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Ground PvP Concerns Directory 4.0

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  • tk79tk79 Member Posts: 1,020 Arc User
    edited November 2014
    Biotech Siphon works with the new shotgun. This is probably not intended.

    As seen here: http://sto-forum.perfectworld.com/showthread.php?t=1298221
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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited November 2014
    tk79 wrote: »
    Biotech Siphon works with the new shotgun. This is probably not intended.

    As seen here: http://sto-forum.perfectworld.com/showthread.php?t=1298221

    The Zefram Cochrane Shotgun and the new Elachi kit module have both been added to the directory.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • heckgoblinheckgoblin Member Posts: 685
    edited November 2014
    tk79 wrote: »
    Biotech Siphon works with the new shotgun. This is probably not intended.

    As seen here: http://sto-forum.perfectworld.com/showthread.php?t=1298221

    Not intended how? The shotgun does physical damage, the trait heals on outgoing physical damage. Nice little life-saver in a pinch but hardly overpowered.
    I AM WAR.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited November 2014
    heckgoblin wrote: »
    Not intended how? The shotgun does physical damage, the trait heals on outgoing physical damage. Nice little life-saver in a pinch but hardly overpowered.
    the shotgun is probably not supposed to be doing physical damage, since the only other chemically-propelled projectile weapons in the game both deal kinetic damage
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • nulonunulonu Member Posts: 507 Arc User
    edited November 2014
    the shotgun is probably not supposed to be doing physical damage, since the only other chemically-propelled projectile weapons in the game both deal kinetic damage

    Pretty much. Someone probably messed up the dmg type. Wouldn't be the first time.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited November 2014
    nulonu wrote: »
    Pretty much. Someone probably messed up the dmg type. Wouldn't be the first time.

    CrypticFrost has passed the issue on to Borticus and the team. URL="http://sto-forum.perfectworld.com/showthread.php?p=20789731#post20789731"]LINK[/URL
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    edited November 2014
    the shotgun is probably not supposed to be doing physical damage, since the only other chemically-propelled projectile weapons in the game both deal kinetic damage
    Which begs the question - is/should there be a difference between 'physical' and 'kinetic' damage, given that both seem to come from hitting something with a solid object (be that object a fist, rifle butt, blade, or bullet)? I suspect the answer would be something along the lines of making sure that things like the benefit from physical augmentation armor apply to the right 'vectors' of this damage.
  • wiseoakwiseoak Member Posts: 12 Arc User
    edited November 2014
    Interesting that you still discuss this and that over powered traits. I thought the biggest concern regarding ground pvp would be the absolute empty queues now. Do you think that fixing this and that will bring people back into the queues?

    Welan
    [SIGPIC][/SIGPIC]
    "any improvement requires change,
    but a change is not necessarily an improvement"
  • nulonunulonu Member Posts: 507 Arc User
    edited November 2014
    wiseoak wrote: »
    Interesting that you still discuss this and that over powered traits. I thought the biggest concern regarding ground pvp would be the absolute empty queues now. Do you think that fixing this and that will bring people back into the queues?

    Welan

    Nah. It'll take time. Delta grinding *cough* rising has been a major turn off to the game in general for a lot of folks and not just pvp.
  • cerritourugcerritourug Member Posts: 1,376 Arc User
    edited November 2014
    wiseoak wrote: »
    Do you think that fixing this and that will bring people back into the queues?

    Welan

    Thouse "unbalance" problems are one of the facts (many factors) that makes the PVP population (both in ground and space) so low..

    I mean, having fun is really important in a game, and you can not have fun when a hole fleet premade spam the new elachi module on pugs and you spend the hole game with your screen dark with out been able to move with nothing to counter it. Is just not fun..
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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited November 2014
    wiseoak wrote: »
    Interesting that you still discuss this and that over powered traits. I thought the biggest concern regarding ground pvp would be the absolute empty queues now. Do you think that fixing this and that will bring people back into the queues?

    Welan

    It will rebound, we all knew this drought would happen long before Delta Rising launched. The drought happens with every seasonal update as we all arms race our way to the top. Delta Rising requires we grind out 10 new ranks and +35 specialization points (hey, intl modules all). In a month or two we will be all back at it shooting each other to pieces. However, there is no reason we can't get the balance concerns fixed in the meantime.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • tk79tk79 Member Posts: 1,020 Arc User
    edited December 2014
    New Cold-variant kit modules coming with this year's Winter Event.

    Remember: players have little resistance to Cold damage. For that reason, Cold weapons have been changed long ago to do less damage against players.

    My main concern is with the Tactical Cryo grenade. From its description, it will give a debuff to cold damage resistance. Considering players have very low cold resistances (barred science captains), this will act as a multiplier when coupled with another Cold weapon like the Pulsewave or Assault Rifle from Nukara reputation.

    Not a reason for concern yet until the Winter event is Live, but keep an eye out.
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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2014
    tk79 wrote: »
    New Cold-variant kit modules coming with this year's Winter Event.

    Remember: players have little resistance to Cold damage. For that reason, Cold weapons have been changed long ago to do less damage against players.

    My main concern is with the Tactical Cryo grenade. From its description, it will give a debuff to cold damage resistance. Considering players have very low cold resistances (barred science captains), this will act as a multiplier when coupled with another Cold weapon like the Pulsewave or Assault Rifle from Nukara reputation.

    Not a reason for concern yet until the Winter event is Live, but keep an eye out.

    Endothermic Induction Field will probably be just Exothermic that deals cold damage. Flash Freeze Bomb shouldn't be too bad assuming it just adds cold damage to the standard kinetic. The Cryo Grenade probably works just like the version obtained from Defera and used by the Breen. We've had that grenade for quite some time without too much concern.

    Also remember that the Commando specialization adds +20 all damage resistance rating (including cold) and upgrading any reputation system armor to Legendary (gold quality) adds an [HP/ResAll] mod for extra maxHP and ~20 more all damage resistance rating. That's approximately +40 all damage resistance rating before factoring in player buffs. With the kit revamp we do have a huge variety of damage resistance rating buffs for all classes.

    We could safely remove the "damage reduced to players' restriction on the Cryo Full Auto Rifle. I wouldn't want to see the Cryo Pulsewave reduction pulled given the sheer amount of spike damage it could do, but there really is no reason to reduce the Cryo Full Auto anymore. Cryo pulsewave is very much like the 8472 weapon radiation proc; it has the potential to oneshot with just a few minor debuffs on the target. Granted other weapons can one hit kill under limiting conditions, but the Cryo pulse would be able to do it far too easily if that vs. players penalty wasn't present.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • eltatuseltatus Member Posts: 291 Arc User
    edited December 2014
    At this point, really matters? It has been almost two months since DR came out, and in all that time PVP has been dead and yet, we still have no signal from the devs that any of the GPVP issues are ever going to be fixed.
    _________________________________________________

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  • mikiiymikiiy Member Posts: 216 Arc User
    edited December 2014
    eltatus wrote: »
    At this point, really matters? It has been almost two months since DR came out, and in all that time PVP has been dead and yet, we still have no signal from the devs that any of the GPVP issues are ever going to be fixed.

    Ground queues are dead since they added specialization and the grind, no matter how much they look at ground issues people wont bother spending hundreds of hours to grind ground toons up through specialization just for a even more broken ground game with even less queue games then before.

    The ground scene was already barely able to keep going before the grind happened, now after they added that and drove even more people off the game it will require quiet some development effort to bring people back to the game if they really want to revive it.

    I still sort of hope the devs at some point realize how much they hurt their own games population with the course they took since DR, but on the other hand.. if we just look at swg's nge (which in a similar way killed off all their pvp-endgame) those guys there although admitting their mistake never rolled back what they had developed either and the game continuously turned into a ghost town compared to what it once was. In a way i sort of expect to see the same here.
  • etherealplanesetherealplanes Member Posts: 414
    edited December 2014
    mikiiy wrote: »
    Ground queues are dead since they added specialization and the grind, no matter how much they look at ground issues people wont bother spending hundreds of hours to grind ground toons up through specialization just for a even more broken ground game with even less queue games then before.

    The ground scene was already barely able to keep going before the grind happened, now after they added that and drove even more people off the game it will require quiet some development effort to bring people back to the game if they really want to revive it.

    I still sort of hope the devs at some point realize how much they hurt their own games population with the course they took since DR, but on the other hand.. if we just look at swg's nge (which in a similar way killed off all their pvp-endgame) those guys there although admitting their mistake never rolled back what they had developed either and the game continuously turned into a ghost town compared to what it once was. In a way i sort of expect to see the same here.

    Well my sci is fully intelled, commando done, mark 14 geared up and ready to go. Hopefully my tact will be ready in about 1 month and a half. LOL. Honestly at this point with no endgame pvp to look forward too my time here is at an end simply by default. I mean cmon elite pve ground? That's really novice and not fun after the first 50 runs. At least I got a few level 60 matches in with some great results before all this. Thanks 1st knasty :)

    I am so bored I even bought some mk 14 tact space gear, space traits, and a xindi escort for a ground toon just to get rid of some energy credits and to roll borg red alert's faster as I change instances killing all but one ship from each group. It finally dawned on me the other day as to wtf I have actually been doing in this game since delta rising launch. Then I think back to what I was doing at the start of season 2 when I joined this game. That guy who joined this game would be looking at me today and kicking his TRIBBLE for doing too much pve.

    On topic a bit more now. Can anyone who owns some advanced recoil fleet armor or similar armor check the hp and res all mods please? Those two mods on my mk 14 ultra rare advanced recoil armor are not applying at all. It happens with no kit frame on or any other kit frame on armor mod or no armor mod. So please check those armors to see if the hp and res all mods are correctly applying. Thanks
  • soulll78soulll78 Member Posts: 12 Arc User
    edited December 2014
    No problem, every time again :D
  • tk79tk79 Member Posts: 1,020 Arc User
    edited December 2014
    Cryo Grenade gives -100% resistance to Cold. Can't confirm this at the moment, just read from another post.

    Flash Freeze Bomb, from the store tooltip, does ~390 Cold Damage plus ~150 Kinetic damage. Numbers from memory.
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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2014
    tk79 wrote: »
    Cryo Grenade gives -100% resistance to Cold. Can't confirm this at the moment, just read from another post.

    Flash Freeze Bomb, from the store tooltip, does ~390 Cold Damage plus ~150 Kinetic damage. Numbers from memory.

    The worst of the problem is the fact that these abilities are completely unaffected by skill points. So at the moment Cryptic is giving all three of these abilities max performance without any skill investment from the player.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • falklander1989falklander1989 Member Posts: 117 Arc User
    edited December 2014
    The worst of the problem is the fact that these abilities are completely unaffected by skill points. So at the moment Cryptic is giving all three of these abilities max performance without any skill investment from the player.

    Its not worth bothering anymore,pvp is dead,pve is dead,give it few more months and only ppl left will be star trek fanboys and roleplayers and they dont care for gameplay and balance,just give them some TRIBBLE club in esd and they happy.
  • etherealplanesetherealplanes Member Posts: 414
    edited January 2015
    Its not worth bothering anymore,pvp is dead,pve is dead,give it few more months and only ppl left will be star trek fanboys and roleplayers and they dont care for gameplay and balance,just give them some TRIBBLE club in esd and they happy.

    So devs we not fixing or balancing anything this year? Is it your new years resolution or something?
  • falklander1989falklander1989 Member Posts: 117 Arc User
    edited January 2015
    So devs we not fixing or balancing anything this year? Is it your new years resolution or something?

    Fixing and balancing,aha,dont think that day will ever come:D
  • thay8472thay8472 Member Posts: 6,164 Arc User
    edited January 2015
    Fixing and balancing,aha,dont think that day will ever come:D

    Never give up man... I never thought I'd see the day Freeman's Mind would finish.

    That being said... Devs... I demand to have this played at the ESD club 24/7
    zx2t8tuj4i10.png
    Thank you for the Typhoon!
  • wdocwdoc Member Posts: 98 Arc User
    edited January 2015
    its hard to pinpoint what is the most unbalanced thing in ground pvp, the mechanics, the people, the......................
    Doc of Hammer
  • etherealplanesetherealplanes Member Posts: 414
    edited January 2015
    wdoc wrote: »
    its hard to pinpoint what is the most unbalanced thing in ground pvp, the mechanics, the people, the......................

    ................. ME BIGGS. Your damn right I am not balanced when whole premades are formed just to deal with me :). Back on topic last season we were about 4 or 5 balance passes away from damn good ground pvp. Now we are a bit over 10 or so maybe. But of course they will see the total lack of the ground q's popping now in their "data mining" they do, and be less likely to fix now more than ever.
  • giotarizgiotariz Member Posts: 652 Arc User
    edited January 2015
    ground pvp, had good times team of 5 tacs instashotting with concussives ^^
    Sad Pandas PvP - Starfleet Dental Member - Lag Industries Leader
    --

    "What a time it was, with all the world against us, what a time it was... When all we did seemed wrong,
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  • cerritourugcerritourug Member Posts: 1,376 Arc User
    edited January 2015
    Back on topic last season we were about 4 or 5 balance passes away from damn good ground pvp. Now we are a bit over 10 or so maybe.


    The problem is that thouse "few" broken items are so much broken that makes GPVP unplayable. Add the lvl 50 to 60 (pluss spect tree) and then GPVP is dead.
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  • etherealplanesetherealplanes Member Posts: 414
    edited January 2015
    giotariz wrote: »
    ground pvp, had good times team of 5 tacs instashotting with concussives ^^

    Curious what ground pvp match post dr launch where you in when this happened? I only ask cause I have been in almost every ground pvp match that has occurred since DR launch. And sadly that's less than 10 total. Also if you think sci's can't one shot with concussive think again :P I am a sci ground dps master builder so all I really need is a flank and a strike team going for my sci. Couple it with only a scan and my biochemist debuff doff stacked with field researcher trait and that should be enough to do the trick.

    Just so you know guys there are other just as bad if not worse things in ground pvp holding it back right now. Trust me on this one.
  • giotarizgiotariz Member Posts: 652 Arc User
    edited January 2015
    Just some random match today lol
    Sad Pandas PvP - Starfleet Dental Member - Lag Industries Leader
    --

    "What a time it was, with all the world against us, what a time it was... When all we did seemed wrong,
    we've broken all our bonds, but life kept going on, what a time, what a time it was..." - Clem Tholet
    --
    Operation Dingo 1977

  • etherealplanesetherealplanes Member Posts: 414
    edited January 2015
    giotariz wrote: »
    Just some random match today lol

    I just never saw the ground q coming close to popping that's why I asked. Anyway okay so defense for this two options. Elite poly fleet armor with a few points in armor will give you 60 plus base resist to kinetic. And this mk 12 keep in mind. I never upped that to mk 14 so idk about it. Also try to time a roll when you think the players are going to blow their power. The dodge from that alone should allow for survival. (Noobtip of the day) A roll provides the most dodge in this games ground mechanics. Also useful for when you see sniper lines or even pulsewave shots. It dodges everything.

    The REAL ISSUE with this new delta rep power is the fact that it doesn't start with a 5 minute cooldown just like both other ground rep powers. AND is also affected by tactical initiative unlike both other ground rep powers. They fix these issues and I would consider the power fixed. ALSO a slight nerf to it's base dmg maybe to around low 200's is in order. Also a cone aoe limit of 10 to 15 meters.
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