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Why don't you like Ground Combat?

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  • delerouxdeleroux Member Posts: 478 Arc User
    cirte86 wrote: »
    this game offers much more space content then ground and this is sad.

    No, it's not. It's exactly as it should be. This is Star Trek, not Ground Trek. This isn't to say ground content should be neglected--there should be a consistent standard of quality across all aspects of the game. But where quantity is concerned, space content should be king.

  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    well, I like having a lot of space content but the ground content quality levels (not necessary its quantity) should be on par with the space content.
  • baudlbaudl Member Posts: 4,060 Arc User
    well, I like having a lot of space content but the ground content quality levels (not necessary its quantity) should be on par with the space content.

    for what reason?

    STO is mostly known for it's space combat option. I'd like to make a poll to see how many people were actually drawn to this game because of it's ground combat option and how many were drawn to STO because of the space combat option. (ignoring the franchise factor)
    In other words, who would play STO if only ground combat existed.
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  • caltircaltir Member Posts: 21 Arc User
    To answer the title question: mainly because the Ground Combat doesn't look or feel as though it was real. It is nothing close to those combats we observe in the Star Trek TV series or movies, where a single hit is fatal, and tactics, dodging and taking cover is everything.

    The STO combat is SO static - you just stand and keep shooting, while recharging your shield with powers. Just because you don't need do anything else, and because the controls are so clumsy and unresponsive that you really can't.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    baudl wrote: »
    well, I like having a lot of space content but the ground content quality levels (not necessary its quantity) should be on par with the space content.

    for what reason?

    STO is mostly known for it's space combat option. I'd like to make a poll to see how many people were actually drawn to this game because of it's ground combat option and how many were drawn to STO because of the space combat option. (ignoring the franchise factor)
    In other words, who would play STO if only ground combat existed.
    True, but several of the more classic moments were in ground combat... Kirk vs the Gorn for example...
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  • s0lterans0lteran Member Posts: 7 Arc User
    What makes this game great is that it has ALL Aspects of the amazing Star Trek adventures available. This includes Space AND Ground. Loads of the amazing things that happened in Star Trek were on away missions. What the reason why I think so many people go into space is because its far more balanced. You get 5+ enemies on you in ground and you get owned if you don't have your team with you etc, and sometimes even with your team! Yet in space we have mega shields and shield repairs and a big heavy hull protecting us. The main thing with games is we like to SURVIVE the more we defeat enemies without being defeated the more powerful we become. Every time I have done any of the new ground combat my entire team gets wasted over and over its sad, sure we eventually complete the PvE Scenario but with much difficulty. This could be due to the lack of team skills used I am sure, but it is ALSO due to the lack of EFFECTIVE GROUND CONTENT provided by the game developers! This needs to be fixed ASAP! We need to "Balance" ground out so people will be drawn too it, and for at least after they fix it they need to up the rewards you get for completing it more so it will draw people in! Maybe double the rewards or something just to get them interested.
  • deaftravis05deaftravis05 Member Posts: 4,885 Arc User
    ground can be solved or seriously improved with the use of cover
  • darleathdarleath Member Posts: 50 Arc User
    I have a lv 60 toon of each specialization (three FED, plus a tactical KDF and ROM, plus an engineer Delta Recruit on each faction), but I only do ground PvE. This being said, I have an engineer as my main toon because of ORBITAL STRIEEEEEEEEEK!!!!!!!!! Which I use almost never this days because of the traits (I have the chasing trait from a resequencer... but all my traits are filled with space ones).
    The bad parts:
    People doesn't know/care about X (aiming) and C (crouch), their advantages (undine trait for extra damage to the extra damage while aiming!!!!) and disadvantages (eat melee damage while crouching!).
    Animations: there is no reaction time for a lot of things, and everything goes to a non-canceleable pile of actions which is usually taken by the smash of #1 and #2 (primary and secondary fire), with some attempts at skill usage. Double tapping a movement key (WASD) should interrupt everything and make you moving...
    Lag: the pile of actions creates a sensation of lag in crowded situations (like Brotherhood of the Sword).
    Space Vs Land skills: Seriously, most are decisions of "defensive Vs Class" skill boosters. And most people will drop points there in order to be able to level their space skills. Minimal points mean to have one skill at six on every level, and maybe some surplus points (which usually mean profession skills and weapons skill).
    Traits: Being able to reselect my traits is great. Being forced to do so manually with 9-10 o them... not so great. Specially since we cannot change them once we get into the map, meaning you should not be on queue for both space and ground missions. Seriously, they should let us have two "premade sets" of traits and specializations, like the loadout for the ships...
    Too many skills: depending on the character, yeah. You need to play a lot, and STO demands a lot of space playtime, and when doing solo missions usually you only need the 1&2 spam, so once you try a STF...

    The good parts:
    Bridge Bunnies!!! And customizable captains!!! And...

    Seriously, my engineer has every ground set (but for the gun-related one of the Nukara rep), with the Iconian and Undine at MK14, a MK14 ignoring shields sniper rifle (useless by itself, unless everybody in the party has one...) and a fabrication-focused kit (drone, gun turret, mortar turret, health regenerator, and insta-drop iconian temporary points generator), and I usually make a fortified point with the shield behind me (protecting the mortar and the two defensive generators), having little problem with almost anything in normal diff.
    Come to advanced difficulty... and we start needing to change the traits.
    Please note that, since it's a character who places stuff in the ground and then goes out to kill things with only 4-6 skills instead of 10, I find this toon the easier to control...

    Now for my tactical and my scientist, they are some other beast entirely each one. The tactical is just an attack spam gun-toting maniac (in a petite, short-haired blondie package) while the scientist has to control two kits entirely different (healing and scientist-attack), making her the most complicated of the three, specially since the kit skills choose a place at random to stay every time I swap a kit or skill...
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited September 2015
    Only ground combat I do lately is Transdimensional Tactics Elite and Bug Hunt Elite. Apart from having to wait forever for others to pop, the fail chances are so high, it's not worth it.

    To top it all off, upgrading ground gear is a pain and I don;t see the point for just a couple of queues I sometimes play. Stick in the Command spec, go it, and pew pew with my science kit modules+doffs and shotgun.
  • shadowfirefly00shadowfirefly00 Member Posts: 1,026 Arc User
    I think part of the problem with ground combat (at least, in missions as opposed to STFs) is that yes, there are a couple of features which really help sort out the confusion that is you, your boffs, and however many tangos in a furball... problem is, they aren't really explained well.

    First, Zone Pause. It's a great concept... but why does it have any sort of time limit as opposed to being entirely at whim? Let's take as an example that first chamber in the Zaria facility - aside from the caged prisoners, there's a quintet of Breen - it just makes sense to farm them out to your team, making sure that one specialist gets a faceful of tachyon harmonic... Second, being able to tell boffs 'hold this position' (actually explained in 'Mine Enemy' where it's important to opening a door). Third, not only can you order boffs to use specific skills, but you can set particular skills to not be used freely (right-click on the appropriate icon; it'll turn red).

    Taken together, they allow you to approach ground encounters in a manner vaguely smiliar to a few other RPGs (examples escape me at present) and the 'planning mode' from the older Rainbow Six titles.
  • hyefatherhyefather Member Posts: 1,286 Arc User
    I can't say Delta Rising brought alot of good things to space combat but it sure as hell saved ground combat. All the new abilitys, traits and UI changes made ground combat a part of sto again. Ground combat is actually pretty good now. Try it sometime, you may like it.
  • baudlbaudl Member Posts: 4,060 Arc User
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    On ground you actually have to think, instead of pressing space and clicking the occasional tac team.

    this is fine if you are ok with doing "OK" in space, and yeah all PVE content can be done that way...but don't expect to ever hit top tier DPS leagues.
    Space combat is actually difficult if you really want to kick some serious TRIBBLE.
    Positioning is vital for Space combat too, it might not seem that way on first glance, but it actually is a huge factor for doing sustained, high dmg.

    Personally I feel the same way about ground as you feel about space. Almost all of my captains use a split beam, because it yields the best results against all various groups or single targets.
    Classes don't really matter, because most of my damage comes from the gun I use. Every pack is the same...crouch, aim, shoot. With a little buffing and debuffing inbetween.
    In short, all classes feel like pressing 2, 1, 1, 1, 1, 2, 1, 1, ... and a few mouse klicks inbetween.
    Shooter mode is a joke and I don't even want to mention what doesn't function other than the 12+ abilities that become unusable for the most part. Also, STO's latency simply doesn't allow for a decent "shooter" experiance like people should be used to from other shooters.
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