test content
What is the Arc Client?
Install Arc
Options

Ground PvPers Help!

drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
edited December 2013 in PvP Gameplay
Hi All,

I am struggling to get my head around ground pvp for my Territory Control project to make if enticing for players?

To be honest I do not give ground PvP enough of a go, to really know what's good, bad and ugly at the moment, so would appreciate some help.

What are the major things to prevent?

Are there any agreed upon items that are just considered cheese?

What three items would make for good upgrades to Planetary Defense, without completely OP'ing the users?

Are there any ideas you would like to share?

BETA SCHEMA

Common Rules

- 5-man team: No more than two members on a team of the same class, and all classes much be represented.

- 3-man team: All classes must be represented

Item Restrictions:


- Synchronic Proton Distortion Rifle - 1 per team.
- Stasis Pistol - 1 per team
- 1 per team Engineers with Fabrication kit. (Engineering Kit - Fabrication Specialist)
- 1 per team scientist with Science Kit - Physicist
- 1 per team - Tactical with Tactical Kit - Operative
- No Elachi Crescent Pistol
- No Camping
- Omega Force Antiproton Autocarbine and the Federation Type III Phaser Rifle need to be limited to 3 total per (5) team, and 1 total per (3) team.
- 1 per team - Compressed Cryo Launcher
- 1 per team Engineers with Fabrication kit. (Engineering Kit - Fabrication Specialist, or Romulan Engineering Kit - Fabrication Specialist)
- 1 per team Scientist with Science Kit - Bioresearch


Once +1 Allocation Points have been assigned to the Planetary Defense Defense TRating, the following planetary facilities can be constructed, granting:

:: Training Ground ::

- allows the use of 1x limited doff selections per class
- + 1 team member can use any item.
- If present, Ground Combat: Assimilated Cruiser

:: Military Academy ::

- allows the use of 2x limited doff selections per class
= + 2 team member can use any item.
- If present, Ground Combat: Deserted Facility, Ghost Ship

:: War College ::

- allows the use of 3x limited doff selections per class
- + 2 team member can use any item.
- If present, Ground Combat: Shanty Town
Post edited by Unknown User on

Comments

  • Options
    skurfskurf Member Posts: 1,071 Arc User
    edited December 2013
    Hi All,

    I am struggling to get my head around ground pvp for my Territory Control project to make if enticing for players?

    To be honest I do not give ground PvP enough of a go, to really know what's good, bad and ugly at the moment, so would appreciate some help.

    What are the major things to prevent?

    Are there any agreed upon items that are just considered cheese?

    What three items would make for good upgrades to Planetary Defense, without completely OP'ing the users?

    Are there any ideas you would like to share?

    Please help!

    I would forget ground. I don't play it. I don't like it. It sucks compared to space combat. Basically, for your league, any time there is ground, our team will just be substituting for me. I have no desire what-so-ever to play ground competitively and refuse to do so.
  • Options
    thay8472thay8472 Member Posts: 6,101 Arc User
    edited December 2013
    Run a few pvps with FS, FES, Hammer, 1st Germany to get some first hand experience.
    2gdi5w4mrudm.png
    Typhoon Class please!
  • Options
    azurianstarazurianstar Member Posts: 6,985 Arc User
    edited December 2013
    What are the major things to prevent?

    No Camping or make it so difficult to camp that it's not worthwhile.

    Don't do like Cryptic and turn Territory Control and turn it into another Cap and Hold.
    Are there any ideas you would like to share?

    Arrange the map so terrain actually factors into strategy, like in the real world. Do you cross a bridge and speed your assault, but leave you exposed? Or do you sneak through a tunnel and take longer, but not be so easily detected?

    Control points have cover that players can use to defend the points than being out in the open like snerds.

    Some control points have bonuses, but need adjacent territory to be a threat. Like you need a gun at X, but you can't use it because of no power, which is at Y.

    Add buildings with Interiors. Perhaps some have tricks like traps.



    I know most of this stuff isn't possible with STO, but if the Dev Team likes it, perhaps it might happen.
  • Options
    guriphuguriphu Member Posts: 494 Arc User
    edited December 2013
    If you want to entice this particular player, just ban every piece of equipment that you cannot buy at the vendor across from the tailor at ESD. No DOffs, no CStore, no Lobi store, no Rep store, no phat lewt. Pay-to-win powers aren't separable from the character that has them without considerable expense, but 90% of what's wrong with ground PvP is thoughtlessly-introduced gear. Maybe you could ban Rep-store Active abilities, too. Passives pretty much have to stay, though, since they can't be disabled without a respec.

    For upgrades that will be potent but not overpowered, allow the use of purple mk10 kits.

    Probably not going to happen, but if it did I'd come back to STO for it.
  • Options
    nulonunulonu Member Posts: 507 Arc User
    edited December 2013
    - cryo pulse wave does reduced damage versus players. It's not a big deal anymore.

    - I was told a couple months ago now that a stack limit would be introduced on the biochemist damage resistance reducing doff but that so far hasn't happened. It's very borked at the moment as similar to the security officer doff that applies a dot and stacks forever from plasma grenades, the biochemist doff does the same thing with every tick of exothermic induction field dot. The strange thing is when you step out of the fire those extra debuff ticks from the dot might instantly clear, or they might not. It's totally inconsistent and completely borked.

    - Might consider limiting fabrication engineers. The devs have confirmed engineer pet spawning doesn't work as intended in that an engineer can spawn a mortar, be killed, and spawn another mortar and have both be active in the map. This can create a ton of spam and make for a pretty unenjoyable game when there are a lot of engineers present and this needs to be addressed ASAP really with mortar/mine kit coming.

    - cryo immobilizer still ignores resist and hold breakers but I don't think it's reasonable to tell people to spend zen to respec it to participate.

    - physicist science with cool down doffs is having a wild performance swing because of the biochemist doff. Without it, the strength of this kit greatly reduced.

    There's one or two other things I would consider major that I reported but nothing I want to put here. Ground pvp is actually in a really good spot compared to a few months ago. The devs and particularly adjudicatorhawk have really been working hard getting fixes in and there are still more coming.

    I'll take another look at your stuff dark. I'm not the most knowledgable but I might be able to help. I skimmed through it but it was hard to picture since we'll be on the same 4 year old maps! If we only we could make maps for pvp in the foundry.
  • Options
    drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited December 2013
    No Camping or make it so difficult to camp that it's not worthwhile.

    Don't do like Cryptic and turn Territory Control and turn it into another Cap and Hold.



    Arrange the map so terrain actually factors into strategy, like in the real world. Do you cross a bridge and speed your assault, but leave you exposed? Or do you sneak through a tunnel and take longer, but not be so easily detected?

    Control points have cover that players can use to defend the points than being out in the open like snerds.

    Some control points have bonuses, but need adjacent territory to be a threat. Like you need a gun at X, but you can't use it because of no power, which is at Y.

    Add buildings with Interiors. Perhaps some have tricks like traps.



    I know most of this stuff isn't possible with STO, but if the Dev Team likes it, perhaps it might happen.

    Sorry matey, I think I need to first explain.

    I'm not creating new maps or anything like that!

    I'm just a fellow community member thats creating a "form" or territory control with STO, to be played as a PvP-based project.

    Perhaps, and I am hoping - Cryptic are paying some attention.
  • Options
    drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited December 2013
    deokkent wrote: »
    Lol I'm curious to find out what your thoughts are on improving ground play. You might notice a similarity to what puglets (no offense intended, humor me) have been saying about space, maybe :P? Maybe, just maybe. Anyways, just because you don't like it, it doesn't mean others should, you know?


    So to answer OP, here are my recommendations (I should warn that I'm a ground n00b but here goes):

    -ban biochemist doffs (resistance reduction variant)
    -no more than one scientist captain with a2b physicist kit
    -ban cryo gun (not sure if it's been fixed yet)
    -ban black poo of death (dampening field)

    There are possibly other things to ban but I can only think of the above.

    Done! I have seen countless thread on these :)
  • Options
    nulonunulonu Member Posts: 507 Arc User
    edited December 2013
    guriphu wrote: »
    If you want to entice this particular player, just ban every piece of equipment that you cannot buy at the vendor across from the tailor at ESD. No DOffs, no CStore, no Lobi store, no Rep store, no phat lewt. Pay-to-win powers aren't separable from the character that has them without considerable expense, but 90% of what's wrong with ground PvP is thoughtlessly-introduced gear. Maybe you could ban Rep-store Active abilities, too. Passives pretty much have to stay, though, since they can't be disabled without a respec.

    For upgrades that will be potent but not overpowered, allow the use of purple mk10 kits.

    Probably not going to happen, but if it did I'd come back to STO for it.

    I second this. Is it realistic? Idk.
  • Options
    drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited December 2013
    guriphu wrote: »
    If you want to entice this particular player, just ban every piece of equipment that you cannot buy at the vendor across from the tailor at ESD. No DOffs, no CStore, no Lobi store, no Rep store, no phat lewt. Pay-to-win powers aren't separable from the character that has them without considerable expense, but 90% of what's wrong with ground PvP is thoughtlessly-introduced gear. Maybe you could ban Rep-store Active abilities, too. Passives pretty much have to stay, though, since they can't be disabled without a respec.

    For upgrades that will be potent but not overpowered, allow the use of purple mk10 kits.

    Probably not going to happen, but if it did I'd come back to STO for it.

    Till ground gets some attention I think that I am going to go along the lines of this.

    I will see what I can come-up with for ground. :)

    Perhaps like the Starbase idea which increases the range at which fleet ships can operate, I can think of some ways to introduce a limited scale of the power creep.

    I'm thinking:

    Training Ground - allows the use of 1x limited doff selections per class + 1 team member can use any item. Ground Combat: Assimilated Cruiser

    Military Academy - allows the use of 2x limited doff selections per class + 2 team member can use any item. Ground Combat: Deserted Facility, Ghost Ship

    War College - allows the use of 3x limited doff selections per class + 2 team member can use any item. Ground Combat: Shanty Town
  • Options
    suuperduudesuuperduude Member Posts: 367 Arc User
    edited December 2013
    skurf wrote: »
    I would forget ground. I don't play it. I don't like it. It sucks compared to space combat. Basically, for your league, any time there is ground, our team will just be substituting for me. I have no desire what-so-ever to play ground competitively and refuse to do so.

    I would forget space. I don't play it. I don't like it. It sucks compared to ground combat. Basically, for your league, any time there is space, our team would be substituting for me. I have no desire what-so-ever to play space space competitively and refuse to do so.

    [/sarcasm off]


    The world is bigger than you, skurf. Some of us enjoy ground.
    --
    Lion Heart of Hammer Squadron
  • Options
    suuperduudesuuperduude Member Posts: 367 Arc User
    edited December 2013
    deokkent wrote: »


    So to answer OP, here are my recommendations (I should warn that I'm a ground n00b but here goes):

    -ban biochemist doffs (resistance reduction variant)

    At the very least, limit to one per team.
    deokkent wrote: »
    -no more than one scientist captain with a2b physicist kit

    I can dig that

    deokkent wrote: »
    -ban cryo gun (not sure if it's been fixed yet)
    Fixed, many patches ago.
    deokkent wrote: »
    -ban black poo of death (dampening field)

    It's a trait now. Not paying zen to respec out of it.
    deokkent wrote: »
    There are possibly other things to ban but I can only think of the above.

    The embassy DoT duff needs to be limited to one tac per team.
    Omega gun, while toned down, needs to be limited I think too.
    My personal feeling is operative kit should be limited as well, but other players mileage may vary.

    Talk with Tira Omega. I give her a hard time, but her concerns are mostly justified.
    --
    Lion Heart of Hammer Squadron
  • Options
    majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2013
    nulonu wrote: »


    - Might consider limiting fabrication engineers. The devs have confirmed engineer pet spawning doesn't work as intended in that an engineer can spawn a mortar, be killed, and spawn another mortar and have both be active in the map. This can create a ton of spam and make for a pretty unenjoyable game when there are a lot of engineers present and this needs to be addressed ASAP really with mortar/mine kit coming.

    I've never really considered this one to be a real problem in Ground PvP. It requires the engineer to die in order to spawn the extra mortars, there is already a tradeoff right there. If the mortars don't pay off within the next two minutes, they will despawn and the gamble will have failed. Also, it's not hard to have a cloaker sneak back to oneshot the tightly packed mortars before falling quickly back under cloak.
    It's a trait now. Not paying zen to respec out of it.
    Well, there is also the 20,000 dilithium tokens in the dilithium store. Pricey, but it is an option if you've used up the free respec tokens from the lockbox traits. The only real problem with the black ball trait is how much it hides the battlefield for those within and outside of the field. I don't think anyone would have had a problem if the effects were similar to the smoke grenade.
    The embassy DoT duff needs to be limited to one tac per team.
    Omega gun, while toned down, needs to be limited I think too.
    My personal feeling is operative kit should be limited as well, but other players mileage may vary. Talk with Tira Omega. I give her a hard time, but her concerns are mostly justified.

    I'm pretty sure you are talking about the security officer with the DoT on ambush, that falls from the C-store Romulus Survivor Duty Officer pack. Also, the duty officer itself is fine so long as the player doesn't use it to buff plasma grenades. A 1 per team limit would be nice however.

    I concur, the Omega Force Antiproton Autocarbine and the Federation Type III Phaser Rifle need to be limited to 3 total per team. Both weapons have decent strength target disables, but they can be a pain when one team chains the disables. It can be countered by having everyone run two piece Adapted MACO to clear both procs, but that severely limits build variance. I'd also place a flat all out ban on Cryo Immobilizer Module, 20,000 Dilithium to respec for a longterm tournament is not at all an unreasonable request. That's less than three character's worth of refinement, which may be obtained via 45 minutes in the Battlezone while running with a full PvP team.

    Operative can be limited in another way, no more than two captains of a specific class per team. That removes a number of potential imbalances associated with having too many of one specific class. In a 5v5, you either want 1 operative or 5 operatives. A team with two operatives puts the visible team into a 3v5 fight, which a significant disadvantage. The problem will resolve itself.

    Now, on the topic of Lobi items. Stasis Pistol should be ideally limited to one per team, else the match risks turning into a stasis fest. A flat out ban to the Elachi Noob Pistol would also be helpful. Even with the fire while cloaked bug fixed, you still have people abusing the fact that there is nowhere to go in certain narrow hallways. Running 35 meters in 4 seconds just isn't feasible either.

    Tier V Defiance also needs to be off the table for now. Until Cryptic fixes the bug with Defiance receiving cooldown reduction from Tactical Initiative, the ability is too powerful.

    Other than that, I can't think of anything at the moment. If I do, I shall post it here.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • Options
    skurfskurf Member Posts: 1,071 Arc User
    edited December 2013
    I would forget space. I don't play it. I don't like it. It sucks compared to ground combat. Basically, for your league, any time there is space, our team would be substituting for me. I have no desire what-so-ever to play space space competitively and refuse to do so.

    [/sarcasm off]


    The world is bigger than you, skurf. Some of us enjoy ground.

    I wasn't speaking for anyone but myself.
  • Options
    mrkollinsmrkollins Member Posts: 0 Arc User
    edited December 2013
    I've never really considered this one to be a real problem in Ground PvP. It requires the engineer to die in order to spawn the extra mortars, there is already a tradeoff right there. If the mortars don't pay off within the next two minutes, they will despawn and the gamble will have failed. Also, it's not hard to have a cloaker sneak back to oneshot the tightly packed mortars before falling quickly back under cloak.


    Well, there is also the 20,000 dilithium tokens in the dilithium store. Pricey, but it is an option if you've used up the free respec tokens from the lockbox traits. The only real problem with the black ball trait is how much it hides the battlefield for those within and outside of the field. I don't think anyone would have had a problem if the effects were similar to the smoke grenade.



    I'm pretty sure you are talking about the security officer with the DoT on ambush, that falls from the C-store Romulus Survivor Duty Officer pack. Also, the duty officer itself is fine so long as the player doesn't use it to buff plasma grenades. A 1 per team limit would be nice however.

    I concur, the Omega Force Antiproton Autocarbine and the Federation Type III Phaser Rifle need to be limited to 3 total per team. Both weapons have decent strength target disables, but they can be a pain when one team chains the disables. It can be countered by having everyone run two piece Adapted MACO to clear both procs, but that severely limits build variance. I'd also place a flat all out ban on Cryo Immobilizer Module, 20,000 Dilithium to respec for a longterm tournament is not at all an unreasonable request. That's less than three character's worth of refinement, which may be obtained via 45 minutes in the Battlezone while running with a full PvP team.

    Operative can be limited in another way, no more than two captains of a specific class per team. That removes a number of potential imbalances associated with having too many of one specific class. In a 5v5, you either want 1 operative or 5 operatives. A team with two operatives puts the visible team into a 3v5 fight, which a significant disadvantage. The problem will resolve itself.

    Now, on the topic of Lobi items. Stasis Pistol should be ideally limited to one per team, else the match risks turning into a stasis fest. A flat out ban to the Elachi Noob Pistol would also be helpful. Even with the fire while cloaked bug fixed, you still have people abusing the fact that there is nowhere to go in certain narrow hallways. Running 35 meters in 4 seconds just isn't feasible either.

    Tier V Defiance also needs to be off the table for now. Until Cryptic fixes the bug with Defiance receiving cooldown reduction from Tactical Initiative, the ability is too powerful.

    Other than that, I can't think of anything at the moment. If I do, I shall post it here.

    Agreed.

    Stasis Pistol could be something to unlock, but still needs to be limited. Also allow the elachi thing, again something to unlock and limit, but only in Shanty. We can go the same way with the Synchronic Proton Distortion Rifle aka the Ghostbuster gun, it can be useful to deal with bunkers and pets spam, but if it's abused it can be a problem.
    Division Hispana
    www.divisionhispana.com
  • Options
    majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2013
    skurf wrote: »
    I wasn't speaking for anyone but myself.

    Well, if you ever want to learn Ground combat, you know where to find us. It's actually not that different compared to Space, though it can be a lot more enjoyable. You need to have much quicker thinking and you can't just tap spacebar over and over to attack and heal in order to do well on ground.
    mrkollins wrote: »
    Agreed.

    Stasis Pistol could be something to unlock, but still needs to be limited. Also allow the elachi thing, again something to unlock and limit, but only in Shanty. We can go the same way with the Synchronic Proton Distortion Rifle aka the Ghostbuster gun, it can be useful to deal with bunkers and pets spam, but if it's abused it can be a problem.

    The Synchronic Proton Distortion Rifle hasn't been a problem since Season 8. I've tried many different ways, the Dyson set severely cripples the Ghostbuster's effectiveness. It's still a decent weapon, but it's never going to chain oneshot a group of good players ever again. Not without significant planning from the team as a whole.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • Options
    drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited December 2013
    In case you all unawares but STO Frontlines is back up.

    I hope we can get a consolidate list together?
  • Options
    nulonunulonu Member Posts: 507 Arc User
    edited December 2013
    Engineer spam is less a problem and more just not fun to deal with. Think of it more as say a team of scis in space spamming photonics fleet together. That's not fun either and when every time you take a step you get 15-20 blue circles on you it grinds the match to halt and makes for an unenjoyable experience. It's bugged. Is it game breaking? No. Is it fun to play in games where that happens? Also no, which is why I suggest limiting it to some degree.
  • Options
    drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited December 2013
    If you click on the faction tab you will see I created a list of playable ships for each faction.

    I would like to do something similar for ground but really need to guidance.

    I've also updated the original thread.
  • Options
    guriphuguriphu Member Posts: 494 Arc User
    edited December 2013
    nulonu wrote: »
    Engineer spam is less a problem and more just not fun to deal with. Think of it more as say a team of scis in space spamming photonics fleet together. That's not fun either and when every time you take a step you get 15-20 blue circles on you it grinds the match to halt and makes for an unenjoyable experience. It's bugged. Is it game breaking? No. Is it fun to play in games where that happens? Also no, which is why I suggest limiting it to some degree.

    If there aren't any doffs, there won't be multiproc quantum mortars.
Sign In or Register to comment.