I recently noticed a fairly glaring oversight in our Fleet's Advanced Weapons provisions vendor: A complete lack of a Melee weapon category.
While I recognize not everyone wants to go toe-to-toe with a Borg only swinging melee gear, Klingon Bat'leths and Vulcan Lirpa as much a part of Star Trek Online as [KB3] Sniper Rifles and Pulsewave Assault rifles.
Can we please fix this oversight?? :mad:
Wampaq@Jnoh, Fleet Leader: ..Bloodbath and Beyond[SIGPIC][/SIGPIC]'Iw HaH je Hoch! ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3 A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome. Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
I made some Advanced Fleet melee weapons. I'll get them hooked up to the stores sometime soon.
Edit: As for a complete review of melee...I'll probably have some announcements on that front soon.
I was actually curious about something in the fleet stores. There are display mounts on the walls featuring all new energy weapons (one for each weapon type!). Are these to be hooked up to the fleet store? Are they a new damage type?
I made some Advanced Fleet melee weapons. I'll get them hooked up to the stores sometime soon.
Edit: As for a complete review of melee...I'll probably have some announcements on that front soon.
Glad to hear you listened to my rants about it needing lots of love there... When I hit something with my bat'leth I want to get the feeling they suffered because of it and not just a slight scratch.
One of my suggestions is if there were some new combat elements other than dodge, flank, and exploit. As in a block and deflect for melee and then when the hits land that they are severe hits
Edit: Especially for KDF side even its only for Fleet weapons or exclusive fleet weapons for KDF only to have the different weapons we've seen in all the series we don't have yet especially the kind we can see the NPC's using we do not have available yet as well as maybe some new Kits for Fleets or possibly C-Store too like a Targ Handler Kit.
Hmm... I wonder... Well, ground combat training does boost "slapper" damage, but only up to around what you'd get from a MK1 weapon.... yeah, unarmed would be cool. But thematically it doesn't make as much sense.
I would strongly recommend giving melee weapons ALL a "free" and powerful non-direct damage based mod.
I get the idea of melee doing less damage than ranged for thematic reasons... And flanking is certainly easier at melee range. But the damage loss is too much against non-Borg. A nano pulse is basically a gimped pistol except in missions where ranged weapons are disabled. And accounting for time lost to remods, my guesstimates still put melee behind in the hands of equally skilled players, even if melee is easier to manage.
I think adding health boosts, shield boosts, adrenal stimulators, stuns, and maybe seduce, fear, or dot effects to melee are the way to go. (The latter ones could be the result of poisons. The former could be tied to a kinetic energy converting battery pack. Adrenal stimulator is the least of a stretch IMHO and probably belongs on all melee due to heightened vulnerability of the melee player, shy of a buff to flanking damage which would heighten melee's chief strength aside from shield pen, which is never really all that special.)
I made some Advanced Fleet melee weapons. I'll get them hooked up to the stores sometime soon.
Edit: As for a complete review of melee...I'll probably have some announcements on that front soon.
I look forward to it!
PS- when reviewing melee, can we have a reason to go hand to hand? (MUCH superior stuns/cc come to mind when weaponless vrs the DPS of a melee weapon)
EDIT: oh, and hand to hand makes FAR more sense than swords for fed, based on most of the episode's I've watched. Sure, Klingons will find any excuse to draw a blade, but there were PLENTY of fistfights, judo chops, and martial arts moments in just about every series.
Wampaq@Jnoh, Fleet Leader: ..Bloodbath and Beyond[SIGPIC][/SIGPIC]'Iw HaH je Hoch! ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3 A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome. Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
Hmm... I wonder... Well, ground combat training does boost "slapper" damage, but only up to around what you'd get from a MK1 weapon.... yeah, unarmed would be cool. But thematically it doesn't make as much sense.
It may not make sense mathematically, but it makes sense for Star Trek. Kirk was never afraid to punch out an alien. He didn't carry a sword.
PS- when reviewing melee, can we have a reason to go hand to hand? (MUCH superior stuns/cc come to mind when weaponless vrs the DPS of a melee weapon)
EDIT: oh, and hand to hand makes FAR more sense than swords for fed, based on most of the episode's I've watched. Sure, Klingons will find any excuse to draw a blade, but there were PLENTY of fistfights, judo chops, and martial arts moments in just about every series.
My hope there is that when they add Kit customization, they make a few kit powers universal including the Tac melee abilities.
Honestly, I think the problem there is that they chose kits and weapons as the model for player powers when it would make more sense if they had been traits and traits had been slottable.
In my dream world, you have a defining set of traits slotted, including weapon type, which reflect your character look and personality.
Then the gear would come in the form of batteries: shield, weapon, and armor.
So take the Bajoran phaser rifle. I'd have that as a character trait. That defines the look and the base mechanics like rate of fire, number of targets, etc.
But the weapon battery would determine the energy type, adding procs and raw damage.
And if I wanted to do unarmed melee, I'd just have a melee discipline device I place in the weapon battery slot that adds raw damage and procs.
The difference comes down to making weapon or melee a part of your character and energy type, procs and damage increases what the equipped item does that modifies your innate attack abilities.
The Force doesn't exist in the Trek verse. Without it, the godmode-sue protections Jedi and Sith enjoy crumble to dust and you're back to the question of "what good is that fancy sword when any competent enemy will vaporize you from the other end of the building?"
please make gorn claws(barehanded) awesome, as well as their bite attack. I wanna be able to go all St'aas on borg :cool:
EDIT: also ferasans/caitan should be decent barehanded as well, IMO.
Maybe make hand gear that takes a weapon slot that only clawed critters can use that boosts their current watch-it-you-ripped-my-uniform attacks into oh-god-are-those-my-internal-organs attacks?
The Force doesn't exist in the Trek verse. Without it, the godmode-sue protections Jedi and Sith enjoy crumble to dust and you're back to the question of "what good is that fancy sword when any competent enemy will vaporize you from the other end of the building?"
Unfortunately, the reality of STO is that enemies run headlong through said death rays so they can shoot you in the face. Sadly, our death rays don't seem very deathy.
Mechanically speaking, melee and ranged combat aren't different enough in STO to say 'Ha, you brought a sword to a phaser fight?!' It should be, but isn't. There would have to be substantial changes in both melee combat mechanics and PvE mob AI. Honestly, I don't see those things happening anytime soon but I would be very happy if they did.
Star Trek: Online - Now with 100% more dinosaurs!!
Comments
Edit: As for a complete review of melee...I'll probably have some announcements on that front soon.
LTS, here since...when did this game launch again?
also, the Bath'leh is a good weapon... good enought for my main Fed Character to use it
WE ARE NOT PERFECT, BUT THAT IMPERFECTIONS MAKE US UNIQUE...
[SIGPIC][/SIGPIC]
please make gorn claws(barehanded) awesome, as well as their bite attack. I wanna be able to go all St'aas on borg :cool:
EDIT: also ferasans/caitan should be decent barehanded as well, IMO.
Rrezeth, Gorn Tactical, primary alt
Nari, Orion Science, secondary alt
Please for the love of the great bird of the Galaxy (may he roost forever) tell me you are adding Dak'taghs.
Master using it and you can have this!
Be black on the right side. Add properly colored Cheron to the game today!
I look forward to having those then. I hope they really are added in soon then.
I was actually curious about something in the fleet stores. There are display mounts on the walls featuring all new energy weapons (one for each weapon type!). Are these to be hooked up to the fleet store? Are they a new damage type?
Glad to hear you listened to my rants about it needing lots of love there... When I hit something with my bat'leth I want to get the feeling they suffered because of it and not just a slight scratch.
One of my suggestions is if there were some new combat elements other than dodge, flank, and exploit. As in a block and deflect for melee and then when the hits land that they are severe hits
Edit: Especially for KDF side even its only for Fleet weapons or exclusive fleet weapons for KDF only to have the different weapons we've seen in all the series we don't have yet especially the kind we can see the NPC's using we do not have available yet as well as maybe some new Kits for Fleets or possibly C-Store too like a Targ Handler Kit.
Awesome job! Thank you Devs!
[SIGPIC][/SIGPIC]
1) Teamwork and timing is #1
2) You cannot "Kirk It" in every ship
3) You are going to die, just get back up
Thanks Archon!
My character Tsin'xing
My character Tsin'xing
I would strongly recommend giving melee weapons ALL a "free" and powerful non-direct damage based mod.
I get the idea of melee doing less damage than ranged for thematic reasons... And flanking is certainly easier at melee range. But the damage loss is too much against non-Borg. A nano pulse is basically a gimped pistol except in missions where ranged weapons are disabled. And accounting for time lost to remods, my guesstimates still put melee behind in the hands of equally skilled players, even if melee is easier to manage.
I think adding health boosts, shield boosts, adrenal stimulators, stuns, and maybe seduce, fear, or dot effects to melee are the way to go. (The latter ones could be the result of poisons. The former could be tied to a kinetic energy converting battery pack. Adrenal stimulator is the least of a stretch IMHO and probably belongs on all melee due to heightened vulnerability of the melee player, shy of a buff to flanking damage which would heighten melee's chief strength aside from shield pen, which is never really all that special.)
My character Tsin'xing
I look forward to it!
PS- when reviewing melee, can we have a reason to go hand to hand? (MUCH superior stuns/cc come to mind when weaponless vrs the DPS of a melee weapon)
EDIT: oh, and hand to hand makes FAR more sense than swords for fed, based on most of the episode's I've watched. Sure, Klingons will find any excuse to draw a blade, but there were PLENTY of fistfights, judo chops, and martial arts moments in just about every series.
ALL HOLDINGS FINISHED! - Starbase 5-5-5-5 || Embassy 3-3-3 || Mine 3-3-3 || Spire 3-3-3
A laid back KDF fleet welcoming independent, casual, & part-time players and groups. Roms & alts welcome.
Send in-game mail to Wampaq@Jnoh, visit our recruitment thread and FB page for more info.
It may not make sense mathematically, but it makes sense for Star Trek. Kirk was never afraid to punch out an alien. He didn't carry a sword.
My character Tsin'xing
I would rather they release Mek'leths.
My hope there is that when they add Kit customization, they make a few kit powers universal including the Tac melee abilities.
Honestly, I think the problem there is that they chose kits and weapons as the model for player powers when it would make more sense if they had been traits and traits had been slottable.
In my dream world, you have a defining set of traits slotted, including weapon type, which reflect your character look and personality.
Then the gear would come in the form of batteries: shield, weapon, and armor.
So take the Bajoran phaser rifle. I'd have that as a character trait. That defines the look and the base mechanics like rate of fire, number of targets, etc.
But the weapon battery would determine the energy type, adding procs and raw damage.
And if I wanted to do unarmed melee, I'd just have a melee discipline device I place in the weapon battery slot that adds raw damage and procs.
The difference comes down to making weapon or melee a part of your character and energy type, procs and damage increases what the equipped item does that modifies your innate attack abilities.
Roman Short swords, Katana heck maybe even a Claymore.
You assume the two would have to be mutually exclusive. Besides, I've seen the NPCs using Dak'taghs I've never seen an NPC using a mek'leth.
Master using it and you can have this!
Be black on the right side. Add properly colored Cheron to the game today!
My character Tsin'xing
The Force doesn't exist in the Trek verse. Without it, the godmode-sue protections Jedi and Sith enjoy crumble to dust and you're back to the question of "what good is that fancy sword when any competent enemy will vaporize you from the other end of the building?"
Maybe make hand gear that takes a weapon slot that only clawed critters can use that boosts their current watch-it-you-ripped-my-uniform attacks into oh-god-are-those-my-internal-organs attacks?
Unfortunately, the reality of STO is that enemies run headlong through said death rays so they can shoot you in the face. Sadly, our death rays don't seem very deathy.
Mechanically speaking, melee and ranged combat aren't different enough in STO to say 'Ha, you brought a sword to a phaser fight?!' It should be, but isn't. There would have to be substantial changes in both melee combat mechanics and PvE mob AI. Honestly, I don't see those things happening anytime soon but I would be very happy if they did.