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WARNING: Tac Chars - Adapted Maco Pulswave Rifle puts Grenades from KIT on Cooldown!

zerobangzerobang Member Posts: 0 Arc User
I had my first KHG Set on a KDF Engineer so i never noticed this behavior before,

today i got my Adapted Maco Pulswave Shotgun with Grenade launcher on one of my Fed Tactical Chars and i had to notice that the secondary attack from the Gun puts my Photon and Smoke Grenades from the Kit into global cooldown (roughly 5 seconds) !?

Who the hell thought THAT would be a good idea?


Also vice versa when you throw a Photon Grenade first the secondary attack of the gun will go into global cooldown... obviously.


I dont know about you but i usually open my attack with a grenade and then follow up with the secondary of the rifle, not possible here and it makes me nuts.
I didn't even pay attention to it ever, it is just how i play, now that i cant do it ....well i notice it and it sux! lol

There is even a KIT with 4 grenades, if you use that the gun can in theory be constantly on cooldown...


*swaps back to Antiproton Pulswave*
*gives Adapted Maco set to BOff*
*keeps visuals*
*wont spend any dilithium on the other 5 Tac chars for this set*
*hmpf*
[SIGPIC][/SIGPIC]
Post edited by zerobang on
«1

Comments

  • usscapitalusscapital Member Posts: 985 Arc User
    edited January 2013
    you do know that this is "working as intended" :rolleyes::P
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  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited January 2013
    There are other similar effects to this. Try using Orbital Strike on your engineer, then fire the secondary on a standard Pulsewave Assault. Orbital Strike puts the secondary on a global cooldown. I think the idea is to limit how much AoE you can throw down on the ground at any given point, although I can't recall if I ever saw an official dev explanation for this. Still, I kind of think it's intentional.

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  • sollvaxsollvax Member Posts: 4 Arc User
    edited January 2013
    I do like to use a grenade as a first strike so this could be annoying
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  • diogene0diogene0 Member Posts: 0 Arc User
    edited January 2013
    It's been working like that for the KDF from the start. So what? If you're using a kit with too many grenades, it might be the problem. :D
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  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited January 2013
    Um... anyone who has ever rolled a KDF tac toon already knows this.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • hyplhypl Member Posts: 3,719 Arc User
    edited January 2013
    It's...a grenade? Makes sense I suppose.

    The engineer's orbital strike ability puts all expose secondary attacks on cooldown, since orbital strike is considered an expose ability, although I don't think it's labeled as such.
  • foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited January 2013
    Well, since I don't use a Grenade kit (Stealth all the way) this doesn't affect me in the slightest.


    Meanwhile I get a space-shotgun with a grenade launcher.


    Works for me.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited January 2013
    zerobang wrote: »
    There is even a KIT with 4 grenades, if you use that the gun can in theory be constantly on cooldown...

    Welcome to why the Grenade satchel is one of the worst kits available in game.
  • darkstarkiriandarkstarkirian Member Posts: 1 Arc User
    edited January 2013
    Um... anyone who has ever rolled a KDF tac toon already knows this.

    This^ it has always been that way with the Honor Guard Pulsewave.
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  • dabeastiedabeastie Member Posts: 23 Arc User
    edited January 2013
    Um, yeah...

    Don't really see the issue; I have been using KHG for many moons and the grenade launcher is a more powerful Photon Grenade than the one on the Kit. Grenades share cooldowns I don't know why you expected to be able fire 2 photons at people; those things are powerful!
  • momawmomaw Member Posts: 0 Arc User
    edited January 2013
    No, it doesn't make sense that the KHG pulsewave grenade puts kit grenades on cooldown. Because one is attached to the gun and the other is... attached to your kit. When you squeeze the trigger on your weapon, your security team doesn't get beamed in; they're logically totally different systems.

    And I'm not entirely sure it's a deliberate way to limit AOE, either. An engineer can use his mine, bomb, and then orbital strike, to create thousands of AOE damage in a very brief span of time. So. I think it's more likely that the secondary attack is flagged as a grenade so that it can benefit from the grenade skill but that the game takes this a little too literally and thinks you're throwing them.
  • dma1986dma1986 Member Posts: 541 Arc User
    edited January 2013
    Oh goody, yet another complaint from Feddies that aren't happy with an item they've stolen from the KDF.

    Considering how pampered the Feds are, I suppose we can expect a fix for the Adapted set in the next week or two, while the original KDF version will remain as it is now :rolleyes:
  • diogene0diogene0 Member Posts: 0 Arc User
    edited January 2013
    dma1986 wrote: »
    Oh goody, yet another complaint from Feddies that aren't happy with an item they've stolen from the KDF.

    Considering how pampered the Feds are, I suppose we can expect a fix for the Adapted set in the next week or two, while the original KDF version will remain as it is now :rolleyes:

    Hey, the KDF got a completely useless not even unique in any way phaser sniper in return! :D
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  • tc10btc10b Member Posts: 1,549 Arc User
    edited January 2013
    It is ever so slightly more powerful than the one you could have bought from the store on DS9 originally.
  • hanoverhanover Member Posts: 0 Arc User
    edited January 2013
    That's ridiculous. Then again, I thought the same thing when they put all the grenades on a shared cooldown. Most of the fun of ground combat with my TAC was throwing all four grenade types in rapid succession.
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  • tali9999tali9999 Member Posts: 173 Arc User
    edited January 2013
    The cooldown has always been there. You obviously never played Klingon with the Honor Guard rifle before.

    One thing that can help your global cooldown is to equip multiple Assault Squad Officer DOFFS, the cooldown reduction reduction stacks and work on all grenades AND the rifle secondary launcher.

    3 Assault Squad Doffs of Purple quality really help making your grenade available quicker.
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited January 2013
    This^ it has always been that way with the Honor Guard Pulsewave.

    +1

    Noobies need to learn their equipment, and adapt to it. I'm sure they'll also whine about the slight detonation delay from the launched grenade that the thrown one doesn't have.
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  • elandarkskyelandarksky Member Posts: 1,013 Arc User
    edited January 2013
    zerobang wrote: »
    I had my first KHG Set on a KDF Engineer so i never noticed this behavior before,

    today i got my Adapted Maco Pulswave Shotgun with Grenade launcher on one of my Fed Tactical Chars and i had to notice that the secondary attack from the Gun puts my Photon and Smoke Grenades from the Kit into global cooldown (roughly 5 seconds) !?

    Who the hell thought THAT would be a good idea?


    Also vice versa when you throw a Photon Grenade first the secondary attack of the gun will go into global cooldown... obviously.


    I dont know about you but i usually open my attack with a grenade and then follow up with the secondary of the rifle, not possible here and it makes me nuts.
    I didn't even pay attention to it ever, it is just how i play, now that i cant do it ....well i notice it and it sux! lol

    There is even a KIT with 4 grenades, if you use that the gun can in theory be constantly on cooldown...


    *swaps back to Antiproton Pulswave*
    *gives Adapted Maco set to BOff*
    *keeps visuals*
    *wont spend any dilithium on the other 5 Tac chars for this set*
    *hmpf*

    Who would think that limiting the fire so that you cant mega buff then fire then throw a shield bypassing grenade at your target was a good idea huh?.. :p

    And grenade satchel kit, is a dud kit regardless of the gun :D
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  • gypsybladegypsyblade Member Posts: 730 Arc User
    edited January 2013
    KDF has been dealing with this issue for over a year now.... I've mentioned it before... as others have..

    If they fix it now just because its a Fed problem.... >_>

    Then again... hangar pets AI wasn't improved until feds got Carriers... just sayin
  • starmanjstarmanj Member Posts: 719 Arc User
    edited January 2013
    zerobang wrote: »
    I had my first KHG Set on a KDF Engineer so i never noticed this behavior before,

    today i got my Adapted Maco Pulswave Shotgun with Grenade launcher on one of my Fed Tactical Chars and i had to notice that the secondary attack from the Gun puts my Photon and Smoke Grenades from the Kit into global cooldown (roughly 5 seconds) !?

    Who the hell thought THAT would be a good idea?


    Also vice versa when you throw a Photon Grenade first the secondary attack of the gun will go into global cooldown... obviously.


    I dont know about you but i usually open my attack with a grenade and then follow up with the secondary of the rifle, not possible here and it makes me nuts.
    I didn't even pay attention to it ever, it is just how i play, now that i cant do it ....well i notice it and it sux! lol

    There is even a KIT with 4 grenades, if you use that the gun can in theory be constantly on cooldown...


    *swaps back to Antiproton Pulswave*
    *gives Adapted Maco set to BOff*
    *keeps visuals*
    *wont spend any dilithium on the other 5 Tac chars for this set*
    *hmpf*

    I Got the same with my FED Character also have the kit with 4 Grenades and yes the kit goes on Cool down when I use the lancher. I do notice it is a different time set. so you about fire one after a few sec after the other.
    But as in real life you can Toss a Gernade and fire a Grenade Lancher at the same time so why not in this game. So Developers please look into this.
  • zahinderzahinder Member Posts: 2,382 Arc User
    edited January 2013
    The advantage of Feds getting KDF stuff is that stuff might actually get fixed.


    So there's that.
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  • starmanjstarmanj Member Posts: 719 Arc User
    edited January 2013
    zahinder wrote: »
    The advantage of Feds getting KDF stuff is that stuff might actually get fixed.


    So there's that.

    I thought MACO and OMGA EQUIPS are for both FED and KDF?
  • gypsybladegypsyblade Member Posts: 730 Arc User
    edited January 2013
    zahinder wrote: »
    The advantage of Feds getting KDF stuff is that stuff might actually get fixed.


    So there's that.

    Yep
    starmanj wrote: »
    I thought MACO and OMGA EQUIPS are for both FED and KDF?

    Omega was always Fed and KDF

    KHG (Standard) AKHG (Maco Items/Bonuses) Are KDF Gear

    Maco (Standard) AMaco (KHG Items/Bonuses) Are Fed Gear
  • marc8219marc8219 Member Posts: 0 Arc User
    edited January 2013
    Yes it does, but the HG grenade is also better then the plasma grenade since it has more damage happening instantly rather then over time. I use the Operative kit with this weapon since I don't need the plasma grenade with it. Ambush with the HG grenade then lunge has been working as good if not better then ambushing with a plasma grenade then a regular shot.
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  • jamesburtchelljamesburtchell Member Posts: 94 Arc User
    edited January 2013
    dma1986 wrote: »
    Oh goody, yet another complaint from Feddies that aren't happy with an item they've stolen from the KDF.

    Considering how pampered the Feds are, I suppose we can expect a fix for the Adapted set in the next week or two, while the original KDF version will remain as it is now :rolleyes:

    sorry but i agree with that :)
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  • misterde3misterde3 Member Posts: 4,195 Arc User
    edited January 2013
    zahinder wrote: »
    The advantage of Feds getting KDF stuff is that stuff might actually get fixed.


    So there's that.

    Maybe, if they actually consider it a bug.
    But iht might also turn out they'll only fix it on the Fed version and leave the KDf version "as intended".;)
  • tc10btc10b Member Posts: 1,549 Arc User
    edited January 2013
    As a sci/engie. I just find it kinda neat I can throw grenades like a tac with this rifle. So I don't care if it puts grenades on cooldown. :-D

    That being said the standard pulsewave alternate shot is much more useful in more situations, so why did they replace it with a grenade launcher anyway?
  • pokersmith1pokersmith1 Member Posts: 2 Arc User
    edited January 2013
    KHG rifle has ALWAYS been this way. Instead of finding the truth, you wanted the game mechanics to comply with your 'idea' of how things should work and came to the forum to cry about it? :D
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  • mimey2mimey2 Member Posts: 0 Arc User
    edited January 2013
    I had a feeling this would pop up eventually. I'm surprised it took as long as it did.
    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.
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  • indysharkindyshark Member Posts: 1,556 Arc User
    edited January 2013
    I recently acquired the KHG set. While I like the pulsewave rifle, when you use the grenade launcher, you have to wait for a cooldown to use photon or plasma grenades. I wish this wasn't true. With my antiproton blast assault rifle, I can throw a grenade and still fire a blast assault. I would love the pulsewave to have a different cool down.

    What do you guys think?
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