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Ground PVP issues (exploit attacks)

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2010 in PvP Gameplay
I have the last 2-3 days watched as I played ground pvp and I kept a record of how many exploit attacks federation gets vs klingon and the numbers are staggering. There is a team out there that gets a 95% of the time they get staggered the oponent with their skills. They are federation of course, not Klingon.

I counted that Federation gets in about 4-5 times as many exploit attacks as the Klingons do and that sounds a little skewed to me.

I do not recall where it says but the chanse of getting an exploit attacks is suppose to be resonably low, somewhere in the lower 10% and if 2 players gets it 95% of the times when they work together there is something wrong.

I suggest that exploit attacks should not be stackable since then the sci guys can stack the buffs up and get it easy while those others actually have to work way harder for it.

Im a sci guy myself and after 2 days of testing I count that I have to do 3 debuffs+rife butt to get an exploit attack in and thats only working maybe 40% of the time.

someome tell me exacly whats wrong with that picutre cause exploit attacks counts for more deaths than regular attacks does and its suppose to be the other way around, or am I wrong?
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Working as intended.
    And don't think the klingons don't know how to do it as well, they do.
    Somehow as tac I remember in a few ground missions(pve) I was vaporizing enemies every time my snipe came up. Don't know how or why and don't know how to do it again nor do I care. I dislike ground combat as it is very boring and ground pvp is just a joke.
    1)Join ground pvp arena
    2)2-3 klingons rush you as you spawn
    3)"held"
    4)rifle butt
    5)vaporized
    repeat steps 2-5 ad nauseum
    I am sure this happens the other way around as well but honestly don't think I could possibly care any less.

    People will find ways to "bend" mechanics so that they can crit 100% or disable 100% etc. etc. and of course everything IS working as intended, however I don't believe the mechanics were fully or properly tested for such cases.
    And it makes for a rather boring encounter when one team is full of "exploiters" and the other team actually wants a fight. Applies to space as well.
    Maybe they will go back and rework the disable system before everyone quits, who knows.
    I can live with "exploits" as long as I can actually make use of my keyboard.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    You can abuse melee spam to force more expose procs.

    Mose expose abilities have a cooldown of at least 6 seconds (and much more for more powerful attacks or AOE attacks)

    But melee exposes can be spammed as quickly as you can mash the "3" button, and also have a chance to proc a hold. So many players make Rifle Butt their primary attack. With a 10% chance of proccing an expose on each attack, one is almost certain within 10 seconds.

    I'm pretty sure the 33333333333 rotation was not something Cryptic anticipated.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    i dunno.

    with my tactical on some players i can easily get an expose with one pistol stun hold, others not so easily. Then there are some who never get exposed, but i think thats more to science removing the expose.

    Yeh, its rather skewed how some players can be exposed, respawn and unfortunately get exposed again and end up vaporized again.

    Spawn in ground matches is TRIBBLE. If this how its intended to be, atleast an immunity timer on the player respawn could be included. which will be removed after a certain few seconds or player conducts an action/move.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Ragesh wrote: »
    I have the last 2-3 days watched as I played ground pvp and I kept a record of how many exploit attacks federation gets vs klingon and the numbers are staggering. There is a team out there that gets a 95% of the time they get staggered the oponent with their skills. They are federation of course, not Klingon.

    I counted that Federation gets in about 4-5 times as many exploit attacks as the Klingons do and that sounds a little skewed to me.

    I do not recall where it says but the chanse of getting an exploit attacks is suppose to be resonably low, somewhere in the lower 10% and if 2 players gets it 95% of the times when they work together there is something wrong.

    I suggest that exploit attacks should not be stackable since then the sci guys can stack the buffs up and get it easy while those others actually have to work way harder for it.

    Im a sci guy myself and after 2 days of testing I count that I have to do 3 debuffs+rife butt to get an exploit attack in and thats only working maybe 40% of the time.

    someome tell me exacly whats wrong with that picutre cause exploit attacks counts for more deaths than regular attacks does and its suppose to be the other way around, or am I wrong?
    Two science officers should be able to get expose nearly 100% of the time, and that makes sense. Both have 4-5 expose attacks: tachyon, stasis, tricoder scan, rifle butt, radiation attack.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Rook0024 wrote:
    i dunno.

    with my tactical on some players i can easily get an expose with one pistol stun hold, others not so easily. Then there are some who never get exposed, but i think thats more to science removing the expose.

    Yeh, its rather skewed how some players can be exposed, respawn and unfortunately get exposed again and end up vaporized again.

    Spawn in ground matches is TRIBBLE. If this how its intended to be, atleast an immunity timer on the player respawn could be included. which will be removed after a certain few seconds or player conducts an action/move.

    The game needs what i call a spawn guard.About 8 years ago AVP2 came out and on one particular server the hosts created a program that would "cloak" you until you moved or fired.You could still see the player but you couldnt damage them until they moved or attacked.It shouldnt be too difficult for Cryptic to write up a program to do that for the game.
    As far as the melee spams go just get some physical resistance armor.It goes a long way.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    hold stun expose all to powerful neither side should be able to do it. your stuned from 4 sec to the max 20 sec. and killed with one shot , this should not be. and from what i gather on the test server these things are cut back dramaticly. hard to test this out since thier is amost 0 pvp ground on test right now.


    thier should be no one shot kills in this type of pvp. if you get a hold used on you it should not last more then 3 sec ever. or thier should be a skill that breaks it. and the dps cant go above 15% per shot and 15% dot this is a fair amout of damage still but much better than getting stun killed in 2 sec.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    i deleted my RA5 Science officer, and started on a Star Fleet Eng... I just have to say...wow....Klingons are real poor sports in the lower brackets...they lose 40-10, and even leave before the match is over :D


    And they cry just like the Fed TRIBBLE in RA/BG bracket. (I think those same FEDS crying made Klingon toons, only to get owned, by better players who know how to pvp, now playing Star Fleet Toons)



    Star Fleet = Good Players

    Feds = TRIBBLE.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Thing is, aside from the occasional stun pistol, I rarely see Klingons using expose weapons; one exploit weapon and a bat'leth being the most common load out. That alone may be enough to account for the discrepancy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    lol then you dont ground pvp much its all they do
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    There's no difference between the sides in ground PvP with regard to exposes.

    There are differences in what kits and weapons you use, though. Scientists in particular can get kits where every button is another chance to expose and 2-3 scientists doing this nonstop will get a lot of exposes.


    The patch will quite nearly make the expose mechanic a thing of the past, though, as I understand shield expendables will now cure expose, and the expose will not hold you, so the window of opportunity on any expose is going to be very short.


    That'll be interesting. Focus fire will likely become a lot more important. Healing kits might actually be worthwhile too (not to cure exposes but to help keep people healed as they cure their own exposes with shield expendables).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Slamz wrote:
    There's no difference between the sides in ground PvP with regard to exposes.

    There are differences in what kits and weapons you use, though. Scientists in particular can get kits where every button is another chance to expose and 2-3 scientists doing this nonstop will get a lot of exposes.


    The patch will quite nearly make the expose mechanic a thing of the past, though, as I understand shield expendables will now cure expose, and the expose will not hold you, so the window of opportunity on any expose is going to be very short.


    That'll be interesting. Focus fire will likely become a lot more important. Healing kits might actually be worthwhile too (not to cure exposes but to help keep people healed as they cure their own exposes with shield expendables).


    Aye. Exposes are going to simply be a damage boost instead of a death sentence now, unless you get sniped...

    Would love to test these things out on Tribble, but I have yet to get a ground match going.

    With the secondary attacks on most exploit weapons losing damage, changes to consumables, and modification of the expose mechanic....things are going to be interesting.

    I suspect that unless the sniper rifle becomes incredibly common again like it was near launch, medics and shield regenerating engineers are going to be even more of a powerhouse than they already are. On the plus side, melee is going to see a buff from hypos having an increased cooldown.

    I really feel sorry for engineers with Weapon Malfunction, since the Power Cells are on a 15 second timer and cleanse the Weapon Malfunction Debuff (if I am reading it right), making the ability TOO easy to counter, even though it comes at the expense of a hypo or shield charge for the person.


    I just REALLY wish we could test these changes more heavily on Tribble :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    the last two posts made me happy.

    as things are now, you can do nothing if u encounter a pvp group thats customed to playing ground pvp like i encountered one today. heres how it went (didnt realy matter if u were solo or in group):

    u run around, u see an enemy u try to hide, to late u are being held (the timer goes down slow) wile in the hold u know u are going to die. so from the moment of seeing the enemy till the moment i was dead it took on average 7 seconds. gues how many shots/kills i/we made. idd we lost 40-6. i dont mind losing, i do mind the way we lost. this is no fun at all and it is the main reason why people dont play ground pvp. u have to exploit to get anything done. to me exploiting feels to much like cheating and thats something i refuse to do even if my life depended on it.

    stop the 100% exploits and bring it back down to around 10% without ever being able to go over that.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Slamz wrote:
    There's no difference between the sides in ground PvP with regard to exposes.

    There are differences in what kits and weapons you use, though. Scientists in particular can get kits where every button is another chance to expose and 2-3 scientists doing this nonstop will get a lot of exposes.


    The patch will quite nearly make the expose mechanic a thing of the past, though, as I understand shield expendables will now cure expose, and the expose will not hold you, so the window of opportunity on any expose is going to be very short.


    That'll be interesting. Focus fire will likely become a lot more important. Healing kits might actually be worthwhile too (not to cure exposes but to help keep people healed as they cure their own exposes with shield expendables).

    This change seems to heavily favor the tactical captains. With exposes being removable, the sheer damage bonus of the tactical captains will become a lot more important. I am curious to see how this change will affect the PvP tactics/length of matches.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    interesting,

    tho i don't think favors tacticals, more towards Science and Eng.

    Tact don't really have any root or slow ability, but science and eng does, on top they can apply dots, or create gadgets that can do alot of damage.


    I'll wait till it hits live, to see how much fun the change is.
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