That sounds boring. The game is already too easy. Why form a team if one person could do all that?
Have you formed a team in the battlezone? You would need at least 3 Engineers to accomplsh that. So now you are left with a Sci that has to be team healer, and a Tac that doesnt need a specific focus.
With the ability to mix and match some pieces, would allow you to roll with a sci healer, and a sci debuffer, along with two tacs to run their fun stuff.
I feel like it would actually HELP the team dynamic.
Inertia just means you can do Powerslides in you carrier!
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
An impressive feat. However, it seems more efficient to do it all with a team. That dilithium stacks up over time, and if you take the capture points down quickly, you can easily reach your refining cap in under an hour.
An impressive feat. However, it seems more efficient to do it all with a team. That dilithium stacks up over time, and if you take the capture points down quickly, you can easily reach your refining cap in under an hour.
Oh yes far more effecient, far far more efficient, but it CAN be done.
Inertia just means you can do Powerslides in you carrier!
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
- Becomes a stance, nolonger broken by damage
- The stealth component is still removed while in combat
- Adds a small buff to energy weapon damage while in stance (5-10%)
- Retains the movement restrictions of stealth mode while in stance
- Has a -25 resistance penalty vs flanking damage while in stance
- Stealth bonus returns when combat ends while in stance.
The angle I was going for with this was to give Stealth Module a residual use when the primary function isnt needed, but not an OP one. At the moment there seems to be no reward for the tac that stays in the kit when they dont need to do stealthy stuff.
Simply put, Kits need to go. Being arbitrarily locked into loadouts just isn't fun for me. There's no capacity to experiment with oddball combinations, while at the same time the "less than ideal" kits from places like the Spire or Embassy get effectively ignored because they don't have the "right" combination of abilities.
Simply put, Kits need to go. Being arbitrarily locked into loadouts just isn't fun for me. There's no capacity to experiment with oddball combinations, while at the same time the "less than ideal" kits from places like the Spire or Embassy get effectively ignored because they don't have the "right" combination of abilities.
I would like kits to function as a utility belt, have x slots that you could put a module into that allows use of a skill, this could be rolled in with personal device slots being classed as universal slots.
Different ranks of skills could have more damage / better heals + resists / reduced cooldowns
Different ranks of kits could have different ratios of universal to career slots and could allow more customisation for ground combat. Boffs are less limited in what combinations of skills they can have then your character can get from the kits available.
- Becomes a stance, nolonger broken by damage
- The stealth component is still removed while in combat
- Adds a small buff to energy weapon damage while in stance (5-10%)
- Retains the movement restrictions of stealth mode while in stance
- Has a -25 resistance penalty vs flanking damage while in stance
- Stealth bonus returns when combat ends while in stance.
The angle I was going for with this was to give Stealth Module a residual use when the primary function isnt needed, but not an OP one. At the moment there seems to be no reward for the tac that stays in the kit when they dont need to do stealthy stuff.
I'm sorry, I agree with a lot of the other things you have said in this thread, but I don't like this idea at all. Right now, Stealth Module is equivalent to Battle Cloak in space. Turning this ability into a "stance" would effectively make this ability a Standard Cloak, which is not at all desirable. Fire Team is what the player uses when they don't need to use stealth abilities. Operative is what the player uses when they need to sneak behind the enemy or make stealth attack. It has always worked perfectly, in the same respect that Enemy Neutralization is the Engineer's damage kit, but switching to Equipment Technician turns them into a powerful tank.
My main is a tac, and I have 2 tac alts, on rom and one kdf.
Our fleet has been rocking through ground combat for a while, we know how to do ground, though its a constant struggle to get new players to even try it.
The biggest issue with tac is it's heavy reliance of damage buffs, other than grenades it relies on buffing weapons fire, limiting your weapons selection and at the same time making you buff a series of things at a time to be effective.
The ground skill system is problematic and probably should be looked at before kits do. The skill names are confusing for most non-pros to really understand, also the fact that most people max space skills and min the ground skills is an issue that needs balancing. Skill points should be set so you have a set amount in each area, don't let people favour one so heavily.
Grenades. Photon, Plasma, Stun, Smoke
Firstly the linked timers on these are a joke, they aren't that powerful, they are a fraction of a eng mine damage, who can spew 5-6 of those things every 20s, a single grenade at 30s isn't even worth skilling.
Smoke is visually a problem for your own team, and the benefits seem unclear for most as all the AoE shots enemies use still always hit you. Thematically it fits, but it just doesn't work.
The stun duration is way too short to be any use to anyone ever, this one needs an overall, maybe turn it into more of a placate.
Photon is fine for what its supposed to be, but again, compared to an eng mine its nothing, and its far easier to miss with, imo.
Plasma used to be good, until you changed enemies so they run away from fire.. now you hit them and they just run all over the place, bugging many missions. It becomes unusable.
Draw fire. What tac in their right mind uses this? The diminishing returns on damage resistance makes it pointless, the complete lack of tac heals makes you die. It needs some kind of damage immunity to make any sense or be scrapped.
Lunge is great as is both timing, range and damage.
Ambush and battle strategies are both well timed and meaningful
Suppressing Fire is great, it needs to be quick cd
Sweeping strikes. I've seen dedicated melee players do some pretty awesome damage with this, but boy you give up a lot in terms of kit selection to use it. With enemies like tholians and voth that constantly back away it is very limited. If it had a auto lunge like a sword so you weren't constantly out of range, it might work better.
Motion Accelerator is problematic, I love the buff, but its already a long CD and very short duration. By the time you do the endless tac buff thing its worn off and pointless.
Stealth Module - I get the hate from PvP, but in PvE its pretty useless. Its greatest asset is your ability to bypass enemies and be the operative the kit tries for. The problem is that enemies cheat in PvE, you can be crouched far off in a corner and if that enemy is aggroed by anyone in your group it can walk right up to you from across the map and blast you. Also due to the endless tac buff problem it needs a longer damage bonus period, nobody gets to use it properly. I doubt this will be fixed, but it needs to be.
Rally Cry - The HoT part is so weak its laughable, even with some skill points its like 12/s, and more damage resists that don't do a lot. Just too many stacking damage resistances. The damage buffs are ok, but its not like you get many ground teams capable of actually realizing and using it.
Overwatch - Too much damage resistances with rep and gear make this somewhat useless. The debuff to enemies isn't all that important, what difficult enemies are health heavy? Most are shield tanks in PvE, and we already know how to get around that.
Target Optics - It is a nice buff, but its contributing to the way too many tac buff syndrome and its CD is just too low. It needs to be more effective with a longer CD, or a toggle on.
Tac summary - Both sci and eng careers let you do something with your abilities, outside of broken grenades and lunge the tac abilities are just endless buffs/debuffs focused on damage. It is entirely too much prep to fire a single shot, then getting agro and dying due to lack of heals (speaking for the masses that don't really get it)
You need to either be a low performance support player with the team leader kit (not really what tac is about) or a burst damage eliminator type player, but being sub standard at burst damage means you are dead.
I'd like to see something.. smarter than just shooting. Why not turn some of the garbage into actual tactical strategy?
Why not make one of those grenades an area debuff that allows your team to coordinate/triangulate enemies, or bonuses to flank damage or something like that. Having enemies being hit from multiple directions and taking bonus damage from that would be awesomely tactical. I can even see an effect with a holographic grind/plane thing. If ground had any form of accuracy or ability to missing that would make the options better, its a pretty serious game play flaw, imo.
I tend to see most engineers walking around with the fabrication kits, generally they are terrible players, but they are the masses. So its probably where things need to change most. Personally I use enemy neutralization 90-95% and a fabrication set in static defensive situations. EN can be quite defensive when used correctly as well.
My problem with engineering is that the shield heals don't make sense anymore since the great shield nerf way back when. So now you take the time to heal your shields which are removed faster than the time it took to heal your shields. The rest of my beefs have to do with bad players, so that isn't as valid.
Engineering Proficiency is terrible, it doesn't make sense, and its ineffective. A damage resist buff and a tiny shield HoT? It needs a shield hardness buff and a better shield HoT.
Chroniton Mine Barrier is the most op ground ability in the game. The enemy versions one hit players, the player versions one hit pretty much anything outside of boss characters... every 20s.
Combat supply is one of the worst in the game, some of that has to do with bad UI. It'd be kind of neat to make this a sort of trap that enemy players would run up to and interact with and get hit with.. something. Although its similar to a bomb, unless it was a physical trap and not damage. High tech bear trap?
Equipment Diagnostics - Not worth activation time. It needs to be stronger overall.
Fuse armor is nice for the shield bypassing damage, but the slow is not a lot, not stopping weapons fire and not very long. Its in the category of "if I have nothing better to do"
Mortar is great when it hits, which is rarely. Between major lag time between creation and hitting targets it makes it offensively very weak, defensively great if it gets lucky or vs slow enemies. Its problematic in areas like KAGE when it can agro the entire room and wipe a group up because of its lack of discretion. I honestly wish it was removed and redone completely, maybe as a player costume/hand cannon type thing.
Turrets hit like nerf guns. They aren't drawing much agro from anything, they are slow to deploy. They are simply ok on defense and useless as offensive kits. Almost wish there was a more active fabrication kit for modern day engineers always on the go.
Medical and shield generators - If you need these they won't help you, if you don't need them you don't notice. What if they were portal devices more like a sci's nanites? Capable of giving out charges of shield/health heals to the team in range?
Quickfix is useful sometimes, don't see a need to change it though.
Weapons malfunction is great as it is. Why make it more effective? Disable, mine them and run. You don't need it more effective.
Shield recharge suffers from the overall lack of shield effectiveness on the ground. If one hit removes my shields, then hardening them by 30% makes them last how long?
I think eng abilities in general need a look at shield hardness buffs, with faster return on time for fabrications because people are determined to use these in all the wrong situations.
My current idea for Combat Supply is to have it periodically spew out rollover buffs, similar to the buffs in the Battlezone or from defeating the Yeti in the Winter Invasion event. Increased ranks of the abilities would have a chance to spit out 2/3 buffs per tick. This way, as the power's user, you just have to drop it down and then occasionally run over the "supplies", rather than channeling an interact, equipping the device, and then using it.
I like that idea a lot
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
I'm primarily a Tactical player, and I can tell you I think Stealth is pretty much the coolest thing. I also like that kits can get you grenade abilities, especially if you didn't spec for them.
If you are looking to do a revamp, I think it might be cool to allow a Tactical Kit on a Science player, and so on and so forth. Especially since people can's change their careers, it might be nice for people to get a taste of another type of game play. I guess I understand philosophically why a Tactical player is a restricted to a Tactical Kit... but could maybe you consider not having it that way? Might make ground a little more fun.
I'm guessing this revamp is coming because there aren't a lot of end game kits, right? I am running one from the Romulan Embassy. I wish I could have picked from a variety of kits, but I'm kind of stuck with what I got right now.
After reading some comments from other players, I agree that the rollover buffs don't have a very "Trek" feel visually. I also agree that competing with other players for buffs doesn't seem right either. And BOFFs don't currently benefit from combat supply, if I remember right.
So here's a thought:
What if Combat Supply were a crate that had a small buff aura that cycled between different effects? A single holographic icon over the crate would let players know which buff was currently active and how many seconds left on that cycle. It would continue to run through its buff cycle until destroyed.
It would minimize the visual effect that pulls people out of immersion. It would be fast and simple enough to use in combat. Players would know whether it was worth their time to go back to the crate for the buff they need. It could be placed in an out-of-the way fallback position or used right in the thick of things. And BOFFs could benefit from an aura where there's no interact.
If the buff cycle won't work because it's too difficult to get the buff you need, then let combat supply create as many crates as there are buffs and then you just have to get close enough to the crate with the buff you want.
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
I've made it up to here in reading. Thank you all for your posts and feedback! I've got a pretty good idea of what you're collectively passionate about and which abilities don't get much use, but I'll continue to read feedback on kits and kit powers if you post it in this thread.
Jeff "Adjudicator Hawk" Hamilton
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
I think Enemy Neutralization should be left alone, but I suspect the Chroniton Mine Barrier needs a slight toning down. I was PvPing last night and an engineer was dropping Chroniton Mine Barrier IV mines that dealt 750 damage per mine (before resistances). 750 x5 mines is enough to oneshot a PvP player 3 times over. It's been like this ever since Cryptic upped the mine damage and then also removed the damage reduced from epicenter mechanic, the damage wasn't also toned down in the process.
Now with the Fleet kits releasing Mine Barrier IV, this is becoming increasingly noticeable. It wasn't as bad with Mine Barrier III, it took 3-4 mines to kill, now only 1-2 are needed to kill a player. Engineers can spawn 5 of these every 22 seconds, it should take 4 mines to oneshot players. I wouldn't be opposed to a longer cooldown, but it wouldn't be the ideal solution either, the ability is great for building defenses and clearing NPC groups.
Seeing a mine field and stepping on it with no regrets is never a good idea try to avoid it !
Anyway I dislike the duration of time that some abilities need for to be activated like mortars, transphasic bomb. The low hp of medical-shield generator. Then you have the quantum mortar that shoots quantum bombs that everyone can see where they will drop.
Its questionable effective against anything other then slow walking borg, not to mention its pvp use that has only an application in a trench fight.
And I dont know if this is made by game design or whatever but when I try to put a transphasic bomb while someone is shooting me my command to place the bomb gets cancelled what is very annoying to happen in combat.
Overall, I'm satisfied. I think that Science debuffs in general need to be improved.
Combat Supply - The worst ability, yeah, I think that it should be a small generator that activates random buffs (like the ones in the Dyson Battlezone) such as shield enhancements, heals, damage resistance improvement, and damage increasers. It can apply buffs for up to 7 players at a time and the radius would be about 10 M.
Level I would be standard.
Lasts about 15 seconds (one buff every 5 seconds).
A recharge of about 1 minute and 30 seconds.
Damage Increaser - +10% All Damage, +10% Critical Severity
Damage Resistance Improvement - +10% All Damage Resistance, +5% All Armor Effects
Heal - +10% Maximum Hit Points, +50% Health
Shield Enhancements - +5% Shield Capacity, +50% Shields
Each lasts 10 seconds
Level II would be better
Lasts about 20 seconds (one buff every 5 seconds)
A recharge of 1 minute and 15 seconds.
Damage Increaser - +20% All Damage, +10% Critical Severity
Damage Resistance Improvement - +20% All Damage Resistance, +10% All Armor Effects
Heal - +20% Maximum Hit Points, +60% Health
Shield Enhancements - +20% Shield Capacity, +60% Shields
Each lasts 10 seconds
Level III would be best
Lasts about 25 seconds (one buff every 5 seconds)
A recharge of 1 minute
Damage Increaser - +30% All Damage, +20% Critical Severity
Damage Resistance Improvement - +30% All Damage Resistance, +20% All Armor Effects
Heal - +30% Maximum Hit Points, +70% Health
Shield Enhancements - +30% Shield Capacity, +70% Shields
Each lasts 10 seconds
As much as some kit powers need a facelift and retuning I honestly think that players would be better served by getting the long talked about customizable kits in the game first and then re-balancing kit powers. A lot of the current issues aren't just a case of individual powers being bad, but also of power combinations that synergize poorly with one another. Allowing players to choose which kit powers go into their kit could create some combos with lesser used powers that actually unbalance things as they stand now, never mind after all these proposed changes have been made.
Unless the customizable kits have been taken off the table by the Devs?
I've made it up to here in reading. Thank you all for your posts and feedback! I've got a pretty good idea of what you're collectively passionate about and which abilities don't get much use, but I'll continue to read feedback on kits and kit powers if you post it in this thread.
I'm looking forward to what you come up with but I'm a bit leery about some things could affect pvp. Any changes to mortars, for example, would have to take into account how easy it is for an engineer to spam them and that engineer pets in general are not spawning/despawning as intended now. I think you should definitely look at how to make the attack portions of the fab kit mounted on the kit somehow. The med and shield generators would be redundant to the reroute power to shields so those could stay deployables. I'm not sure if mounted mortars would even be possible while preserving the ability for them to be targeted and destroyed never mind the doff interactions.
I'm very glad that you're looking at changing improving the weaker kit powers rather then just implementing some OP duty officer to make them "better".
On a side note, cryo immobilizer still ignores resists and every tick of exothermic induction field procs the biochemist duty officer(if you are rooted in the fire patch) meaning one player can stack -10 damage resistance close to 30 times. You had said you guys were probably going to introduce a stack limit of 3 so uh where is it? :P
As always thanks for the communication hawk, have a great holiday!
The ability to build my own kits. I hate the current sets of stuff, give me sockets, or something so I can choose from 1 tier 5, 4, 3, 2, 1 etc skills so I can use one of my own instead of these presets
Comments
There's a game that does something similar called... um... "Never Water" or something. You should check it out.
Now that i have all those parts i can do this.
Chroniton Mine, Romulan Turret, Force Field Dome, Mortar and a Shield or Medical Gen.
That would be fairly perfect for say Dyson battlezone, and keeping those pesky guys away from the omega particles.
It silly that i can teach a Boff something that i need a kit to do.........
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
That sounds boring. The game is already too easy. Why form a team if one person could do all that?
Vanilla Ground PvP information
I played that game for a while and I was like "Where's the water at?"
Have you formed a team in the battlezone? You would need at least 3 Engineers to accomplsh that. So now you are left with a Sci that has to be team healer, and a Tac that doesnt need a specific focus.
With the ability to mix and match some pieces, would allow you to roll with a sci healer, and a sci debuffer, along with two tacs to run their fun stuff.
I feel like it would actually HELP the team dynamic.
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
Helpful Tools: Dictionary.com - Logical fallacies - Random generator - Word generator - Color tool - Extra Credits - List of common English language errors - New T6 Big booty tutorial
It can be done, but it is a very long process
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
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Oh yes far more effecient, far far more efficient, but it CAN be done.
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
- Becomes a stance, nolonger broken by damage
- The stealth component is still removed while in combat
- Adds a small buff to energy weapon damage while in stance (5-10%)
- Retains the movement restrictions of stealth mode while in stance
- Has a -25 resistance penalty vs flanking damage while in stance
- Stealth bonus returns when combat ends while in stance.
The angle I was going for with this was to give Stealth Module a residual use when the primary function isnt needed, but not an OP one. At the moment there seems to be no reward for the tac that stays in the kit when they dont need to do stealthy stuff.
Something like this idea?
I'm sorry, I agree with a lot of the other things you have said in this thread, but I don't like this idea at all. Right now, Stealth Module is equivalent to Battle Cloak in space. Turning this ability into a "stance" would effectively make this ability a Standard Cloak, which is not at all desirable. Fire Team is what the player uses when they don't need to use stealth abilities. Operative is what the player uses when they need to sneak behind the enemy or make stealth attack. It has always worked perfectly, in the same respect that Enemy Neutralization is the Engineer's damage kit, but switching to Equipment Technician turns them into a powerful tank.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Our fleet has been rocking through ground combat for a while, we know how to do ground, though its a constant struggle to get new players to even try it.
The biggest issue with tac is it's heavy reliance of damage buffs, other than grenades it relies on buffing weapons fire, limiting your weapons selection and at the same time making you buff a series of things at a time to be effective.
The ground skill system is problematic and probably should be looked at before kits do. The skill names are confusing for most non-pros to really understand, also the fact that most people max space skills and min the ground skills is an issue that needs balancing. Skill points should be set so you have a set amount in each area, don't let people favour one so heavily.
Grenades. Photon, Plasma, Stun, Smoke
Firstly the linked timers on these are a joke, they aren't that powerful, they are a fraction of a eng mine damage, who can spew 5-6 of those things every 20s, a single grenade at 30s isn't even worth skilling.
Smoke is visually a problem for your own team, and the benefits seem unclear for most as all the AoE shots enemies use still always hit you. Thematically it fits, but it just doesn't work.
The stun duration is way too short to be any use to anyone ever, this one needs an overall, maybe turn it into more of a placate.
Photon is fine for what its supposed to be, but again, compared to an eng mine its nothing, and its far easier to miss with, imo.
Plasma used to be good, until you changed enemies so they run away from fire.. now you hit them and they just run all over the place, bugging many missions. It becomes unusable.
Draw fire. What tac in their right mind uses this? The diminishing returns on damage resistance makes it pointless, the complete lack of tac heals makes you die. It needs some kind of damage immunity to make any sense or be scrapped.
Lunge is great as is both timing, range and damage.
Ambush and battle strategies are both well timed and meaningful
Suppressing Fire is great, it needs to be quick cd
Sweeping strikes. I've seen dedicated melee players do some pretty awesome damage with this, but boy you give up a lot in terms of kit selection to use it. With enemies like tholians and voth that constantly back away it is very limited. If it had a auto lunge like a sword so you weren't constantly out of range, it might work better.
Motion Accelerator is problematic, I love the buff, but its already a long CD and very short duration. By the time you do the endless tac buff thing its worn off and pointless.
Stealth Module - I get the hate from PvP, but in PvE its pretty useless. Its greatest asset is your ability to bypass enemies and be the operative the kit tries for. The problem is that enemies cheat in PvE, you can be crouched far off in a corner and if that enemy is aggroed by anyone in your group it can walk right up to you from across the map and blast you. Also due to the endless tac buff problem it needs a longer damage bonus period, nobody gets to use it properly. I doubt this will be fixed, but it needs to be.
Rally Cry - The HoT part is so weak its laughable, even with some skill points its like 12/s, and more damage resists that don't do a lot. Just too many stacking damage resistances. The damage buffs are ok, but its not like you get many ground teams capable of actually realizing and using it.
Overwatch - Too much damage resistances with rep and gear make this somewhat useless. The debuff to enemies isn't all that important, what difficult enemies are health heavy? Most are shield tanks in PvE, and we already know how to get around that.
Target Optics - It is a nice buff, but its contributing to the way too many tac buff syndrome and its CD is just too low. It needs to be more effective with a longer CD, or a toggle on.
Tac summary - Both sci and eng careers let you do something with your abilities, outside of broken grenades and lunge the tac abilities are just endless buffs/debuffs focused on damage. It is entirely too much prep to fire a single shot, then getting agro and dying due to lack of heals (speaking for the masses that don't really get it)
You need to either be a low performance support player with the team leader kit (not really what tac is about) or a burst damage eliminator type player, but being sub standard at burst damage means you are dead.
I'd like to see something.. smarter than just shooting. Why not turn some of the garbage into actual tactical strategy?
Why not make one of those grenades an area debuff that allows your team to coordinate/triangulate enemies, or bonuses to flank damage or something like that. Having enemies being hit from multiple directions and taking bonus damage from that would be awesomely tactical. I can even see an effect with a holographic grind/plane thing. If ground had any form of accuracy or ability to missing that would make the options better, its a pretty serious game play flaw, imo.
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
http://dtfleet.com/
Visit our Youtube channel
I tend to see most engineers walking around with the fabrication kits, generally they are terrible players, but they are the masses. So its probably where things need to change most. Personally I use enemy neutralization 90-95% and a fabrication set in static defensive situations. EN can be quite defensive when used correctly as well.
My problem with engineering is that the shield heals don't make sense anymore since the great shield nerf way back when. So now you take the time to heal your shields which are removed faster than the time it took to heal your shields. The rest of my beefs have to do with bad players, so that isn't as valid.
Engineering Proficiency is terrible, it doesn't make sense, and its ineffective. A damage resist buff and a tiny shield HoT? It needs a shield hardness buff and a better shield HoT.
Chroniton Mine Barrier is the most op ground ability in the game. The enemy versions one hit players, the player versions one hit pretty much anything outside of boss characters... every 20s.
Combat supply is one of the worst in the game, some of that has to do with bad UI. It'd be kind of neat to make this a sort of trap that enemy players would run up to and interact with and get hit with.. something. Although its similar to a bomb, unless it was a physical trap and not damage. High tech bear trap?
Equipment Diagnostics - Not worth activation time. It needs to be stronger overall.
Fuse armor is nice for the shield bypassing damage, but the slow is not a lot, not stopping weapons fire and not very long. Its in the category of "if I have nothing better to do"
Mortar is great when it hits, which is rarely. Between major lag time between creation and hitting targets it makes it offensively very weak, defensively great if it gets lucky or vs slow enemies. Its problematic in areas like KAGE when it can agro the entire room and wipe a group up because of its lack of discretion. I honestly wish it was removed and redone completely, maybe as a player costume/hand cannon type thing.
Turrets hit like nerf guns. They aren't drawing much agro from anything, they are slow to deploy. They are simply ok on defense and useless as offensive kits. Almost wish there was a more active fabrication kit for modern day engineers always on the go.
Medical and shield generators - If you need these they won't help you, if you don't need them you don't notice. What if they were portal devices more like a sci's nanites? Capable of giving out charges of shield/health heals to the team in range?
Quickfix is useful sometimes, don't see a need to change it though.
Weapons malfunction is great as it is. Why make it more effective? Disable, mine them and run. You don't need it more effective.
Shield recharge suffers from the overall lack of shield effectiveness on the ground. If one hit removes my shields, then hardening them by 30% makes them last how long?
I think eng abilities in general need a look at shield hardness buffs, with faster return on time for fabrications because people are determined to use these in all the wrong situations.
Completed Starbase, Embassy, Mine, Spire and No Win Scenario
Nothing to do anymore.
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Visit our Youtube channel
I like that idea a lot
Link: How to PM - Twitter @STOMod_Bluegeek
If you are looking to do a revamp, I think it might be cool to allow a Tactical Kit on a Science player, and so on and so forth. Especially since people can's change their careers, it might be nice for people to get a taste of another type of game play. I guess I understand philosophically why a Tactical player is a restricted to a Tactical Kit... but could maybe you consider not having it that way? Might make ground a little more fun.
I'm guessing this revamp is coming because there aren't a lot of end game kits, right? I am running one from the Romulan Embassy. I wish I could have picked from a variety of kits, but I'm kind of stuck with what I got right now.
-Ryan
So here's a thought:
What if Combat Supply were a crate that had a small buff aura that cycled between different effects? A single holographic icon over the crate would let players know which buff was currently active and how many seconds left on that cycle. It would continue to run through its buff cycle until destroyed.
It would minimize the visual effect that pulls people out of immersion. It would be fast and simple enough to use in combat. Players would know whether it was worth their time to go back to the crate for the buff they need. It could be placed in an out-of-the way fallback position or used right in the thick of things. And BOFFs could benefit from an aura where there's no interact.
If the buff cycle won't work because it's too difficult to get the buff you need, then let combat supply create as many crates as there are buffs and then you just have to get close enough to the crate with the buff you want.
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Make it the STO version of the Supply Pylon, minus the ammo and grenade drops.
I could see that.
Systems Designer - Cryptic Studios
Twitter: @JeffAHamilton
Seeing a mine field and stepping on it with no regrets is never a good idea try to avoid it !
Anyway I dislike the duration of time that some abilities need for to be activated like mortars, transphasic bomb. The low hp of medical-shield generator. Then you have the quantum mortar that shoots quantum bombs that everyone can see where they will drop.
Its questionable effective against anything other then slow walking borg, not to mention its pvp use that has only an application in a trench fight.
And I dont know if this is made by game design or whatever but when I try to put a transphasic bomb while someone is shooting me my command to place the bomb gets cancelled what is very annoying to happen in combat.
Combat Supply - The worst ability, yeah, I think that it should be a small generator that activates random buffs (like the ones in the Dyson Battlezone) such as shield enhancements, heals, damage resistance improvement, and damage increasers. It can apply buffs for up to 7 players at a time and the radius would be about 10 M.
Level I would be standard.
Lasts about 15 seconds (one buff every 5 seconds).
A recharge of about 1 minute and 30 seconds.
Damage Increaser - +10% All Damage, +10% Critical Severity
Damage Resistance Improvement - +10% All Damage Resistance, +5% All Armor Effects
Heal - +10% Maximum Hit Points, +50% Health
Shield Enhancements - +5% Shield Capacity, +50% Shields
Each lasts 10 seconds
Level II would be better
Lasts about 20 seconds (one buff every 5 seconds)
A recharge of 1 minute and 15 seconds.
Damage Increaser - +20% All Damage, +10% Critical Severity
Damage Resistance Improvement - +20% All Damage Resistance, +10% All Armor Effects
Heal - +20% Maximum Hit Points, +60% Health
Shield Enhancements - +20% Shield Capacity, +60% Shields
Each lasts 10 seconds
Level III would be best
Lasts about 25 seconds (one buff every 5 seconds)
A recharge of 1 minute
Damage Increaser - +30% All Damage, +20% Critical Severity
Damage Resistance Improvement - +30% All Damage Resistance, +20% All Armor Effects
Heal - +30% Maximum Hit Points, +70% Health
Shield Enhancements - +30% Shield Capacity, +70% Shields
Each lasts 10 seconds
Unless the customizable kits have been taken off the table by the Devs?
I'm looking forward to what you come up with but I'm a bit leery about some things could affect pvp. Any changes to mortars, for example, would have to take into account how easy it is for an engineer to spam them and that engineer pets in general are not spawning/despawning as intended now. I think you should definitely look at how to make the attack portions of the fab kit mounted on the kit somehow. The med and shield generators would be redundant to the reroute power to shields so those could stay deployables. I'm not sure if mounted mortars would even be possible while preserving the ability for them to be targeted and destroyed never mind the doff interactions.
I'm very glad that you're looking at changing improving the weaker kit powers rather then just implementing some OP duty officer to make them "better".
On a side note, cryo immobilizer still ignores resists and every tick of exothermic induction field procs the biochemist duty officer(if you are rooted in the fire patch) meaning one player can stack -10 damage resistance close to 30 times. You had said you guys were probably going to introduce a stack limit of 3 so uh where is it? :P
As always thanks for the communication hawk, have a great holiday!
Vanilla Ground PvP information
The ability to build my own kits. I hate the current sets of stuff, give me sockets, or something so I can choose from 1 tier 5, 4, 3, 2, 1 etc skills so I can use one of my own instead of these presets