divisionhispana.com
Knockback Resistance
http://youtu.be/w6nnusE6eT4?hd=1
Hold Resistance
http://youtu.be/baWmNqd2UJs?hd=1
Reroute Power to Shields Broken
http://youtu.be/BkETv1ymfOE?hd=1
Omega Shield Broken
http://youtu.be/L973L0NTdvM?hd=1
Dadude is killing the great pug? maybe he can have the honour of having his toes glued backo n now
Pounce ability is not that dramatic at all, if you can't counter another players Pounce, I'm sorry, but you need to just stop doing PVP.
If you think jumping around on Shanty Town is an exploit, than tell me why Klingon Players, even Andorian Players have been able to get up on the roof tops.
Well, it may not be a big deal to the enemy, but it can be difficult to maneuver when you're invisible. That's the real problem.
When I see it happen, I don't see the weapons either, whether it's me or another person.
It happened to me and another person in the same match, so it's not that rare.