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Ground combat is still bad.

jarfarujarfaru Member Posts: 579 Arc User
Why is it whenever we get a new FE with ground combat,we can't take our full away team but face anywhere up 5 or 8 mobs at a time and sometimes even more? This is why i aways skip the ground part of FE's because to me this is just stupid. Whats the point of a full away team if we can't use it.
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  • rswfiredotcomrswfiredotcom Member Posts: 262 Arc User
    edited November 2014
    Personally, I like ground combat in STO more than I do space combat.

    So "bad" must be a subjective word.
  • phantomeightphantomeight Member Posts: 567 Bug Hunter
    edited November 2014
    The ground combat is great, what FE's are you talking about? You must not be doing it right... I literally melt everything I see....
    join Date: Sep 2009 - I want my changeling lava lamp!
  • jarfarujarfaru Member Posts: 579 Arc User
    edited November 2014
    Personally, I like ground combat in STO more than I do space combat.

    So "bad" must be a subjective word.

    Back in the good old days where you had explore ground missions it was fun. But i can't even remember taking my full away team into battle. I spend all this time gearing them up and never get to use a full team anywhere.
  • rswfiredotcomrswfiredotcom Member Posts: 262 Arc User
    edited November 2014
    jarfaru wrote: »
    Back in the good old days where you had explore ground missions it was fun. But i can't even remember taking my full away team into battle. I spend all this time gearing them up and never get to use a full team anywhere.

    This I really do understand. You can take them all in missions but some places only allow two. I don't know what the rationale is but I have never really struggled with it, so I haven't felt concerned about it. I just take my first officer and a random boff on those. But sure, I can understand your pov.
  • jarfarujarfaru Member Posts: 579 Arc User
    edited November 2014
    The ground combat is great, what FE's are you talking about? You must not be doing it right... I literally melt everything I see....

    You melt eveything you see right. I must be doing it wrong because i'm getting 1 or 2 shotted over and over on that dam planet mission last stand and the respawn rate is crazy high too. I doesn't matter if i keep moving. Its like the mobs ignore my team of two and focus on me.
  • rswfiredotcomrswfiredotcom Member Posts: 262 Arc User
    edited November 2014
    jarfaru wrote: »
    You melt eveything you see right. I must be doing it wrong because i'm getting 1 or 2 shotted over and over on that dam planet mission last stand and the respawn rate is crazy high too. I doesn't matter if i keep moving. Its like the mobs ignore my team of two and focus on me.

    If that is the case, you may want to see how much skill you put into "threat control." Are you a tactical officer or something else? If you're not a tactical officer, you definitely want to bring one along -- especially one with traits that include threat and skills that focus more on melee (it will keep the mobs off you more.) If you are tactical, then security escorts are your friends.

    /43secs (I hate you, cryptic)
    /11secs (I hate you, pwe)
  • jarfarujarfaru Member Posts: 579 Arc User
    edited November 2014
    If that is the case, you may want to see how much skill you put into "threat control." Are you a tactical officer or something else? If you're not a tactical officer, you definitely want to bring one along -- especially one with traits that include threat and skills that focus more on melee (it will keep the mobs off you more.) If you are tactical, then security escorts are your friends.

    /43secs (I hate you, cryptic)
    /11secs (I hate you, pwe)

    I am tac and my security escort last a minute at most. Any other help would love to here please.
  • thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    edited November 2014
    I'd like for the two Boffs I can bring to Kobali not to be lobotomized into uselessness.
    This is my Risian Corvette. There are many like it, but this one is mine.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited November 2014
    I have mixed feelings about ground combat. On the one hand, I have pretty good survivability and damage as an Engineer, but at the same time it feels like certain aspects of ground combat are superfluous or just poorly implemented.

    The opening salvo from an enemy group almost always fully depletes my shields (which is why I have an extra Engineer boff with Shield Recharge 3), which kind of makes me question why I even have shields in the first place rather than just a single large health pool. And then there's the psionics who completely ignore my primary defenses as an Engineer, thus utterly negating one of my Captain powers and a large number of my personal defensive abilities. Thankfully, psionic powers are much less common than they used to be, but it's still frustrating to run into an enemy for whom I have no hard counter on my own character, forcing me to rely on finicky AI for heals.

    Ground combat always feels unresponsive and sluggish too. We're expected to move away from grenades, but often times even if I get out of the circle I still take damage. Dodge rolls take a second to register when I actually attempt to perform them, but it's so easy to accidentally perform them as well. Several Engineer abilities root me in place for the duration of the animation, and many of my abilities are more suited to holding a location which feels disjointed with how much of end-game PvE works (timers and objectives across the map). I can barely string together melee combos due to weird input lag. To be fair, I mostly use melee when I'm just messing around, maybe if I used it seriously more often I could get the hang of it. And I'm pretty sure it's not my internet connection causing input lag issues (at least not directly). Across a large number of games that I play online with various people, I am frequently the one with the most stable connection and least amount of lag.

    Space combat has some of the same issues such as weird response lag, unclear enemy AoE ranges and timings, and messy friendly AI, but frequently I have more abilities and hit points at my disposal to deal with them, so it doesn't stand out as much. I can partially compensate for the shortcomings of my career with the bridge officer powers I select, because they all apply to the same entity and I control when and where they are put into effect, unlike ground combat.

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • iconiansiconians Member Posts: 6,987 Arc User
    edited November 2014
    Personally my biggest gripe with ground combat is the inability to have ground trait set-ups.

    Which means whenever I do story missions that have a combination of ground and space I either have to split up my traits -- which is pretty counter-intuitive to splitting them up to begin with.

    Or I just go with space traits and gimp myself on the ground.

    Otherwise I enjoy ground combat a lot.
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  • ladymyajhaladymyajha Member Posts: 1,428 Arc User
    edited November 2014
    jarfaru wrote: »
    Why is it whenever we get a new FE with ground combat,we can't take our full away team but face anywhere up 5 or 8 mobs at a time and sometimes even more? This is why i aways skip the ground part of FE's because to me this is just stupid. Whats the point of a full away team if we can't use it.

    Ground combat is getting better. Mobs are using abilities smarter, they're using flanking and crouching now. I honestly think that the ground NPC AI is better then the space NPC AI now.

    But the issue really now is that the ground PC abilities aren't so hot... and BOffs for some reaosn don't share the same AI as NPCs and are stupid. NPC AIs will flank you, they'll crouch, they'll use their abilities semi-intelligently. You're BOffs will use an ability simply because it's off it's cool down timer, priorities stupidly, never crouches, and will run into melee range even when using a rifle even when not using melee abilities.
  • rswfiredotcomrswfiredotcom Member Posts: 262 Arc User
    edited November 2014
    jarfaru wrote: »
    I am tac and my security escort last a minute at most. Any other help would love to here please.

    There's a duty officer that can decrease the cooldown for security escort (at least I thought there was but it's not in my active roster list). There is a security officer doff that can sometimes beam down extra help... Your security escorts will stay with as long as there is combat, so the trick is to make sure you always have something to shoot at. If you kill all the mobs, run to where the next ones are.

    Also it can't hurt to take a second tac officer with you. Besides that, some good gear. I find engineers helpful for shield bubbles, etc.
    iconians wrote: »
    Personally my biggest gripe with ground combat is the inability to have ground trait set-ups.

    Which means whenever I do story missions that have a combination of ground and space I either have to split up my traits -- which is pretty counter-intuitive to splitting them up to begin with.

    Or I just go with space traits and gimp myself on the ground.

    Otherwise I enjoy ground combat a lot.

    I've always split mine up equally. It doesn't feel counter-intuitive to me; it feels natural (more well-rounded).
  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    edited November 2014
    ladymyajha wrote: »
    Ground combat is getting better. Mobs are using abilities smarter, they're using flanking and crouching now. I honestly think that the ground NPC AI is better then the space NPC AI now.

    But the issue really now is that the ground PC abilities aren't so hot... and BOffs for some reaosn don't share the same AI as NPCs and are stupid...
    This begs the obvious question - why did bridge officers not benefit from this AI overhaul?

    As for the responsiveness issues jbmaverick points out... while they're not exclusive to STO (for example, hit up the Path of Exile forums and search for 'desync'), I for one would be interested to hear what the devs can do to address them, given that not all the possible causes for such are in areas they have control of.

    Lastly, there're some good tips presented in this thread; I would be remiss in not contributing...

    • there are specialist doffs who, when on active duty, increase the damage you deal to particular OPFORs - so far, I've seen ones for Borg, Tholians, and Vaadwaur;
    • closely related: know what DEW type a particular force is fond of; depending on your level and available inventory space, it might be worthwhile switching to armor and/or shields with innate resistance to that energy type;
    • feel free to, before heading out of someplace like the Kobali capitol or the Solonae battlezone hub, to study the icons and buttons surrounding your boff status display. These tie into the next points:
    • some control can be had over boffs' use of their abilities: you can instruct their use by clicking on the appropriate icon, as well as suppress autonomous use thereof (right-clicking on the icon toggles between autonomous use and on-command-only). This ties nicely into...
    • zone pause. In many ground areas, you have a reserve of 'no-time' that (re)generates slowly when not in use. When active, it freezes the action until released (or the reserve empties), during which you can assign targets for attacks and abilities;
  • jellico1jellico1 Member Posts: 2,719
    edited November 2014
    jarfaru wrote: »
    You melt eveything you see right. I must be doing it wrong because i'm getting 1 or 2 shotted over and over on that dam planet mission last stand and the respawn rate is crazy high too. I doesn't matter if i keep moving. Its like the mobs ignore my team of two and focus on me.


    yes your doing it wrong

    Find a fleet with team speak/voice communications who are active and do ground and space combat so they can point out ...How it works...its too much to type out here or in game

    But ground combat Is much easier/cheeper to gear for than space and you should be melting/dominating FE's in any character class

    your combat log is your friend ...see what the enemy is hitting you with first you may have no resistance to it

    Are you using ground duty officers and the right ones for your class ?

    Science away team BO's can heal you, you will do more damage than your whole team

    and much much more

    good luck but rely on intel
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • tk79tk79 Member Posts: 1,020 Arc User
    edited November 2014
    jarfaru wrote: »
    Why is it whenever we get a new FE with ground combat,we can't take our full away team but face anywhere up 5 or 8 mobs at a time and sometimes even more? This is why i aways skip the ground part of FE's because to me this is just stupid. Whats the point of a full away team if we can't use it.

    Story-wise I think they won't expect trouble enough to warrant the need of a full away team. Of course they're wrong most of the time.

    A very few missions are known to be a challenge when you beam down without your Away team. Delta Rising missions have added a fair bunch of those, and some of them are definitely unbalanced even with a full away team. I am not sure they are intended to be a challenge on Normal difficulty or just an oversight, but some of those missions keep me on my toes as opposing to roflstomp everything as I usually do. Mind you I am an OP Engineer, so if a mission manages to overpower me (haven't happened so far, just a couple close calls) then I'd say it's unbalanced; and a sure defeat, or certain frustration, for the casual player.
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  • norobladnoroblad Member Posts: 2,624 Arc User
    edited November 2014
    the kobali prime stuff is garbage. I like some ground missions fine, I like space better but the mechanics and play on the ground are not the problem so much as specific areas that are just bad.

    So we have this new area where...
    1) the mobs hit rather hard and if your ground gear is not elite (and mine is not) it is challenging. (challenging is fine, that is not a complaint).

    but
    2) the mobs respawn very rapidly. So when some ubergoober just finished running thru ahead of you 30 seconds ago, and you are on a mission, and bam 20 enemy spawn. And its not just the camps where you EXPECT that if it is cleared there will be 20 guys coming in a moment, but out in the open too.

    and add that to
    3) you only get half your away team.

    which compounds with
    4) the new raygun of death (red beam that never stops) cuts thru terrain/cover

    and
    5) the new guys are smarter (not a bad thing but scaling damage, health, and AI all three is multiplicative in terms of difficulty scaling) and outnumber you (due to half away team) and so they flank you, a lot, by running in circles around you.

    and only slightly related but an issue
    6) the xp for these missions is less than a doff misssion.

    which all adds up to "not really worth doing" --- its not fun to be cheezed to death by respawns with cheating weapons and vastly superior numbers.
  • mirrorterranmirrorterran Member Posts: 423 Arc User
    edited November 2014
    I'd like for the two Boffs I can bring to Kobali not to be lobotomized into uselessness.

    As an engineer using 2 engineer boffs on kobali I just wander around and everything dies. I suggest some more experimentation on your part.
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  • olliereportolliereport Member Posts: 721
    edited November 2014
    more than anything in this game ground combat takes a lot to get used to

    accounting for the quickbar/ability lag ... it's like long term planning or something

    I constantly have envy for engineers that toss up resources that provide damage or support, 1/3 to 2/3 of the ground fight is taken care of for them if they place those resources well (they get to spend less time fighting ability lag)

    but

    it can be fun if you accept the challenge, or at the very least more fun and not horrible pain

    EDIT: but yeah, it's not my fav, I don't seek it out as something high on my list of fun things to do. but I don't dread it like I did.
  • stonewbiestonewbie Member Posts: 1,454 Arc User
    edited November 2014
    noroblad wrote: »
    2) the mobs respawn very rapidly. So when some ubergoober just finished running thru ahead of you 30 seconds ago, and you are on a mission, and bam 20 enemy spawn. And its not just the camps where you EXPECT that if it is cleared there will be 20 guys coming in a moment, but out in the open too.


    This, and along with one respawn/spawn technique that STO and SWTOR tend to overuse. Mobs that beam in right in front of your face. In SWTOR you have mobs that rappel from the sky, use their jetpacks to come up the side of a bridge right next to you, or they will just do a tuck and roll and appear right in front of you. STO just has the beam in...npcs beaming in behind you, in front of you...even animals and beasts (not npc pets) beam in. Somewhere out there is a starship crewed entirely by Dewan Scorpions, Hatham and Vivver Cats.


    Mobs should come at you from a distance, so that you have time to see it and prepare for it or fall back. None of this surprize butseks beam down right on top of you and plugging you in the cornhole with some laser blasts.
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited November 2014
    stonewbie wrote: »
    This, and along with one respawn/spawn technique that STO and SWTOR tend to overuse. Mobs that beam in right in front of your face. In SWTOR you have mobs that rappel from the sky, use their jetpacks to come up the side of a bridge right next to you, or they will just do a tuck and roll and appear right in front of you. STO just has the beam in...npcs beaming in behind you, in front of you...even animals and beasts (not npc pets) beam in. Somewhere out there is a starship crewed entirely by Dewan Scorpions, Hatham and Vivver Cats.


    Mobs should come at you from a distance, so that you have time to see it and prepare for it or fall back. None of this surprize butseks beam down right on top of you and plugging you in the cornhole with some laser blasts.

    well, a little bit of strategic and tactical beam in is good use of a transporter for military actions. But the game has to be playable, and some areas, it is not. There is only so much a 3 man team can handle, and I have literally had 3 groups of 5 vards appear at once on multiple occasions. That might be good use of a transporter and military tatics, but its not playable -- if we want to be *that* realistic, then I want my ENTIRE CREW OF MY SHIP with me ... all 2000+ of em.
  • mavfinmavfin Member Posts: 48 Arc User
    edited November 2014
    As an engineer using 2 engineer boffs on kobali I just wander around and everything dies. I suggest some more experimentation on your part.

    I have about the same experience on my engineer, with a purple tac boff and a purple science boff. I just pop my shield hardening ability, and perhaps a shield recharge when hit by that red beam, and otherwise just kill the mob using it. My boffs heal me and kill the enemy while I do my engi thing.

    Fights that I can take the whole team, I try to have 2 tacs, 1 engi, and 2 science, counting me, the player. So, my engi takes 2 science and 2 tac, my tac takes 2 sci, a tac, and an engi, etc. if I can only take three, I just keep the trio balanced, AND make sure they have useful abilities as well. On New Romulus, I take me and a healer, or me and a tac if I'm sci. I enjoy the ground combat, actually.

    There are a few times they put you in a broom closet and drop stuff on you, but it's not that often. The last mission in the DR episode comes to mind. I didn't die at all in the space part of it, but I did die once toward the end of the ground part, when I had a dead healer, and I couldn't raise him between waves because of a damned cutscene interrupting me. I died when about eight mobs hit us all at once in the crackerbox we were in.
  • thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    edited November 2014
    As an engineer using 2 engineer boffs on kobali I just wander around and everything dies. I suggest some more experimentation on your part.

    So engineer BOffs understand that a .01 cm change in elevation does not actually put the enemy into a different phase of matter making them totally invisible?

    Do they also not decide to plink at runners with AoE and bring yet another pack to the already at capacity party?
    This is my Risian Corvette. There are many like it, but this one is mine.
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