Kit swapping to proc duty officers was also recently fixed on Tribble, more good news.
Yes we making progress here, sword kb gone, kit-swapping to keep buffs gone, kit-swapping to stack doff procs gone.
Now we just need em to focus on the remaining big bugs on ground like... distortion field exploiting of the red circles (aka cloak nading, distancing), armor-switching, engineer pets losing ownership on deaths for tons of extra spam, map bugs like mining the bridge in shanty from below and the big topic of negative debuff stacking (which may also be a space issue as well).
I would try ground if i could use some of my characters, but they are fully spect for space (Skills and traits), and i wont spent time making a new character just for ground pvp, i would like to use some of my 4 chars...
I would try ground if i could use some of my characters, but they are fully spect for space (Skills and traits), and i wont spent time making a new character just for ground pvp, i would like to use some of my 4 chars...
Depends a bit what you aim for.. if you just want a toon that works decently on ground and does do average good in ground pvp skill points wont be your issue, 66k is sort-of enough for one kit.. when it comes to traits you'll have to cut space down to the necessary and get 2-3 ground traits in tho.
When it comes to wanting to be great on ground as in maximizing things.. i bet you'll not want to use one of your 4 toons anyway, unless one of the 4 is a caitian.
You could just make a new one tho, with the double xp weekend still going on its a matter of 2-3 days + the reputation madness afterwards
But then.. for some reason i seem to like making alts.. i've like 16 toons for pvp already (8 space, 8 ground) and 12 of em are finished reputation too lol.
Depends a bit what you aim for.. if you just want a toon that works decently on ground and does do average good in ground pvp skill points wont be your issue, 66k is sort-of enough for one kit.. when it comes to traits you'll have to cut space down to the necessary and get 2-3 ground traits in tho.
When it comes to wanting to be great on ground as in maximizing things.. i bet you'll not want to use one of your 4 toons anyway, unless one of the 4 is a caitian.
I know I'm going to take a lot of fire for this, but I think Dodge chance needs to be capped at 75% chance. Dodge chance is out of control, it is so very easy to get a 100% dodge chance to Caitians. Non-caitians can get 97.1% dodge with a 100% uptime. A 75% dodge chance would ensure that at least 25% of attacks still dealt full damage, making Caitians less desirable, which would in turn increase the overall variety of races in ground PvP. We all know it's very unlikely Cryptic will ever remove the +10% dodge on all Caitains, but this would be something at the very least.
You could just make a new one tho, with the double xp weekend still going on its a matter of 2-3 days + the reputation madness afterwards
But then.. for some reason i seem to like making alts.. i've like 16 toons for pvp already (8 space, 8 ground) and 12 of em are finished reputation too lol.
I think I'd go insane if I leveled 12 alts though the rep system at the current rep speed.
Wow, I totally agree on the dodge change. It is very frustrating that race makes such a huge difference on the ground vs. space pvp where just about every race is "equal" with the latest trait changes.
Wow, I totally agree on the dodge change. It is very frustrating that race makes such a huge difference on the ground vs. space pvp where just about every race is "equal" with the latest trait changes.
This is not true. Some races are better of the ground. Some are better in space. While I disagree with the reduction of dodge chance with catians I would suggest making a negative for them. Because they can jump higher and have a higher dodge chance let's decease their hit point to compensate. It is just like a join trill has a better regen rate, and liberated Borg have a natural shield regen and come with efficient for space.
This is not true. Some races are better of the ground. Some are better in space. While I disagree with the reduction of dodge chance with catians I would suggest making a negative for them. Because they can jump higher and have a higher dodge chance let's decease their hit point to compensate. It is just like a join trill has a better regen rate, and liberated Borg have a natural shield regen and come with efficient for space.
A hit point reduction is less likely to happen than having the extra stat flat out removed. +10% Dodge is far superior to any trait you could possibly get on the ground, it's a flat out non-reducible damage mitigation.
It's not comparable to the Joined Trill's +0.10 health regeneration. Liberated Borg, Trills, and Bajorans all provide the player with +0.10 health regeneration. Bajorans actually heal more self damage than any other race. The Betazoid trait provides +0.05 health regneration to self AND team. Liberated borg have that bonus shield regeneration passive, but it amounts to about +5 shields/second. It makes Liberated Borg the best engineers, but it's not game changing. Caitians...they artificially inflate a tactical officer's surviability by a significant amount. The same goes with team ambush field stacking. A team with 5x Team Ambush Field has such a major advantage over anyone due to how powerful dodge is in combat. Champions Online recently dealt with their Dodge, Critical Hit, and Avoidance problem. Dodge is out of control, Critical hits aren't bad right now on ground(it's getting there), and Avoidance is fortunately only on two things (Rolling and Shattering Harmonics 3 piece bonus). Let us hope Cryptic learns from the Champions Online power creep and never adds avoidance to other items.
We use it differently here from what I see. However, the stat appears to have the same effect here as it does there. Capping dodge would make it useful to have multiple copies of team ambush field, but it would eliminate the need for caitians and it would ensure that not every attack gets dodged. In Space you can't have more than a 75% miss ratio, it makes sense for Dodge to only have a 75% chance.
I had an issue for a long time with ground, never paid much attention til now that I'm getting into it.
Now I could be wrong, but it seems like autofire with a fast firing weapon (full auto rifle, dual pistol etc...) makes the UI unresponsive when you click to activate an ability during a firing cycle. I don't know how to fix that, but the moment I do, I will start loving ground (not just like it lol).
Most powers only stay in your power queue (your "next up!" selection) for .5 to 1 seconds. If you're using an autofire weapon that has a 2+ second animation time and attempting to queue up a power (you can't cast two powers with activate times simultaneously), you may experience what looks like the power queueing up (gets green highlight around the icon) then leaving your power queue.
It's probably notably different on ground compared to space because space has almost no powers with activate times - that's the reason you can fire all your weapons simultaneously and also activate BOff powers while you're at it. On ground, for almost all powers, you have to use them sequentially.
Or maybe there's another bug I don't know about. If you could show a video of what you're experiencing, that'd be helpful. It sounds like a frustrating experience one way or the other.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
We use it differently here from what I see. However, the stat appears to have the same effect here as it does there. Capping dodge would make it useful to have multiple copies of team ambush field, but it would eliminate the need for caitians and it would ensure that not every attack gets dodged. In Space you can't have more than a 75% miss ratio, it makes sense for Dodge to only have a 75% chance.
We're not likely to put a cap on Dodge, but we may look into making Avoidance behave more consistently (e.g., make all players' dodges always 50% damage and no lower, forever, end of story). We may also put a stack group on sources of Dodge, as I don't think it was ever intended for people to be able to roll with 100+% dodge on ground.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
I have to agree on the above comment about the bosses. Do they have to be 12 ft tall? And having them just stand around getting shot at is a bit too Assimilated Carrier for me. On that note... next to pretty much any Warbird, 'Huge' seems like a redundant adjective.
One step at a time, and it's great that some not WAI stuff that affects Ground PvP is being looked at, but some comprehensive work on the AI wouldn't go a miss for both Ground and Space in the not so distant future. I haven't been on Tribble to have a look at the new stuff though, so maybe I'm out of touch. Make me scream for a nerf!
"So my fun is wrong?"
No. Your fun makes everyone else's fun wrong by default.
Next up: Medical Vanguard procs on Fleet Shields (and any other passive power) getting fixed.
i acsidently qued ground the other day, and im pretty sure i was shooting at someone with this. boy was i under geared for ground pvp lol.
that reminds me though, that SNB doff is made useless my elite space shields. the proc from it is most likely just going to remove 3 of the 20+ res stacks, and not the 5 or so station powers that might be active. those res stacks will almost instantly be back too, those should not be in play with what the SNB doff can interfere with.
I have to agree on the above comment about the bosses. Do they have to be 12 ft tall? And having them just stand around getting shot at is a bit too Assimilated Carrier for me. On that note... next to pretty much any Warbird, 'Huge' seems like a redundant adjective.
One step at a time, and it's great that some not WAI stuff that affects Ground PvP is being looked at, but some comprehensive work on the AI wouldn't go a miss for both Ground and Space in the not so distant future. I haven't been on Tribble to have a look at the new stuff though, so maybe I'm out of touch. Make me scream for a nerf!
Voth AI is a lot better (less dumb) than most of our other critters. I would love to take a hard look at all of our general AI and make it smarter just on principle, but the danger there is that better AI isn't necessarily more fun - so we'd have to make sure that AI changes are actually making the game better, not just "more realistic" or "harder" or whatnot.
One thing I'm almost definitely going to try to do is make critters use powers a little more often. Right now they have anywhere from a 2 to a 3 second cycle time between a power finishing activation and another power getting queued. A lot of that dead time is to make them feel more organic/less robotic, which it does actually succeed at - but it also makes especially ground critters feel super dumb, which is less than optimal.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Voth AI is a lot better (less dumb) than most of our other critters. I would love to take a hard look at all of our general AI and make it smarter just on principle, but the danger there is that better AI isn't necessarily more fun - so we'd have to make sure that AI changes are actually making the game better, not just "more realistic" or "harder" or whatnot.
One thing I'm almost definitely going to try to do is make critters use powers a little more often. Right now they have anywhere from a 2 to a 3 second cycle time between a power finishing activation and another power getting queued. A lot of that dead time is to make them feel more organic/less robotic, which it does actually succeed at - but it also makes especially ground critters feel super dumb, which is less than optimal.
I would like to thank you and the team at Cryptic about some of the bug fixes. It is especially nice to see a Dev in the forums responding to concerns of players. When I see this I am more willing to invest more time and money into a game. Thanks again for the work.
Depends a bit what you aim for.. if you just want a toon that works decently on ground and does do average good in ground pvp skill points wont be your issue, 66k is sort-of enough for one kit.. when it comes to traits you'll have to cut space down to the necessary and get 2-3 ground traits in tho.
When it comes to wanting to be great on ground as in maximizing things.. i bet you'll not want to use one of your 4 toons anyway, unless one of the 4 is a caitian.
.
Not for me, if i will do ground pvp, i need to have a character at his maximum potential, is my way of doing things. I dont like to get into a match with a disvantage from minute 0.
About removing 2-3 space trait, no way, i need all of them :P even more now that every new lockbox have an ubber trait. They should divide the trait system in space slots and ground slots, simple as that.
Not for me, if i will do ground pvp, i need to have a character at his maximum potential, is my way of doing things. I dont like to get into a match with a disvantage from minute 0.
About removing 2-3 space trait, no way, i need all of them :P even more now that every new lockbox have an ubber trait. They should divide the trait system in space slots and ground slots, simple as that.
Guess you have no choice but to roll a caitian then, totally aside of the dodge they also have a quite big movement advantage in shanty town due to their jumping height.
A hit point reduction is less likely to happen than having the extra stat flat out removed. +10% Dodge is far superior to any trait you could possibly get on the ground, it's a flat out non-reducible damage mitigation.
I wonder if they actually still have 10%, the trait description says +10% the passive tooltip for feline instincts says 1.5% and i don't remember the patch notes say anything. However i do remember that the patch notes once said they added dodge to the stats window, which never seemed to happen. I sort of trust the 10% is right tho, as lots of passive-window tooltips seem to be totally wrong (like lucky).
I agree that dodge is the most OP trait thing on ground, closely followed by jumping height (at least in shanty) and reman mind drain.
i acsidently qued ground the other day, and im pretty sure i was shooting at someone with this. boy was i under geared for ground pvp lol.
If you are talking about that fight with Maxwell and you against me, no, I wasn't using the Medical Vangaurd bug. Medical Vanguard is permanently active on Elite fleet armor and activates every time an [Adapt] procs on an elite fleet shield. I was using the Omega Force Armor + Weapon with the Nukara +10% All Healing Shield.
Next up: Medical Vanguard procs on Fleet Shields (and any other passive power) getting fixed.
Wow.. so many ground fixes. My eyes have never beholden so many in such short order.
If you really want people that don't do ground pvp to give it a try though..the issue of shared skill points/traits between ground and space needs to be addressed. It is the #1 thing I see people use as an excuse not to try it. "My character is specced for the space, so I'll be at a disadvantage." Which is true.
On the topic of capping dodge.. my thought is that with 1000-3000 damage hits happening daily in ground pvp, any change to the dodge mechanic.. might not end well.
I have been out of the loop for a few months regarding ground pvp due to all the issues it has, but as far as I know these are things that could all still use addressing...
1) Broken Hold Resistance, as seen in this video. http://www.youtube.com/watch?v=baWmNqd2UJs
As you can see, you can be hit by a phaser stun proc over and over... not fun at all.
2) Tray lock caused by being on the receiving end of the omega carbine, or cryo immobilizer module. I recall this being particularly nasty. Likely caused by the immobilize proc.
3) Tactical doffs that turn Ambush into a damage over time attack have a stacking issue with the plasma fire from plasma grenades. If you sit in the plasma fire for any length of time, the ambush dot will stack on you over and over again. This is pretty much a death sentence.
4) Distortion Field 2-piece Omega Set bonus power has an unintended effect if your character has the Covert trait. If your target is around 25m or further from you, and you have distortion field up while firing a sniper shot, or throwing a plasma grenade.. the grenade impact circle will not show up, nor will the sniper's secondary fire "laser pointer". It is trivially easy to do a one-two punch using this tactic to down a target from range. Combine this with the Ambush Dot doff issue.. and you can see why it's a problem. :eek:
5) The Adapted MACO Pulsewave Rifle's photon grenade doesn't show an impact circle. Similar to the distortion field issue. Both of these issues suck if a person wants to use these weapons/sets. I removed the Covert trait from my alien tactical officer a long time ago due the distortion field bug, but their is no getting around this one. Only to not use the gun really.
That is all I could think of for now. Thank you for your time and have a good day.
If you really want people that don't do ground pvp to give it a try though..the issue of shared skill points/traits between ground and space needs to be addressed. It is the #1 thing I see people use as an excuse not to try it. "My character is specced for the space, so I'll be at a disadvantage." Which is true.
On the topic of capping dodge.. my thought is that with 1000-3000 damage hits happening daily in ground pvp, any change to the dodge mechanic.. might not end well.
I have been out of the loop for a few months regarding ground pvp due to all the issues it has, but as far as I know these are things that could all still use addressing...
1) Broken Hold Resistance, as seen in this video. http://www.youtube.com/watch?v=baWmNqd2UJs
As you can see, you can be hit by a phaser stun proc over and over... not fun at all.
2) Tray lock caused by being on the receiving end of the omega carbine, or cryo immobilizer module. I recall this being particularly nasty. Likely caused by the immobilize proc.
3) Tactical doffs that turn Ambush into a damage over time attack have a stacking issue with the plasma fire from plasma grenades. If you sit in the plasma fire for any length of time, the ambush dot will stack on you over and over again. This is pretty much a death sentence.
4) Distortion Field 2-piece Omega Set bonus power has an unintended effect if your character has the Covert trait. If your target is around 25m or further from you, and you have distortion field up while firing a sniper shot, or throwing a plasma grenade.. the grenade impact circle will not show up, nor will the sniper's secondary fire "laser pointer". It is trivially easy to do a one-two punch using this tactic to down a target from range. Combine this with the Ambush Dot doff issue.. and you can see why it's a problem. :eek:
5) The Adapted MACO Pulsewave Rifle's photon grenade doesn't show an impact circle. Similar to the distortion field issue. Both of these issues suck if a person wants to use these weapons/sets. I removed the Covert trait from my alien tactical officer a long time ago due the distortion field bug, but their is no getting around this one. Only to not use the gun really.
That is all I could think of for now. Thank you for your time and have a good day.
Yeah, adding an extra 44k skill points would get rid of the vast majority of complaints, you'd be able to fully spec into both areas.
Dodge needs a fix, there is no doubt about this. The only time you are going to get an attack over 1000 damage is if you are stacking tactical buffs or you get a Critical hit + Expose. 3000 damage hits are extremely rare and may only be dealt via a pulsewave assault weapon or perhaps a super buffed sniper shot on Critical hit + expose. An attack dealing 1000 damage will cost a tactical officer all of his buffs, and a full health target will survive. It would take 1526.65 damage to kill my science officer with a single shot before factoring in most heals. Sniper rifles have a long chargeup and they won't be dealing that level of damage unless I am exposed. You need to be close in order to shoot me with a pulsewave, in which case you run into the various downsides of getting close to a player. Not to mention the damage is reduced by range.
With the launch of Legacy of Romulus, we all got +7.5% maximum health from Tier I Nukara. Combined with the trait revamp, everyone has Peak health for +10% maximum health. Oneshotting someone is no longer the meta of the game. The majority of LoR experienced tactical officers are now saving Ambush to finish a target, rather than opening an attack with ambush.
Hold Resistances are working correctly. A resistance is not an immunity in any sense. Hold resistances further decrease the duration of a hold. If you dislike stuns, the 2 piece adapted MACO, Hypos, and the Mental Discipline clickable power will all clear stuns. Hypos have a 20 second cooldown with duty officers, Adrenaline booster has a 45 second cooldown, and Mental Discipline has a 4 minute cooldown. The latter two abilities can be reduced via Tactical initiative.
The Omega Force Autocarbine proc is fixed per se, it's reduced by willpower and cleared by the same abilities that clear stuns. Alone it's just another weapon. The real problem is Cryo Immobilizer module, as it cannot be reduced or cleared. When combined with the Omega Force Autocarbine, it can also create constant immobilize procs on a target. Last I heard this is getting fixed soon.
The bugged interaction between Plasma Grenades and DoT doffs I've brought up several times before. As far as I know, Cryptic knows about the problem. With all of the ground fixes at the moment, this bug's days may be numbered.
The "Distortion Field Bug" is true for any stealth ability. If a stealthed opponent uses an attack from beyond a player's perception range, any ability animations are hidden from view.
The impact circle on the Adapted MACO and KHG Pulsewave isn't that concerning. Not many people use the weapon anyway because that grenade it fires has a long cooldown and the weapon itself is basically a [Dmg]x4 modded weapon without an archwave setting. The grenade also deals kinetic damage, which means that only 50% of the attack will bypass shields.
A resistance to immobilize as right now there is no resistance to that in the game. Perhaps a 10 second total resistance after being hit with the immobilize? That would give a total 5-8 seconds before being hit again with it after the current immobilize wears off. This would prevent the carbine from completely infinitely repeating and allowing you to be mowed down and kill back to back cryo procs.
I would also like to see something like the above mentioned for phaser stun proc's.. This goes back to willpower being broken as willpower does not resist to stun, as it should.
Also your 'fix' to KB is not a fix at all. Unfortunately you still receive the proc from the KB itself, you just don't get knocked down.. all you really did there is make it so the graphics doesn't show you getting knocked down but there is still a period in which your tray is locked after getting what would normally be a KB.
I would love for the omega shots to stop. By this I mean the part where you get hit by omega sniper user and can not see yourself being dotted. Unfortunately though, I do not really see this as being a 'bug' and more of a general concern for new members.
I would also love to see the false vaporization taken out. Toons can be falsely vaporized and just saying its an engineer you can no longer see them hitting you with an orbital. You can't even see the toon, just a name above their head. I realize this is a bug predating back to season 7 before LoR.
Another thing I would love to see stopped is stacking the cloak with the omega distortion. Unfortunately if stacked you can not even see the person with the nukara cloak hunter set. On top of that some people have gotten to where they use the cloak and then upon uncloaking they have the omega up and by the time they finish their attack they are recloaked and running.
Their are tons of other problems on ground but thats some of the main 'bugs' that are being faced.
[SIGPIC][/SIGPIC]
"Working as intended"... 1 year later they "fix" it.
Personally I think distortion field should last 15-20 secs instead of 10. When the player fires a weapon however they blip visible much like enhanced battle cloaking in space. (Imagine the rage if torpedos and mines had ever been rendered invisible by enhanced cloak lol) I think something like that would be far easier to implement then going and looking at every individual animation that is bugged with it. That list is just way too long.
Kudos to Hawk for talking with the community and implementing these fixes. Ground is going to be much improved as a result. Maybe a no bs ground tourney like mimey suggested might even become a reality.
Comments
--->Ground Combat General Bugs Directory
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Yes we making progress here, sword kb gone, kit-swapping to keep buffs gone, kit-swapping to stack doff procs gone.
Now we just need em to focus on the remaining big bugs on ground like... distortion field exploiting of the red circles (aka cloak nading, distancing), armor-switching, engineer pets losing ownership on deaths for tons of extra spam, map bugs like mining the bridge in shanty from below and the big topic of negative debuff stacking (which may also be a space issue as well).
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Depends a bit what you aim for.. if you just want a toon that works decently on ground and does do average good in ground pvp skill points wont be your issue, 66k is sort-of enough for one kit.. when it comes to traits you'll have to cut space down to the necessary and get 2-3 ground traits in tho.
When it comes to wanting to be great on ground as in maximizing things.. i bet you'll not want to use one of your 4 toons anyway, unless one of the 4 is a caitian.
You could just make a new one tho, with the double xp weekend still going on its a matter of 2-3 days + the reputation madness afterwards
But then.. for some reason i seem to like making alts.. i've like 16 toons for pvp already (8 space, 8 ground) and 12 of em are finished reputation too lol.
Soon I will realize that is extremely repetitive and as such will despise again...but for now. I really do like it.
I wish bosses weren't juat bigger badder forms of minions though...uniqueness and strategy would go a long way
My PvE/PvP hybrid skill tree
I think I'd go insane if I leveled 12 alts though the rep system at the current rep speed.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
This is not true. Some races are better of the ground. Some are better in space. While I disagree with the reduction of dodge chance with catians I would suggest making a negative for them. Because they can jump higher and have a higher dodge chance let's decease their hit point to compensate. It is just like a join trill has a better regen rate, and liberated Borg have a natural shield regen and come with efficient for space.
A hit point reduction is less likely to happen than having the extra stat flat out removed. +10% Dodge is far superior to any trait you could possibly get on the ground, it's a flat out non-reducible damage mitigation.
It's not comparable to the Joined Trill's +0.10 health regeneration. Liberated Borg, Trills, and Bajorans all provide the player with +0.10 health regeneration. Bajorans actually heal more self damage than any other race. The Betazoid trait provides +0.05 health regneration to self AND team. Liberated borg have that bonus shield regeneration passive, but it amounts to about +5 shields/second. It makes Liberated Borg the best engineers, but it's not game changing. Caitians...they artificially inflate a tactical officer's surviability by a significant amount. The same goes with team ambush field stacking. A team with 5x Team Ambush Field has such a major advantage over anyone due to how powerful dodge is in combat. Champions Online recently dealt with their Dodge, Critical Hit, and Avoidance problem. Dodge is out of control, Critical hits aren't bad right now on ground(it's getting there), and Avoidance is fortunately only on two things (Rolling and Shattering Harmonics 3 piece bonus). Let us hope Cryptic learns from the Champions Online power creep and never adds avoidance to other items.
For those interested, the Champions Online dev solution to out of control dodge http://co.perfectworld.com/news/?p=1012441
We use it differently here from what I see. However, the stat appears to have the same effect here as it does there. Capping dodge would make it useful to have multiple copies of team ambush field, but it would eliminate the need for caitians and it would ensure that not every attack gets dodged. In Space you can't have more than a 75% miss ratio, it makes sense for Dodge to only have a 75% chance.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Most powers only stay in your power queue (your "next up!" selection) for .5 to 1 seconds. If you're using an autofire weapon that has a 2+ second animation time and attempting to queue up a power (you can't cast two powers with activate times simultaneously), you may experience what looks like the power queueing up (gets green highlight around the icon) then leaving your power queue.
It's probably notably different on ground compared to space because space has almost no powers with activate times - that's the reason you can fire all your weapons simultaneously and also activate BOff powers while you're at it. On ground, for almost all powers, you have to use them sequentially.
Or maybe there's another bug I don't know about. If you could show a video of what you're experiencing, that'd be helpful. It sounds like a frustrating experience one way or the other.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
We're not likely to put a cap on Dodge, but we may look into making Avoidance behave more consistently (e.g., make all players' dodges always 50% damage and no lower, forever, end of story). We may also put a stack group on sources of Dodge, as I don't think it was ever intended for people to be able to roll with 100+% dodge on ground.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Next up: Medical Vanguard procs on Fleet Shields (and any other passive power) getting fixed.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
I have to agree on the above comment about the bosses. Do they have to be 12 ft tall? And having them just stand around getting shot at is a bit too Assimilated Carrier for me. On that note... next to pretty much any Warbird, 'Huge' seems like a redundant adjective.
One step at a time, and it's great that some not WAI stuff that affects Ground PvP is being looked at, but some comprehensive work on the AI wouldn't go a miss for both Ground and Space in the not so distant future. I haven't been on Tribble to have a look at the new stuff though, so maybe I'm out of touch. Make me scream for a nerf!
No. Your fun makes everyone else's fun wrong by default.
i acsidently qued ground the other day, and im pretty sure i was shooting at someone with this. boy was i under geared for ground pvp lol.
that reminds me though, that SNB doff is made useless my elite space shields. the proc from it is most likely just going to remove 3 of the 20+ res stacks, and not the 5 or so station powers that might be active. those res stacks will almost instantly be back too, those should not be in play with what the SNB doff can interfere with.
Voth AI is a lot better (less dumb) than most of our other critters. I would love to take a hard look at all of our general AI and make it smarter just on principle, but the danger there is that better AI isn't necessarily more fun - so we'd have to make sure that AI changes are actually making the game better, not just "more realistic" or "harder" or whatnot.
One thing I'm almost definitely going to try to do is make critters use powers a little more often. Right now they have anywhere from a 2 to a 3 second cycle time between a power finishing activation and another power getting queued. A lot of that dead time is to make them feel more organic/less robotic, which it does actually succeed at - but it also makes especially ground critters feel super dumb, which is less than optimal.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
I would like to thank you and the team at Cryptic about some of the bug fixes. It is especially nice to see a Dev in the forums responding to concerns of players. When I see this I am more willing to invest more time and money into a game. Thanks again for the work.
Not for me, if i will do ground pvp, i need to have a character at his maximum potential, is my way of doing things. I dont like to get into a match with a disvantage from minute 0.
About removing 2-3 space trait, no way, i need all of them :P even more now that every new lockbox have an ubber trait. They should divide the trait system in space slots and ground slots, simple as that.
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
Guess you have no choice but to roll a caitian then, totally aside of the dodge they also have a quite big movement advantage in shanty town due to their jumping height.
I wonder if they actually still have 10%, the trait description says +10% the passive tooltip for feline instincts says 1.5% and i don't remember the patch notes say anything. However i do remember that the patch notes once said they added dodge to the stats window, which never seemed to happen. I sort of trust the 10% is right tho, as lots of passive-window tooltips seem to be totally wrong (like lucky).
I agree that dodge is the most OP trait thing on ground, closely followed by jumping height (at least in shanty) and reman mind drain.
Thanks you so very much for taking the time to kill all of the ground bugs.
If you are talking about that fight with Maxwell and you against me, no, I wasn't using the Medical Vangaurd bug. Medical Vanguard is permanently active on Elite fleet armor and activates every time an [Adapt] procs on an elite fleet shield. I was using the Omega Force Armor + Weapon with the Nukara +10% All Healing Shield.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
I would vote for a mount instead of a suit.
My stomach is clear and my mind is full of bacon!
Wow.. so many ground fixes. My eyes have never beholden so many in such short order.
If you really want people that don't do ground pvp to give it a try though..the issue of shared skill points/traits between ground and space needs to be addressed. It is the #1 thing I see people use as an excuse not to try it. "My character is specced for the space, so I'll be at a disadvantage." Which is true.
On the topic of capping dodge.. my thought is that with 1000-3000 damage hits happening daily in ground pvp, any change to the dodge mechanic.. might not end well.
I have been out of the loop for a few months regarding ground pvp due to all the issues it has, but as far as I know these are things that could all still use addressing...
1) Broken Hold Resistance, as seen in this video. http://www.youtube.com/watch?v=baWmNqd2UJs
As you can see, you can be hit by a phaser stun proc over and over... not fun at all.
2) Tray lock caused by being on the receiving end of the omega carbine, or cryo immobilizer module. I recall this being particularly nasty. Likely caused by the immobilize proc.
3) Tactical doffs that turn Ambush into a damage over time attack have a stacking issue with the plasma fire from plasma grenades. If you sit in the plasma fire for any length of time, the ambush dot will stack on you over and over again. This is pretty much a death sentence.
4) Distortion Field 2-piece Omega Set bonus power has an unintended effect if your character has the Covert trait. If your target is around 25m or further from you, and you have distortion field up while firing a sniper shot, or throwing a plasma grenade.. the grenade impact circle will not show up, nor will the sniper's secondary fire "laser pointer". It is trivially easy to do a one-two punch using this tactic to down a target from range. Combine this with the Ambush Dot doff issue.. and you can see why it's a problem. :eek:
5) The Adapted MACO Pulsewave Rifle's photon grenade doesn't show an impact circle. Similar to the distortion field issue. Both of these issues suck if a person wants to use these weapons/sets. I removed the Covert trait from my alien tactical officer a long time ago due the distortion field bug, but their is no getting around this one. Only to not use the gun really.
That is all I could think of for now. Thank you for your time and have a good day.
that works too. Devs... V-Rex mount please!
Yeah, adding an extra 44k skill points would get rid of the vast majority of complaints, you'd be able to fully spec into both areas.
Dodge needs a fix, there is no doubt about this. The only time you are going to get an attack over 1000 damage is if you are stacking tactical buffs or you get a Critical hit + Expose. 3000 damage hits are extremely rare and may only be dealt via a pulsewave assault weapon or perhaps a super buffed sniper shot on Critical hit + expose. An attack dealing 1000 damage will cost a tactical officer all of his buffs, and a full health target will survive. It would take 1526.65 damage to kill my science officer with a single shot before factoring in most heals. Sniper rifles have a long chargeup and they won't be dealing that level of damage unless I am exposed. You need to be close in order to shoot me with a pulsewave, in which case you run into the various downsides of getting close to a player. Not to mention the damage is reduced by range.
With the launch of Legacy of Romulus, we all got +7.5% maximum health from Tier I Nukara. Combined with the trait revamp, everyone has Peak health for +10% maximum health. Oneshotting someone is no longer the meta of the game. The majority of LoR experienced tactical officers are now saving Ambush to finish a target, rather than opening an attack with ambush.
Hold Resistances are working correctly. A resistance is not an immunity in any sense. Hold resistances further decrease the duration of a hold. If you dislike stuns, the 2 piece adapted MACO, Hypos, and the Mental Discipline clickable power will all clear stuns. Hypos have a 20 second cooldown with duty officers, Adrenaline booster has a 45 second cooldown, and Mental Discipline has a 4 minute cooldown. The latter two abilities can be reduced via Tactical initiative.
The Omega Force Autocarbine proc is fixed per se, it's reduced by willpower and cleared by the same abilities that clear stuns. Alone it's just another weapon. The real problem is Cryo Immobilizer module, as it cannot be reduced or cleared. When combined with the Omega Force Autocarbine, it can also create constant immobilize procs on a target. Last I heard this is getting fixed soon.
The bugged interaction between Plasma Grenades and DoT doffs I've brought up several times before. As far as I know, Cryptic knows about the problem. With all of the ground fixes at the moment, this bug's days may be numbered.
The "Distortion Field Bug" is true for any stealth ability. If a stealthed opponent uses an attack from beyond a player's perception range, any ability animations are hidden from view.
The impact circle on the Adapted MACO and KHG Pulsewave isn't that concerning. Not many people use the weapon anyway because that grenade it fires has a long cooldown and the weapon itself is basically a [Dmg]x4 modded weapon without an archwave setting. The grenade also deals kinetic damage, which means that only 50% of the attack will bypass shields.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
A resistance to immobilize as right now there is no resistance to that in the game. Perhaps a 10 second total resistance after being hit with the immobilize? That would give a total 5-8 seconds before being hit again with it after the current immobilize wears off. This would prevent the carbine from completely infinitely repeating and allowing you to be mowed down and kill back to back cryo procs.
I would also like to see something like the above mentioned for phaser stun proc's.. This goes back to willpower being broken as willpower does not resist to stun, as it should.
Also your 'fix' to KB is not a fix at all. Unfortunately you still receive the proc from the KB itself, you just don't get knocked down.. all you really did there is make it so the graphics doesn't show you getting knocked down but there is still a period in which your tray is locked after getting what would normally be a KB.
I would love for the omega shots to stop. By this I mean the part where you get hit by omega sniper user and can not see yourself being dotted. Unfortunately though, I do not really see this as being a 'bug' and more of a general concern for new members.
I would also love to see the false vaporization taken out. Toons can be falsely vaporized and just saying its an engineer you can no longer see them hitting you with an orbital. You can't even see the toon, just a name above their head. I realize this is a bug predating back to season 7 before LoR.
Another thing I would love to see stopped is stacking the cloak with the omega distortion. Unfortunately if stacked you can not even see the person with the nukara cloak hunter set. On top of that some people have gotten to where they use the cloak and then upon uncloaking they have the omega up and by the time they finish their attack they are recloaked and running.
Their are tons of other problems on ground but thats some of the main 'bugs' that are being faced.
"Working as intended"... 1 year later they "fix" it.
Kudos to Hawk for talking with the community and implementing these fixes. Ground is going to be much improved as a result. Maybe a no bs ground tourney like mimey suggested might even become a reality.
Vanilla Ground PvP information