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*
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.
The universe has a wonderful sense of humor. The trick is learning how to take a joke.
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.
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.
[SIGPIC]Handle: @kirian_darkstar
Registered: Oct/2009 , LTS : Feb/2011
Fleets: Warriors of the Phoenix, Kirian Industries[/SIGPIC] Three years and still no Captain Klaa hair...
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!
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.
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:
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!
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.
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.
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.
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?..
And grenade satchel kit, is a dud kit regardless of the gun
[Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
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.
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.
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
The Emperor isn't please with Cryptic apparent lack of progress for the Empire. Lord Vader is on his way
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".;)
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?
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?
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 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.
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DELTA PRICE RISING
The universe has a wonderful sense of humor. The trick is learning how to take a joke.
God, lvl 60 CW. 17k.
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.
Meanwhile I get a space-shotgun with a grenade launcher.
Works for me.
Welcome to why the Grenade satchel is one of the worst kits available in game.
This^ it has always been that way with the Honor Guard Pulsewave.
Registered: Oct/2009 , LTS : Feb/2011
Fleets: Warriors of the Phoenix, Kirian Industries[/SIGPIC]
Three years and still no Captain Klaa hair...
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!
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.
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!
God, lvl 60 CW. 17k.
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.
+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.
Awoken Dead
Now shaddup about the queues, it's a BUG
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?..
And grenade satchel kit, is a dud kit regardless of the gun
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
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.
So there's that.
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I thought MACO and OMGA EQUIPS are for both FED and KDF?
Yep
Omega was always Fed and KDF
KHG (Standard) AKHG (Maco Items/Bonuses) Are KDF Gear
Maco (Standard) AMaco (KHG Items/Bonuses) Are Fed Gear
sorry but i agree with 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".;)
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?
Elite Defense Stovokor
What do you guys think?