It is so frustrating that space combat can be trivial and ground combat can be face-to-brick-wall hard on the same difficulty setting. Either every single ground combat mission needs to be re-tuned in line with space difficulty or space and ground difficulty need to be separated. 'Cause this just destroys the fun of the game.
Is there a particular instance or level you're talking about? I would find this argument more solid if you provide a specific mechanic or specific part of a mission that you have a complaint against. Generalizing the entire ground combat doesn't help very much.
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The one that pissed me off enough to post was "Facility B-301 patrol", a exploration mission in Afehirr. But in my recent experience as I slowly level off of one-shot missions, ground combat has always been at least a step harder than space.
Interesting. An exploration mission in the Afehirr. I've never known an exploration mission I couldn't complete unless it was bugged. Well, I guess I talk from 6 characters worth of experience though.
Well, in any case, check to make sure your difficulty is set to something you can handle (Elite, Advanced, Normal). When I made my second character as a Klink, my first space mission was near impossible - I was getting shot up left and right. It turned out that the difficulty slider saves from your other characters, which meant that I was doing the mission on Elite with complete beginners gear at that time. But of course, this was back in Season 5, so I don't know if they've changed it since then.
It would also help to know what level you are and whether your characters are equipped with up to date gear. If you're fighting at level 30 with mark 1 gear for example, you're bound to be at a disadvantage.
Also, if you have ever played in advanced or elite, and have been incapacitated during that time, you're likely to have a few injuries. The major and critical ones hamper your character's durability and damage potential quite a bit, not to mention that they can also stack.
I think the last important thing is what career in particular you're playing and more specifically, what kit you're using and know what it's capable of. Ex. I play an engineer with a fabrication specialist kit - I let my pets soak up damage while I go around flanking all the enemies. As an engineer, I can also momentarily tank with my abilities and deploy a cover shield when things go south. There's a lot of value to strategical thinking.
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All hands! Prepare the popcorn and tinfoil hats!
I'm fed tac in mid 20s, mostly geared with mk5 whites. I'm on a tablet now, so I dunno which kit, but the stun grenade on it seem entirely ineffectual. I've been playing on Advanced, where I'm finding space combat still too easy. Strategy-wise I've just been chucking the grenade, activating my buffs/debuffs and shooting stuff while hanging around my engi boff's field generators. After numerous wipes I had picked up a couple of minor injuries, but I didn't go in with any.
I suppose part of the problem is because I've just been doing one-shots and pug stuff I haven't seen much ground combat. But still, focusing everything I had on the enemy captain barely scratched his shields and my boffs were completely overwhelmed by his hangers on.
The most annoying thing about playing Ground on Elite is the tendency of boffs to suicide. This, of course, causes them to rack up damage that you have no effective means of fixing while out in the field, since the sickbay on your ship is completely useless.
what you need is proper support by your away team...
as a tac you may need 1-2 healers in your grp.
medical tricorder, vascular regeneration should be atleast on one of your boffs.
engi boffs too can have shield heals
make use of "crouch" (+50% dodge)
make use of "aim"
I find that the field generators are somewhat ineffective as an engineer. Sure, they provide some damage resistance, but having a Cover Shield is much better in my opinion - it basically acts as a portable wall. Since you're playing tactical, the walls are invaluable, as you can peek out, throw out whatever damage you can and get back into cover when you're done.
You mentioned stun grenade, so I'll assume you have something like a grenade satchel. Indeed, certain NPCs are immune to the stun grenade. As a tactical captain, you may as well aim for the damage and throw out photon grenades and hope for a knockdown. As for me, I love pulsewaves since they do a lot of damage in one burst. The secondary shot can also act as a cone AOE knockdown as well.
Still, through all this, playing smart is the best way to go. Know how much damage you can put out at once and if things fail, look for cover as you plan your next attack.
__________________________________________________
All hands! Prepare the popcorn and tinfoil hats!
The one that pissed me off enough to post was "Facility B-301 patrol", a exploration mission in Afehirr. But in my recent experience as I slowly level off of one-shot missions, ground combat has always been at least a step harder than space.
The random exploration ground mission random MOBs are just plain broken (and have been since the Difficulty Slider was added) - Cryptic is well aware of it, but I guess doesn't see a good ROI for fixing it because the way that old random exploration system works, thy have to manually fix each map that has one of these sets of MOBs.
I rarely ever do exploration missions anymore, but when I do, I skip any ground ones with the random (IE non KDF, RSE, MOBs.) Sucks, but again, because of the way their 'exploration system' was generated - I doubt they'll ever fix the issue.
Formerly known as Armsman from June 2008 to June 20, 2012
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
I'm fed tac in mid 20s, mostly geared with mk5 whites. I'm on a tablet now, so I dunno which kit, but the stun grenade on it seem entirely ineffectual. I've been playing on Advanced, where I'm finding space combat still too easy. Strategy-wise I've just been chucking the grenade, activating my buffs/debuffs and shooting stuff while hanging around my engi boff's field generators. After numerous wipes I had picked up a couple of minor injuries, but I didn't go in with any.
I suppose part of the problem is because I've just been doing one-shots and pug stuff I haven't seen much ground combat. But still, focusing everything I had on the enemy captain barely scratched his shields and my boffs were completely overwhelmed by his hangers on.
Get a new kit. The ones from the regular kit dealers will be fine. I use the Fire Team kit generally. Lead off with a plasma grenade/ambush combo. Plasma grenade + Ambush = 1/2 of enemy group is dead/near death in 1-3 seconds.
Use Expose/Exploit mechanics. Carry one expose and one exploit weapon (I usually equip a minigun and a split beam). Use them appropriately. Vaporizing 2-3 enemies while they're exposed always makes me smile.
Give your Boffs weapons that match their Traits (so if they get a bonus to Exploit damage, give them an Exploit weapon). You'll want your medic to have Creative (superior, if you can swing it). +20% healing doesn't suck.
I've had much success as a tac running with 1 tac, 1 sci medic and 2 engineers (shield recharge, weapon malf). Dual pistols and split beams are good general purpose weapons to give them. Also, buy your boffs consumables (hypos, shield charges) and get them tribbles. As gthaatar mentioned, get your boffs decent gear, as well. It pays off in lowered frustration (nothing fancy. Tier appropriate commons are fine).
Generally, try to kill the weak enemies first. They die fast and it's less bad guys shooting at you. Ground shields are paper thin regardless so less incoming fire is always good.
Star Trek: Online - Now with 100% more dinosaurs!!
Ahh. Another innocent noticing the awful holes of tetris-style dev development. One flashlight on a cold forgotten stage we call ground. It'd be cute if it weren't so annoying. Who knows maybe this terribly awful dinos with laser faces map geko conceived provides us with some more makeup to work with for the remainder of ground. Then again, maybe it won't.
The boss being a gigantic Winter Epohh Researcher. As you lay waste to the Epohh Horde, she can occasionally cry out things like, "Didn't you want an Epohh friend?"
I go around with mk xii SH sword, SH enviro suit, mk xii maco snipe assault and mk xii SH shield, and then i fly around with my sword bashing borg and kdf...
The boss being a gigantic Winter Epohh Researcher. As you lay waste to the Epohh Horde, she can occasionally cry out things like, "Didn't you want an Epohh friend?"
Comments
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I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
Well, in any case, check to make sure your difficulty is set to something you can handle (Elite, Advanced, Normal). When I made my second character as a Klink, my first space mission was near impossible - I was getting shot up left and right. It turned out that the difficulty slider saves from your other characters, which meant that I was doing the mission on Elite with complete beginners gear at that time. But of course, this was back in Season 5, so I don't know if they've changed it since then.
It would also help to know what level you are and whether your characters are equipped with up to date gear. If you're fighting at level 30 with mark 1 gear for example, you're bound to be at a disadvantage.
Also, if you have ever played in advanced or elite, and have been incapacitated during that time, you're likely to have a few injuries. The major and critical ones hamper your character's durability and damage potential quite a bit, not to mention that they can also stack.
I think the last important thing is what career in particular you're playing and more specifically, what kit you're using and know what it's capable of. Ex. I play an engineer with a fabrication specialist kit - I let my pets soak up damage while I go around flanking all the enemies. As an engineer, I can also momentarily tank with my abilities and deploy a cover shield when things go south. There's a lot of value to strategical thinking.
All hands! Prepare the popcorn and tinfoil hats!
I suppose part of the problem is because I've just been doing one-shots and pug stuff I haven't seen much ground combat. But still, focusing everything I had on the enemy captain barely scratched his shields and my boffs were completely overwhelmed by his hangers on.
as a tac you may need 1-2 healers in your grp.
medical tricorder, vascular regeneration should be atleast on one of your boffs.
engi boffs too can have shield heals
make use of "crouch" (+50% dodge)
make use of "aim"
use your own abilities and healpots frequently.
You mentioned stun grenade, so I'll assume you have something like a grenade satchel. Indeed, certain NPCs are immune to the stun grenade. As a tactical captain, you may as well aim for the damage and throw out photon grenades and hope for a knockdown. As for me, I love pulsewaves since they do a lot of damage in one burst. The secondary shot can also act as a cone AOE knockdown as well.
Still, through all this, playing smart is the best way to go. Know how much damage you can put out at once and if things fail, look for cover as you plan your next attack.
All hands! Prepare the popcorn and tinfoil hats!
The random exploration ground mission random MOBs are just plain broken (and have been since the Difficulty Slider was added) - Cryptic is well aware of it, but I guess doesn't see a good ROI for fixing it because the way that old random exploration system works, thy have to manually fix each map that has one of these sets of MOBs.
I rarely ever do exploration missions anymore, but when I do, I skip any ground ones with the random (IE non KDF, RSE, MOBs.) Sucks, but again, because of the way their 'exploration system' was generated - I doubt they'll ever fix the issue.
PWE ARC Drone says: "Your STO forum community as you have known it is ended...Display names are irrelevant...Any further sense of community is irrelevant...Resistance is futile...You will be assimilated..."
Most players boffs still have standard issue gear.
Get a new kit. The ones from the regular kit dealers will be fine. I use the Fire Team kit generally. Lead off with a plasma grenade/ambush combo. Plasma grenade + Ambush = 1/2 of enemy group is dead/near death in 1-3 seconds.
Use Expose/Exploit mechanics. Carry one expose and one exploit weapon (I usually equip a minigun and a split beam). Use them appropriately. Vaporizing 2-3 enemies while they're exposed always makes me smile.
Give your Boffs weapons that match their Traits (so if they get a bonus to Exploit damage, give them an Exploit weapon). You'll want your medic to have Creative (superior, if you can swing it). +20% healing doesn't suck.
I've had much success as a tac running with 1 tac, 1 sci medic and 2 engineers (shield recharge, weapon malf). Dual pistols and split beams are good general purpose weapons to give them. Also, buy your boffs consumables (hypos, shield charges) and get them tribbles. As gthaatar mentioned, get your boffs decent gear, as well. It pays off in lowered frustration (nothing fancy. Tier appropriate commons are fine).
Generally, try to kill the weak enemies first. They die fast and it's less bad guys shooting at you. Ground shields are paper thin regardless so less incoming fire is always good.
We complete agreed... to where I snipped above...
I'd much rather the Space be made more difficult.
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