First of all I want to say that this is the best Star trek game I have found.
But there are so many bugs and glitches. The ground game is one of the worst interactive control systems I have ever seen on PC. You get hit through everything, rocks, buildings, trees nothing gives you cover. When you move around you get suck on very small things on the ground. You can't out move any fast moving enemy and your weapons do a lot less damage then most of your enemies even after finding the best available. Shields are useless and armour is almost as bad.
Some of the weapons used by some of the races have a hit distance of 18.5M While your weapons only work at below 10M. The missions some times don't even Continue as you play through them and you have to restart the whole game.
As this is your first post. Just to give you the heads up rant threads are prohibited. If you have encountered a bug, then submit a bug thread under the relevant sub forum. If you are unsure of something post in The Academy sub forum and ask your question but in a polite manner, the player community is in large always happy to help, as are the volunteer mods. Yes agreed there are a number of bugs in game and the Development team do strive to do their best at resolving them, however bugs are not fixed at the click of a finger and can take months or even years (or in some cases not at all) to fix, but there is always some work around that can be used.
First of all I want to say that this is the best Star trek game I have found.
But there are so many bugs and glitches.
The ground game is one of the worst interactive control systems I have ever seen on PC.
You get hit through everything, rocks, buildings, trees nothing gives you cover.
When you move around you get suck on very small things on the ground.
You can't out move any fast moving enemy and your weapons do a lot less damage then most of your enemies even after finding the best available.
Shields are useless and armour is almost as bad.
Some of the weapons used by some of the races have a hit distance of 18.5M
While your weapons only work at below 10M.
The missions some times don't even Continue as you play through them and you have to restart the whole game.
WTF is going on.
Please get all these things fixed
Ordinarily I would have to close this for being a rant, but given you seem to be having difficulty and are new to the forums by your post count I will give you some benefit of the doubt for now. I'm also going to make you a one time offer. Also please use less vague titles in the future.
I never have any of the issues you're describing, even on elite difficulty. Just like in space, you need a cohesive ground build. I've got into elites with mk xii very rare gear I've bought from the exchange and done just fine. I use the Tzenkethi Lobi set on my main toon, all 3 pieces along with several offensive and defensive kit modules on my tac toon and do just fine. I also specialize as a tank in this game.
If you would like some assistance in surviving better and knocking stuff down faster on ground, I will help you get something put together that will give you more knockdown power and survival. You are free to PM me if you want assistance, or I can provide it here.
"Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations
the secret to this game is 2 fold, either outDPS or tank. you say you are underpowered on DPS, I would suggest going to STOacademy.com and filling out a build sheet, or just post what your build is. if you are a new player you are in luck, the winter event is right around the corner, and the gear for a Cryomancer build is there. as you progress through reputation there are some really good kit modules.
do some research and look for synergy in the ground builds. sets are really useful. in the future proof arc, the mission Temporal Front gives the excellent Na'kuhl Temporal Operative Personal Shield. this alone will double or triple survivability.
If you are willing to grind out keys, 50 lobi gets you the Portable Phaser Cannon. my mains carry these. a little extra range and a lot more punch than a full auto rifle. the lobi boolean cannon is similar, actually came out first, and is disruptor flavored.
Another favorite weapon for me is the MACO personal weapon, unlocks at tier III omega rep. Another good weapon in the lobi store is the advanced herald weapon.
my ground strategys are either hit them very very hard and kill them fast, or use abilities and modules that generate pets. the more things the opposition has to engage, the less they might hit you. my boffs all have a pet device, the two targs, the mini elachi walker, the combat tardigrade and the synth android. they all distract very well
Tone aside, the OP is right about the way controls work on ground combat, and it would be nice if they revamped the ground combat system, but I doubt the engine would support it without a lot of backend work. Champions Online is rather klunky and static too for instance, which was the main reason I (mostly) left it.
I still go back to CO from time to time, but it feels like fighting in a straightjacket compared to other superhero genre games like DCUO or League of Maidens so there is a lot of pseudo-fatigue and I take another long break. I tried Neverwinter and while it is not quite as noticeable it has enough of the straitjacket feel that I never got into it very much.
In STO they could do a partial fix with animations though, J'Ula's set with the clawed pistol and mek'leths was a breath of fresh air in that respect for instance, which unfortunately was not built upon in later offerings like Aakar's set (which makes it more or less useless for melee though it is a good enough ranged set).
Another issue, one that I suspect turns off a lot of potential players (myself included back in 2016) is the very poor documentation/tutorials about combat and some other systems in the game. In my case, I could tolerate ground (it is not that different from CO), but rather the fact that the ONLY method the tutorial showed for controlling the ship in space combat was the keyboard method, which is a very counterintuitive way to fly them and completely ignored the analog steering (the two-button-down mouse method).
I had to stumble upon the mouse method by myself (two years later when I came back to STO in the crazy jumping from game to game my Steam group did) because of muscle memory from another game I was playing at the time and would probably not have stuck around any longer than the rest of my Steam group did (about a month, which was about par for them) if I hadn't.
The range issues mentioned by the OP do exist to some extent (NPC tractor beams compared to player tractor ranges in space are the best example though some ground attacks like Gorn rockthrowing have some of the same overlong range issues). The thing is, ground weapons don't have a single fixed maximum range, it varies from type to type. For instance, the Tommygun is not much longer than some "melee" attacks, and some sniper rifles (like the TOS phaser sniper rifle) have very noticeable range differences between their regular and secondary mode ranges.
There is nothing in the tutorial (or even the Wiki if you look up the weapon) about the fact that maximum ranges of ground weapons vary and what they are per weapon, unless it is on some obscure page somewhere that new players are not likely to hunt down. If that oversight (and the generally klunky ground combat feel) was corrected STO might have more people sticking around longer, and ground would almost certainly be more popular than it is now.
Ground Game also depends on PC Race, like the Vulcan species trait has 15% chance to knock down the target of your melee attacks and Romulan species trait have +10% Physical Damage, chance to knock down foes when using Melee attacks.
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rattler2Member, Star Trek Online ModeratorPosts: 58,687Community Moderator
It depends on what weapon you're using. A sniper rifle would have longer range than a full auto rifle.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
I have to agree here, I've been saying it for years, the ground game in STO is terrible. It feels clumsy and definitely glitchy quite often, characters get stuck on invisible objects all the time, the abilities very often go on cooldown but don't actually 'activate' when used, it's just a royal mess.
I ended up buying out this event (quite reluctantly) because I have absolutely no desire to sludge through a month of ground content. I didn't do the wesley content either, because it was more forced ground content, I'd rather run any space TFO every day over doing anything on the ground. Skeletons that are immune outside candle light, with janky AI that doesn't cause them to follow you into it? They just sit there outside of the light and waste your time? yea, that's brilliant design /s
It's weird, too, because this game was built on an engine that was made for ground content... so how did it end up so bad? The space content is great, and I love it, and I honestly think the majority of players are here for the ships and the space gameplay, so it always feels forced when you have to do ground missions.
First of all I want to say that this is the best Star trek game I have found.
It's the only Star Trek MMO I've managed to find
your weapons do a lot less damage then most of your enemies even after finding the best available
The kit modules that get equipped in a kit frame can really help whether you're a tactical, engineering or science officer. Even the most basic ones can make a big difference. There's more to ground combat than just firing a weapon. Would be happy to make some recommendations depending upon your profession.
Shields are useless and armour is almost as bad
Shields (personal shield generators) are more like some extra padding with the ability to regenerate. Armor gets your damage resistance up. They won't make you invincible though.. sometimes the best defense is a good offense and that is balanced around your playstyle, and kit modules.
Some of the weapons used by some of the races have a hit distance of 18.5M While your weapons only work at below 10M.
It could be time to try some Ground weapons with a longer reach. I usually use a split beam or full auto rifle but there are many other options.
Give ground a chance.. it can be a lot of fun and gets better with practice and experimenting with different things.
I have to agree here, I've been saying it for years, the ground game in STO is terrible. It feels clumsy and definitely glitchy quite often, characters get stuck on invisible objects all the time, the abilities very often go on cooldown but don't actually 'activate' when used, it's just a royal mess.
I ended up buying out this event (quite reluctantly) because I have absolutely no desire to sludge through a month of ground content. I didn't do the wesley content either, because it was more forced ground content, I'd rather run any space TFO every day over doing anything on the ground. Skeletons that are immune outside candle light, with janky AI that doesn't cause them to follow you into it? They just sit there outside of the light and waste your time? yea, that's brilliant design /s
It's weird, too, because this game was built on an engine that was made for ground content... so how did it end up so bad? The space content is great, and I love it, and I honestly think the majority of players are here for the ships and the space gameplay, so it always feels forced when you have to do ground missions.
I'm in the minority here, but I love the ground missions more then the space ones, the early Elachi missions completely ruined Space Combat for me and then there's the Delta Quadrant which soured the experience even more, If it taught me anything is that builds are very important and Nimbus Distress call is a necessary device for any space encounter, to the point of being solely reliant on it.
Ground is definitely not my favorite thing and I only do it when necessary. I don't get smushed very often, though, I usually manage to muddle my way through it due to pets/devices that distract. All the ground pets I own are equipped on me and my team, so they get spawned pretty often.
I'm managing to do the Halloween patrols and am not willing to inflict my inferior ground game on a team.
Now a LTS and loving it.
Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything.
I have to agree here, I've been saying it for years, the ground game in STO is terrible. It feels clumsy and definitely glitchy quite often, characters get stuck on invisible objects all the time, the abilities very often go on cooldown but don't actually 'activate' when used, it's just a royal mess.
I ended up buying out this event (quite reluctantly) because I have absolutely no desire to sludge through a month of ground content. I didn't do the wesley content either, because it was more forced ground content, I'd rather run any space TFO every day over doing anything on the ground. Skeletons that are immune outside candle light, with janky AI that doesn't cause them to follow you into it? They just sit there outside of the light and waste your time? yea, that's brilliant design /s
It's weird, too, because this game was built on an engine that was made for ground content... so how did it end up so bad? The space content is great, and I love it, and I honestly think the majority of players are here for the ships and the space gameplay, so it always feels forced when you have to do ground missions.
I'm in the minority here, but I love the ground missions more then the space ones, the early Elachi missions completely ruined Space Combat for me and then there's the Delta Quadrant which soured the experience even more, If it taught me anything is that builds are very important and Nimbus Distress call is a necessary device for any space encounter, to the point of being solely reliant on it.
Heck I think I've only used nimbus distress call on one character a handful of times.
I love building out my ships, finding new and interesting synergies and builds that work. There's a ton of options in space... ground just seems very limited. Think about it, you've got console, weapon, and equipment sets for spaceships, you've got a ton of different damage types, you've got 4-5 Boff stations that each offer 1-4 abilities (with a standard 13~ abilities available, plus your captain abilities (another 4-6?). There's seven or eight different classes of ships. The possibilities are almost endless. There are escort builds, beam builds, cannon builds, carrier builds, tanking builds, multiple types of science builds...
Then you get to ground content, and you've got 5, maybe 6 abilities, one gear set, and a couple of captain abilities. That's it. Even when your away team is available, their abilities are largely useless and the AI is terrible. I've tried to put together truly cohesive and synergetic ground builds, and sometimes they work, but 90% of the time I feel like I'm fighting AI/pathing/terrain issues, or rubberbanding, or weird gimmicky mechanics the devs put in to try and make encounters more challenging that only really make them more frustrating because nothing responds the way it should.
Skeletons that are immune outside candle light, with janky AI that doesn't cause them to follow you into it? They just sit there outside of the light and waste your time? yea, that's brilliant design /s
At least with an engineer, I can coax them into the light (a medical fabrication kit is a skeleton magnet) and keep them there (anchor of grethor) without *TOO* much trouble, but I won't run it with any other kind of captains. And I won't run the TFO version for similar reasons -- multiplied by however many idiots you get saddled with. So I do the 'patrol' version, which, thankfully, is *just* the skeleton wing, or *just* the witch-library wing (with the cauldron). Even still, it takes a rather frustratingly random amount of time to finish, so I don't blame you for buying out or skipping this event entirely.
_addendum_ I suppose one could swap out Anchor for Paradox Bomb, but that still leaves the issue of an effective 'lure' for non-eng captains (_addendum to the addendum_ Durr, Gravity Containment Unit). Still, at least it doesn't come with Anchor's fire ground aoe that triggers enemy AI's 'area avoidance' routines.
you have a doff. my first doff is always an engineer. have them drop the generator in the candlelight
Kit modules do make a huge difference, especially for science and engineering captains.
Science has a bunch of self and team heals like nanite health monitor, and handy AOE like the radiation infection. Engineering has all the turrets and drones plus shield heals. Tac has all the DPS buffs.
To me, ground is hardest for a tac captain, so I make sure my away team has 3 of the 4 as eng or sci. For the skeletons eng with turret skills works reasonably well.
Kit modules do make a huge difference, especially for science and engineering captains.
Science has a bunch of self and team heals like nanite health monitor, and handy AOE like the radiation infection. Engineering has all the turrets and drones plus shield heals. Tac has all the DPS buffs.
To me, ground is hardest for a tac captain, so I make sure my away team has 3 of the 4 as eng or sci. For the skeletons eng with turret skills works reasonably well.
Micro torps make the world of difference for Tac, since your typical high damage kit modules either hit if you're lucky or are melee. Micro torps not only track opponents but they also knock them down on hit so you can exploit that for extra damage. Think Grenades that actually work more then once in a blue moon.
Am getting good results on a tactical captain using lots of buffs and one AOE on my non-upgraded original character. Using buffs as often as possible seems to be key.
Kit modules from left to right.. Ambush, Agony Field Generator, Motivation, Trajectory Bending, and Coordinated Synergies. Na'kuhl PSG and secondary weapon, Burnham's CQC Armor and EV suit, primary weapon of choice (Lobi Phaser Full Auto Rifle (Dsc) shown).
Am using the Dsc reputation Gravity Containment Unit instead of the Agony FG for the current Halloween TFO (threatening stance can help also).
There's some more ideas here (some of the listed personal ground traits seem to be working great and are recent additions for me) ..
Am getting good results on a tactical captain using lots of buffs and one AOE on my non-upgraded original character. Using buffs as often as possible seems to be key.
Kit modules from left to right.. Ambush, Agony Field Generator, Motivation, Trajectory Bending, and Coordinated Synergies. Na'kuhl PSG and secondary weapon, Burnham's CQC Armor and EV suit, primary weapon of choice (Lobi Phaser Full Auto Rifle (Dsc) shown).
Am using the Dsc reputation Gravity Containment Unit instead of the Agony FG for the current Halloween TFO (threatening stance can help also).
There's some more ideas here (some of the listed personal ground traits seem to be working great and are recent additions for me) ..
Am getting good results on a tactical captain using lots of buffs and one AOE on my non-upgraded original character. Using buffs as often as possible seems to be key.
Kit modules from left to right.. Ambush, Agony Field Generator, Motivation, Trajectory Bending, and Coordinated Synergies. Na'kuhl PSG and secondary weapon, Burnham's CQC Armor and EV suit, primary weapon of choice (Lobi Phaser Full Auto Rifle (Dsc) shown).
Am using the Dsc reputation Gravity Containment Unit instead of the Agony FG for the current Halloween TFO (threatening stance can help also).
There's some more ideas here (some of the listed personal ground traits seem to be working great and are recent additions for me) ..
Thanks, my tacs haven't done any ground TFOs or story episodes in years so their gear is very much out of date. When I un-park one this will help them do better.
I haven't done a lot of ground either, mostly just a mission here and there for the recruit characters during the events. With this event being all ground I noticed some of my non-recruit characters still have their winter event weapons slotted from last year.
Comments
Ordinarily I would have to close this for being a rant, but given you seem to be having difficulty and are new to the forums by your post count I will give you some benefit of the doubt for now. I'm also going to make you a one time offer. Also please use less vague titles in the future.
I never have any of the issues you're describing, even on elite difficulty. Just like in space, you need a cohesive ground build. I've got into elites with mk xii very rare gear I've bought from the exchange and done just fine. I use the Tzenkethi Lobi set on my main toon, all 3 pieces along with several offensive and defensive kit modules on my tac toon and do just fine. I also specialize as a tank in this game.
If you would like some assistance in surviving better and knocking stuff down faster on ground, I will help you get something put together that will give you more knockdown power and survival. You are free to PM me if you want assistance, or I can provide it here.
Star Trek Online volunteer Community Moderator
do some research and look for synergy in the ground builds. sets are really useful. in the future proof arc, the mission Temporal Front gives the excellent Na'kuhl Temporal Operative Personal Shield. this alone will double or triple survivability.
If you are willing to grind out keys, 50 lobi gets you the Portable Phaser Cannon. my mains carry these. a little extra range and a lot more punch than a full auto rifle. the lobi boolean cannon is similar, actually came out first, and is disruptor flavored.
Another favorite weapon for me is the MACO personal weapon, unlocks at tier III omega rep. Another good weapon in the lobi store is the advanced herald weapon.
my ground strategys are either hit them very very hard and kill them fast, or use abilities and modules that generate pets. the more things the opposition has to engage, the less they might hit you. my boffs all have a pet device, the two targs, the mini elachi walker, the combat tardigrade and the synth android. they all distract very well
I still go back to CO from time to time, but it feels like fighting in a straightjacket compared to other superhero genre games like DCUO or League of Maidens so there is a lot of pseudo-fatigue and I take another long break. I tried Neverwinter and while it is not quite as noticeable it has enough of the straitjacket feel that I never got into it very much.
In STO they could do a partial fix with animations though, J'Ula's set with the clawed pistol and mek'leths was a breath of fresh air in that respect for instance, which unfortunately was not built upon in later offerings like Aakar's set (which makes it more or less useless for melee though it is a good enough ranged set).
Another issue, one that I suspect turns off a lot of potential players (myself included back in 2016) is the very poor documentation/tutorials about combat and some other systems in the game. In my case, I could tolerate ground (it is not that different from CO), but rather the fact that the ONLY method the tutorial showed for controlling the ship in space combat was the keyboard method, which is a very counterintuitive way to fly them and completely ignored the analog steering (the two-button-down mouse method).
I had to stumble upon the mouse method by myself (two years later when I came back to STO in the crazy jumping from game to game my Steam group did) because of muscle memory from another game I was playing at the time and would probably not have stuck around any longer than the rest of my Steam group did (about a month, which was about par for them) if I hadn't.
The range issues mentioned by the OP do exist to some extent (NPC tractor beams compared to player tractor ranges in space are the best example though some ground attacks like Gorn rockthrowing have some of the same overlong range issues). The thing is, ground weapons don't have a single fixed maximum range, it varies from type to type. For instance, the Tommygun is not much longer than some "melee" attacks, and some sniper rifles (like the TOS phaser sniper rifle) have very noticeable range differences between their regular and secondary mode ranges.
There is nothing in the tutorial (or even the Wiki if you look up the weapon) about the fact that maximum ranges of ground weapons vary and what they are per weapon, unless it is on some obscure page somewhere that new players are not likely to hunt down. If that oversight (and the generally klunky ground combat feel) was corrected STO might have more people sticking around longer, and ground would almost certainly be more popular than it is now.
normal text = me speaking as fellow formite
colored text = mod mode
I ended up buying out this event (quite reluctantly) because I have absolutely no desire to sludge through a month of ground content. I didn't do the wesley content either, because it was more forced ground content, I'd rather run any space TFO every day over doing anything on the ground. Skeletons that are immune outside candle light, with janky AI that doesn't cause them to follow you into it? They just sit there outside of the light and waste your time? yea, that's brilliant design /s
It's weird, too, because this game was built on an engine that was made for ground content... so how did it end up so bad? The space content is great, and I love it, and I honestly think the majority of players are here for the ships and the space gameplay, so it always feels forced when you have to do ground missions.
The kit modules that get equipped in a kit frame can really help whether you're a tactical, engineering or science officer. Even the most basic ones can make a big difference. There's more to ground combat than just firing a weapon. Would be happy to make some recommendations depending upon your profession.
Shields (personal shield generators) are more like some extra padding with the ability to regenerate. Armor gets your damage resistance up. They won't make you invincible though.. sometimes the best defense is a good offense and that is balanced around your playstyle, and kit modules.
It could be time to try some Ground weapons with a longer reach. I usually use a split beam or full auto rifle but there are many other options.
Give ground a chance.. it can be a lot of fun and gets better with practice and experimenting with different things.
I'm in the minority here, but I love the ground missions more then the space ones, the early Elachi missions completely ruined Space Combat for me and then there's the Delta Quadrant which soured the experience even more, If it taught me anything is that builds are very important and Nimbus Distress call is a necessary device for any space encounter, to the point of being solely reliant on it.
I'm managing to do the Halloween patrols and am not willing to inflict my inferior ground game on a team.
Heck I think I've only used nimbus distress call on one character a handful of times.
I love building out my ships, finding new and interesting synergies and builds that work. There's a ton of options in space... ground just seems very limited. Think about it, you've got console, weapon, and equipment sets for spaceships, you've got a ton of different damage types, you've got 4-5 Boff stations that each offer 1-4 abilities (with a standard 13~ abilities available, plus your captain abilities (another 4-6?). There's seven or eight different classes of ships. The possibilities are almost endless. There are escort builds, beam builds, cannon builds, carrier builds, tanking builds, multiple types of science builds...
Then you get to ground content, and you've got 5, maybe 6 abilities, one gear set, and a couple of captain abilities. That's it. Even when your away team is available, their abilities are largely useless and the AI is terrible. I've tried to put together truly cohesive and synergetic ground builds, and sometimes they work, but 90% of the time I feel like I'm fighting AI/pathing/terrain issues, or rubberbanding, or weird gimmicky mechanics the devs put in to try and make encounters more challenging that only really make them more frustrating because nothing responds the way it should.
you have a doff. my first doff is always an engineer. have them drop the generator in the candlelight
Science has a bunch of self and team heals like nanite health monitor, and handy AOE like the radiation infection. Engineering has all the turrets and drones plus shield heals. Tac has all the DPS buffs.
To me, ground is hardest for a tac captain, so I make sure my away team has 3 of the 4 as eng or sci. For the skeletons eng with turret skills works reasonably well.
Micro torps make the world of difference for Tac, since your typical high damage kit modules either hit if you're lucky or are melee. Micro torps not only track opponents but they also knock them down on hit so you can exploit that for extra damage. Think Grenades that actually work more then once in a blue moon.
Am getting good results on a tactical captain using lots of buffs and one AOE on my non-upgraded original character. Using buffs as often as possible seems to be key.
Kit modules from left to right.. Ambush, Agony Field Generator, Motivation, Trajectory Bending, and Coordinated Synergies. Na'kuhl PSG and secondary weapon, Burnham's CQC Armor and EV suit, primary weapon of choice (Lobi Phaser Full Auto Rifle (Dsc) shown).
Am using the Dsc reputation Gravity Containment Unit instead of the Agony FG for the current Halloween TFO (threatening stance can help also).
There's some more ideas here (some of the listed personal ground traits seem to be working great and are recent additions for me) ..
https://informationanarchy.org/sto/ground-ranged-build-tactical/
Nice outfit
Thanks, my tacs haven't done any ground TFOs or story episodes in years so their gear is very much out of date. When I un-park one this will help them do better.
I have used them in space since then though.
> BTW Is the Herald Staff still part of the Ground Meta?
No. The Discovery rifle and Shax cannon are preferred now.