The same person had a PM convo about it. And posted the response:
That damage is intended. The "elite" difficulty setting is meant to be incredibly difficult. Additionally, "Forced teaming" is not the case. In fact, the missions scale based on the number of players on the team. So playing a mission on the elite difficulty while in a team should be pretty nuts.
But, we're still in the process of tuning it. Let us know what you think in the forums!
Cheers,
-DScotty
That's been the only official response on the issue. And it was in a PM. I wouldn't even be quoting it if the poster didn't include it in the thread for all to see anyways.
Going off of DScotty's response I don't think a "hotfix" is in the works. But I do think that the continuing feedback on this is worthwhile. Keep letting them know.
Just realize that ... so far the response has been ... that is intended.
The question remains open whether it's ALL working as intended. 900 dmg from a Starlian Commander using 'Unknown Ability'? Hmmm...
My feeling is that 'tuning' needs to include eliminating some of the most egregious damage spikes.
I agree that the question remains open. But check out the thread I'm quoting.
Threat's title is ... "Bolt weapons damage in ground combat"
Description of the bug ...
"NPCs using bolt weapons causing lots of damage at elite mode
Some species (Jem Hadar for example) deal appropriate damage
Other species (Unikuians, Crimto, etc.) using bolt weapons with spray type specials cause lots of damage
Please see screenshot of 1 Unikuian special (bolt spray) and its damage per hit"
He then links a screenshot.
The poster is specifically referring to the same thing we're all talking about in here.
I say keep feedbacking. Sure. But the way things read right now, the dev response seems to be that it's intended.
The devs took a different stance with Borg Cubes and Spheres. They said they'd look into and tweak them.
Keep in mind that ground exploration missions are one of the *only* places where 2 things happen:
The mobs level to your level
They have a chance to spawn in different configurations of weapons/powers
So as it stands, exploration ground missions are the most challenging content in the game outside of STFs when it comes to levels and powers. Based on our stats - most players are above the level of an episode when they play it - so even episode content will feel "easier" to most players than ground exploration content.
Playing ground exploration on Elite is thus expected to be very difficult.
Keep in mind that ground exploration missions are one of the *only* places where 2 things happen:
The mobs level to your level
They have a chance to spawn in different configurations of weapons/powers
So as it stands, exploration ground missions are the most challenging content in the game outside of STFs when it comes to levels and powers. Based on our stats - most players are above the level of an episode when they play it - so even episode content will feel "easier" to most players than ground exploration content.
Playing ground exploration on Elite is thus expected to be very difficult.
But still - it is being investigated.
This explains some things...
I play on Advanced, and every once in a while (not often) on a ground mission I come across a mob pack with someone (or maybe more than one) in there that has some sort of ability or weapon that can one or two shot my party members. We can usually get some of the mobs down before getting wiped, but the dead mobs respawn with the pack. When we come back to the restored mob pack, suddenly they're much easier. Do the dead mobs randomize when they respawn?
Keep in mind that ground exploration missions are one of the *only* places where 2 things happen:
The mobs level to your level
They have a chance to spawn in different configurations of weapons/powers
So as it stands, exploration ground missions are the most challenging content in the game outside of STFs when it comes to levels and powers. Based on our stats - most players are above the level of an episode when they play it - so even episode content will feel "easier" to most players than ground exploration content.
Playing ground exploration on Elite is thus expected to be very difficult.
But still - it is being investigated.
Elite setting should not mean energy weapons acting like melee attacks and shooting directly through shields though. My experience is that NPCs using disruptor weapons are way off the scale as opposed to those using phasers, tetryon, plasma weapons etc.
thanks for the responce it is really frustrating to encounter a camp of mobs and it only takes a few of a certain type and the fact that the mobs respawn if you die can make an encounter really difficult.
The only ground mobs I have seen that are completely overpowering are the Starlians. They could take out my whole away team in 10 seconds flat on the elite setting.
Keep in mind that ground exploration missions are one of the *only* places where 2 things happen:
The mobs level to your level
They have a chance to spawn in different configurations of weapons/powers
So as it stands, exploration ground missions are the most challenging content in the game outside of STFs when it comes to levels and powers. Based on our stats - most players are above the level of an episode when they play it - so even episode content will feel "easier" to most players than ground exploration content.
Playing ground exploration on Elite is thus expected to be very difficult.
But still - it is being investigated.
Thanks, although a few yes/no answers would be extremely helpful.
Simple question #1: Starfleet NPC engineers and medics use phaser pistols that appear to be flagged as melee weapons, because they completely ignore shields and do direct health damage.
Combat Log sample:
Engineer deals 27 Phaser Damage to you with Phaser Pistol.
Medic deals 16 Phaser Damage to you with Phaser Pistol.
Security Officer deals 2 (36) Phaser Damage to you with Phaser Rifle.
Note the lack of any shield interaction with only the phaser pistol damage from the engineer and medic, even though I had full personal shields at that time.
Intended or not?
Simple question #2: On elite mode, NPC bolt spray attacks can do roughly 10x the damage the NPC normally does with other attacks. Keep in mind that we're talking three individual shots that each do roughly 10x the average elite damage in about 1 second. So, a combat log example might look like this:
Captain Evil deals 327 (364) Antiproton Damage to you with Antiproton Bolt Spray.
Captain Evil 358 (394) Antiproton Damage to you with Antiproton Bolt Spray.
Captain Evil deals 293 (368) Antiproton Damage to you with Antiproton Bolt Spray.
Intended or not?
More information is available here if you need it:
Keep in mind that ground exploration missions are one of the *only* places where 2 things happen:
The mobs level to your level
They have a chance to spawn in different configurations of weapons/powers
So as it stands, exploration ground missions are the most challenging content in the game outside of STFs when it comes to levels and powers. Based on our stats - most players are above the level of an episode when they play it - so even episode content will feel "easier" to most players than ground exploration content.
Playing ground exploration on Elite is thus expected to be very difficult.
But still - it is being investigated.
I have played STFs and Elite Ground Exploration missions in Delta Volanis. I'm here to tell you, myself and my away team would do better in Infected. The borg don't react as quickly, each and every borg in the area is not aggro'd when you snipe a single target from a small group that is separated from other groups in the area, and the borg damage output does not kill you faster than you can say "WTF".
The only ground mobs I have seen that are completely overpowering are the Starlians. They could take out my whole away team in 10 seconds flat on the elite setting.
Keep in mind that ground exploration missions are one of the *only* places where 2 things happen:
The mobs level to your level
They have a chance to spawn in different configurations of weapons/powers
So as it stands, exploration ground missions are the most challenging content in the game outside of STFs when it comes to levels and powers. Based on our stats - most players are above the level of an episode when they play it - so even episode content will feel "easier" to most players than ground exploration content.
Playing ground exploration on Elite is thus expected to be very difficult.
But still - it is being investigated.
Which implies that you are concious of the fact that - in relative terms - Ground exloration on Elite has the potential to be generally more challenging than Space content.
Is it so crazy in that case for players to ask for sliders that independantly alllow you to select a different difficulty level for space and ground?
Players should be able to set the game up to be at a consistent challenge level that suits them and is fun for them. If ground combat at times can be more challenging than space its perfectly possible that someone might be able to handle Elite Space but only Advanced ground - or even Advanced Space but normal ground (whatever their ability level may be)
If the content on advanced and elite is going to continue to vary in challenge level as wildly as it does now then the options should be taken down a level to let you choose difficulty seperately on ground or space so that players can more easily find a combination that is challenging but enjoyable for them personally.
I'm all for the difficulty slider; my only concern was that it wouldn't be properly implemented... which has come to pass. Elite in space is doable; it's hard as nails and requires you to think and use strategies and skills that you rarely get to use outside PvP. That being said; ground combat on elite is just ridiculous.
The problem isn't the difficulty per se; it's the complete randomness of it that throws the consistency all to hell. You can go from one ground mission where you're fighting Mirror Universe, Cardasians, Jem'Hadar or Romulans: which are difficult but not impossibe; to Klingons, and those random aliens who can kill you and your entire away team with 1 or 2 volleys of Bolt Spray, and if you survive that... 1-shot melee hits. Remans, who I haven't encountered yet on elite, must just be completely bat*&$% to deal with when their psionic powers completely bypass shields and deal damage directly to health. Borg, well... they're manageable on elite until those Proto-Drone transport in; then it's bye bye away team in most cases.
The thing is, a lot of this stuff was already reported on Tribble; that it made it into the game was a shocker to me... I think what most people are asking for is to have some consistency with the ground combat as it is in space. Until I don't have to worry about getting 1-shotted on ground missions; I won't be playing on anything but normal... It's just not worth it.
One thing that would make ground a lot less frustrating would be limiting injuries to when you respawn (as opposed to when you get revived), perhaps upping the chance to suffer an injury as well to balance it out a little. You could still give a small, relatively quick debuff to players/crew that get revived as well.
The thing is, a lot of this stuff was already reported on Tribble; that it made it into the game was a shocker to me...
I'm past the point of being shocked. I'm to the point where I'm going to take a break from testing because they don't fix everything we report. And by "everything" I'm not talking about minor annoyance stuff, I'm talking about game breaking stuff, like not being able to retrieve items from your email.
Keep in mind that ground exploration missions are one of the *only* places where 2 things happen:
The mobs level to your level
They have a chance to spawn in different configurations of weapons/powers
So as it stands, exploration ground missions are the most challenging content in the game outside of STFs when it comes to levels and powers. Based on our stats - most players are above the level of an episode when they play it - so even episode content will feel "easier" to most players than ground exploration content.
Playing ground exploration on Elite is thus expected to be very difficult.
But still - it is being investigated.
I'll give you "very difficult" but zero chance is another story. I've done Elite at RA5 and at the LT level and I was killed just as fast at either rank once I found a swordmaster. As I said in a different post, I might grant you that at RA5 I might have some bad skill choices for my BO but at LT6 I'm kinda limited on options.
It seems to be a combination of disruptor and "spray" attacks (Swordmaster Twin Pistols). I can fight other weapon types.
Comments
I'll let you in on a little secret ...
The first person to post about this problem on Tribble, put it in the Bug Reports Forum.
Here's the thread
The same person had a PM convo about it. And posted the response:
That's been the only official response on the issue. And it was in a PM. I wouldn't even be quoting it if the poster didn't include it in the thread for all to see anyways.
Going off of DScotty's response I don't think a "hotfix" is in the works. But I do think that the continuing feedback on this is worthwhile. Keep letting them know.
Just realize that ... so far the response has been ... that is intended.
My feeling is that 'tuning' needs to include eliminating some of the most egregious damage spikes.
I agree that the question remains open. But check out the thread I'm quoting.
Threat's title is ... "Bolt weapons damage in ground combat"
Description of the bug ...
"NPCs using bolt weapons causing lots of damage at elite mode
Some species (Jem Hadar for example) deal appropriate damage
Other species (Unikuians, Crimto, etc.) using bolt weapons with spray type specials cause lots of damage
Please see screenshot of 1 Unikuian special (bolt spray) and its damage per hit"
He then links a screenshot.
The poster is specifically referring to the same thing we're all talking about in here.
I say keep feedbacking. Sure. But the way things read right now, the dev response seems to be that it's intended.
The devs took a different stance with Borg Cubes and Spheres. They said they'd look into and tweak them.
Not so much with Crimto PWNage.
Keep in mind that ground exploration missions are one of the *only* places where 2 things happen:
So as it stands, exploration ground missions are the most challenging content in the game outside of STFs when it comes to levels and powers. Based on our stats - most players are above the level of an episode when they play it - so even episode content will feel "easier" to most players than ground exploration content.
Playing ground exploration on Elite is thus expected to be very difficult.
But still - it is being investigated.
I play on Advanced, and every once in a while (not often) on a ground mission I come across a mob pack with someone (or maybe more than one) in there that has some sort of ability or weapon that can one or two shot my party members. We can usually get some of the mobs down before getting wiped, but the dead mobs respawn with the pack. When we come back to the restored mob pack, suddenly they're much easier. Do the dead mobs randomize when they respawn?
Elite setting should not mean energy weapons acting like melee attacks and shooting directly through shields though. My experience is that NPCs using disruptor weapons are way off the scale as opposed to those using phasers, tetryon, plasma weapons etc.
Thanks, although a few yes/no answers would be extremely helpful.
Simple question #1: Starfleet NPC engineers and medics use phaser pistols that appear to be flagged as melee weapons, because they completely ignore shields and do direct health damage.
Combat Log sample:
Engineer deals 27 Phaser Damage to you with Phaser Pistol.
Medic deals 16 Phaser Damage to you with Phaser Pistol.
Security Officer deals 2 (36) Phaser Damage to you with Phaser Rifle.
Note the lack of any shield interaction with only the phaser pistol damage from the engineer and medic, even though I had full personal shields at that time.
Intended or not?
Simple question #2: On elite mode, NPC bolt spray attacks can do roughly 10x the damage the NPC normally does with other attacks. Keep in mind that we're talking three individual shots that each do roughly 10x the average elite damage in about 1 second. So, a combat log example might look like this:
Captain Evil deals 327 (364) Antiproton Damage to you with Antiproton Bolt Spray.
Captain Evil 358 (394) Antiproton Damage to you with Antiproton Bolt Spray.
Captain Evil deals 293 (368) Antiproton Damage to you with Antiproton Bolt Spray.
Intended or not?
More information is available here if you need it:
http://forums.startrekonline.com/showthread.php?t=154892
I have played STFs and Elite Ground Exploration missions in Delta Volanis. I'm here to tell you, myself and my away team would do better in Infected. The borg don't react as quickly, each and every borg in the area is not aggro'd when you snipe a single target from a small group that is separated from other groups in the area, and the borg damage output does not kill you faster than you can say "WTF".
Ya, Ran across this group several times. OUCH
Which implies that you are concious of the fact that - in relative terms - Ground exloration on Elite has the potential to be generally more challenging than Space content.
Is it so crazy in that case for players to ask for sliders that independantly alllow you to select a different difficulty level for space and ground?
Players should be able to set the game up to be at a consistent challenge level that suits them and is fun for them. If ground combat at times can be more challenging than space its perfectly possible that someone might be able to handle Elite Space but only Advanced ground - or even Advanced Space but normal ground (whatever their ability level may be)
If the content on advanced and elite is going to continue to vary in challenge level as wildly as it does now then the options should be taken down a level to let you choose difficulty seperately on ground or space so that players can more easily find a combination that is challenging but enjoyable for them personally.
The problem isn't the difficulty per se; it's the complete randomness of it that throws the consistency all to hell. You can go from one ground mission where you're fighting Mirror Universe, Cardasians, Jem'Hadar or Romulans: which are difficult but not impossibe; to Klingons, and those random aliens who can kill you and your entire away team with 1 or 2 volleys of Bolt Spray, and if you survive that... 1-shot melee hits. Remans, who I haven't encountered yet on elite, must just be completely bat*&$% to deal with when their psionic powers completely bypass shields and deal damage directly to health. Borg, well... they're manageable on elite until those Proto-Drone transport in; then it's bye bye away team in most cases.
The thing is, a lot of this stuff was already reported on Tribble; that it made it into the game was a shocker to me... I think what most people are asking for is to have some consistency with the ground combat as it is in space. Until I don't have to worry about getting 1-shotted on ground missions; I won't be playing on anything but normal... It's just not worth it.
I'm past the point of being shocked. I'm to the point where I'm going to take a break from testing because they don't fix everything we report. And by "everything" I'm not talking about minor annoyance stuff, I'm talking about game breaking stuff, like not being able to retrieve items from your email.
I'll give you "very difficult" but zero chance is another story. I've done Elite at RA5 and at the LT level and I was killed just as fast at either rank once I found a swordmaster. As I said in a different post, I might grant you that at RA5 I might have some bad skill choices for my BO but at LT6 I'm kinda limited on options.
It seems to be a combination of disruptor and "spray" attacks (Swordmaster Twin Pistols). I can fight other weapon types.