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By the way... dead crew?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited April 2010 in PvP Gameplay
Maybe I just have missed it, but... why is the crew not at full health when respawning? Is there a reason to it?

Since powers actually depend on it, that's rather annoying - think 10% hull healing with miracle worker vs ~80%.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    It's always been that way, and one of the consequences of blowing up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Keyol wrote: »
    Maybe I just have missed it, but... why is the crew not at full health when respawning? Is there a reason to it?

    Since powers actually depend on it, that's rather annoying - think 10% hull healing with miracle worker vs ~80%.

    I'm more worried as to why torpedoes kill off half my crew with shields up DURING battle. The crew mechanics are NOT working correctly, and it's been going on too long. I'm starting to get ****ed off.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    My only complaint is I get a double hit when I blow up. I loose a good 20% from dying, but than my own warp core breach causes an additional 20% loss of crew.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    It's always been that way, and one of the consequences of blowing up.
    Yeah, is there a reason to it? What escort cares for crew? Why do the big ships get the shaft in this case? Why is my shield and hull up and running but my crew still hurt?

    I can't see the logic behind it, the only thing I can think of why are:
    • Discourage suicide rushing, so you ball up again before you engage.
      Weak reason, small ships (who die the most and care least) do the most suiciding anyway.
    • Force bigger ships to 'waste' BO slots on tac team. Why? Can't imagine.
    • Give the ones who die first a disadvantage in the later battles, loopsiding the combat a bit for... no reason? This is mostly a fed issue and especially a PUG one, for there they die most and then keep loosing. Why adding insult to injury in such a case is beyond my grasp.
    • Some kind of death penalty. Can't be, It cannot be worse to die in a small ship losing a point to the enemy team than doing the same in a big ship, where you still only lose one point.

    This is most definitely mysterious. Cryptic, even... any ideas beyond 'it has always been the case'?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Cursix wrote:
    My only complaint is I get a double hit when I blow up. I loose a good 20% from dying, but than my own warp core breach causes an additional 20% loss of crew.
    I loathe to type such things, but here I go: "lol"
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    call me crazy but brace for impact....and don't they have consoles tohelp with crew resist and regen and resist? yup.....feel free to bring them for when you respawn and are ehaded into the battle swap thm out when you get close for the fight.
    Not that hard to do if you worried about it
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Otheym81 wrote: »
    I'm more worried as to why torpedoes kill off half my crew with shields up DURING battle. The crew mechanics are NOT working correctly, and it's been going on too long. I'm starting to get ****ed off.

    Everybody knows, starship consoles, especially those on the bridge, are jam packed with precariously volatile explosive substances. Also note that the explosive potential of a console depends on the expendabillity of the officer manning it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    akumarev wrote:
    and don't they have consoles tohelp with crew resist and regen and resist? yup.....feel free to bring them
    *sigh*

    Try first, post later.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    akumarev wrote:
    call me crazy but brace for impact....and don't they have consoles tohelp with crew resist and regen and resist? yup.....feel free to bring them for when you respawn and are ehaded into the battle swap thm out when you get close for the fight.
    Not that hard to do if you worried about it

    Have you actually tested this? Or are you just calling me out for not using them?

    Consoles are completely ineffective. As to Brace for Impact, easy test. Fly too close to two warp core explosions, once with Brace, and one w/o. Let me know how many crew survive in each case.

    Letting ya know right now that the 125% able crew resistance doesn't work. Biofuntion monitor provides a terrible amount of crew regen. And the engineering console has no effect in any of my tests. And the resistances on both have no effect.

    Crew is broken, period.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    messed with it and its not a bad option for crew regen after a death. I would switch it out ASAP once you are fighting but to get crew up to par its decent actually.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    akumarev wrote:
    messed with it and its not a bad option for crew regen after a death. I would switch it out ASAP once you are fighting but to get crew up to par its decent actually.

    Easier and more effective way: Use tac team, TRIBBLE the terribad console

    Unless all your crew is dead
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Otheym81 wrote: »
    Unless all your crew is dead

    I replaced my crewmen with tribbles, if their gonna die in the first 5 seconds of combat i figure my ship is already automated.
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