Seriously into engineer ground combat myself, but reaching the point where most new kit modules are just variants of already existing modules.
Allowing access to older kit modules from other classes could give ground combat the kick in the pants it needs to avoid becoming stale.
Actually... we already have a little bit of that. There are some kit frames from the Research Lab that come with an innate cross class ability. So you can have an Engineer with say Vascular Regenerator, which is normally a Science module.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
Seriously into engineer ground combat myself, but reaching the point where most new kit modules are just variants of already existing modules.
Allowing access to older kit modules from other classes could give ground combat the kick in the pants it needs to avoid becoming stale.
Actually... we already have a little bit of that. There are some kit frames from the Research Lab that come with an innate cross class ability. So you can have an Engineer with say Vascular Regenerator, which is normally a Science module.
A little bit, but nothing substantial. The sonic pulse was actually more useful than the vascular. Engineers have more than enough options for healing already.
As time progresses every class has gotten access to potent turrets (prism tower.. err turret) and mines while engineers have to watch all their goodies being distributed and getting almost nothing in return.
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
Ground combat is mostly fine - its issues lie in 3 areas:
-No visible progress bars for ability activations
-Lengthy aftercast periods for most kit modules
-More realistic movement compared to competition in the MMO industry which, ironically enough, makes the combat/movement feel clunkier and more awkward. Arguably subjective, but the difference between simple movement in STO and, for instance, GW2 or even BDO is very noticeable, and, at least in my opinion, much worse in STO
At least IMO, changing at least the first 2 would go a long way toward improving the flow of ground combat.
Part of the problem with non instant abilities also comes from things just dying too fast. I think the damage vs health&shield proportions for both players and enemies/npcs is way off. Even the toughest enemies seem to go down in no more than a few seconds, which really hurts characters that rely on constructs or non instant abilities
BDO? What does an assurance, tax, financial advisory, and consulting services company have to do with Ground Combat?
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
The only ground I hate is the Defera Battlezone.
Please give us some BOFFs for that Cryptic!
It is rather illogical to send the Captain into a battle zone by himself!
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
I also like to start off groups trying to assimilate the Deferi with something cold - Cold Fusion Flash, Cryo Grenade, and the like. Then those weapons listed above finish them off.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Close enough. Not even upgraded to get the MkXII (is that bug fixed yet ?)
This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
I dislike ground. I’d like to see it become a first person experience like that old Voyager title. Elite Force I believe. I’d like to activate powers like in Crysis.
There is "shooter mode" which is as clunky as it sounds.
Even worse for console where aiming will snap to anything and everything within the oversized reticle regardless of allegiance, range or line of sight. And painful during missions where npc's tag along and insist on standing right in front of you all the time (martok on the kethi station is a prime example)
With honourable mention going to the "genius" that thought jump and interact being the same button was going to be a great idea. Pahvo ground has so much clutter that stops you moving jumping becomes standard method of motion yet doing so runs the risk of being punted back to the centre.
I dislike ground. I’d like to see it become a first person experience like that old Voyager title. Elite Force I believe. I’d like to activate powers like in Crysis.
I very much dislike first person. I prefer to see my entire av rather than just their hands.
Now a LTS and loving it.
Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything.
It was not free to XII when it first released. After the free it was X and then it required 'paid' Upgrades.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Seriously into engineer ground combat myself, but reaching the point where most new kit modules are just variants of already existing modules.
Allowing access to older kit modules from other classes could give ground combat the kick in the pants it needs to avoid becoming stale.
Actually... we already have a little bit of that. There are some kit frames from the Research Lab that come with an innate cross class ability. So you can have an Engineer with say Vascular Regenerator, which is normally a Science module.
A little bit, but nothing substantial. The sonic pulse was actually more useful than the vascular. Engineers have more than enough options for healing already.
As time progresses every class has gotten access to potent turrets (prism tower.. err turret) and mines while engineers have to watch all their goodies being distributed and getting almost nothing in return.
Sompek Lightning is thematically unique, but mechanically it's very similar to grenades and the science direct damage powers.
I want to like the ground combat in this game, but I just can't quite seem to. For a number of reasons, the biggest one being my away team and the AI or seeming lack of it. Getting them all to focus fire seems to sometimes work and others not at all, they insist on standing in every AoE circle, and the controls to make them move or not cluster up are too clunky for combat. I would love some better controls for them, and maybe some basic scripting for their power usage. This is made even worse when you fight certain enemies, like say the romulan scientists when they use I think it is the radiation ability on one of them and it wipes out your whole away team because getting them not to cluster up is a pain.
Other things that bug me about ground combat are things like the melee combat, I'm sure it is fine if you use a sword, or have this or that power slotted, but if I want to toss on a Bat'lath and just melee it is very difficult to make it work on anything other than the borg. It seems to be much harder to build for durability on ground than in space is another, though with that I'm sure I'm just doing it wrong and if I just bought the right stuff it would clear right up.
With the exception of my bridge officers always running into my line of fire so I can't see the enemy sometimes, I like ground combat (I'm on PS4). But I'm still new at the game having only played a few weeks so maybe I need to move around more!
Cryptic keep pushing folk towards melee with quest rewards (must be on batleth 5th or 6th iterationby now) but with most of them lacking a way of closing to the target it ends up with items like the tsunkatse gloves causing you to simply hand jive in the direction of an enemy.
From a preview of the new rep gear that is something that will also be happening with the headgearweaponmindthingywhatnot which isn't at all enticing.
0
rattler2Member, Star Trek Online ModeratorPosts: 58,664Community Moderator
From a preview of the new rep gear that is something that will also be happening with the headgearweaponmindthingywhatnot which isn't at all enticing.
Actually it looks like that was addressed with the Rep gear. Replacing Palm Strike with Engage, which looks to act like a closer move like how a sword attack has your character charge at the enemy if they're not in range.
I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
normal text = me speaking as fellow formite colored text = mod mode
From a preview of the new rep gear that is something that will also be happening with the headgearweaponmindthingywhatnot which isn't at all enticing.
Actually it looks like that was addressed with the Rep gear. Replacing Palm Strike with Engage, which looks to act like a closer move like how a sword attack has your character charge at the enemy if they're not in range.
not just that but based on the livestream "engage" roots the target for few second (for a hit or 2 was wording they used IIRC).
Agree with the OP 100%. Characters clipping through the environment still happen.
Overall the ground combat feels clunky, not very smooth. On a side note I prefer shooter mode and it's just not a good adaptation of an actual shooter and maybe that's why. Still a lot of ground wack-a-mole abilities should be redesigned or maybe combined to help smooth out fighting.
Comments
Actually... we already have a little bit of that. There are some kit frames from the Research Lab that come with an innate cross class ability. So you can have an Engineer with say Vascular Regenerator, which is normally a Science module.
normal text = me speaking as fellow formite
colored text = mod mode
A little bit, but nothing substantial. The sonic pulse was actually more useful than the vascular. Engineers have more than enough options for healing already.
As time progresses every class has gotten access to potent turrets (prism tower.. err turret) and mines while engineers have to watch all their goodies being distributed and getting almost nothing in return.
-No visible progress bars for ability activations
-Lengthy aftercast periods for most kit modules
-More realistic movement compared to competition in the MMO industry which, ironically enough, makes the combat/movement feel clunkier and more awkward. Arguably subjective, but the difference between simple movement in STO and, for instance, GW2 or even BDO is very noticeable, and, at least in my opinion, much worse in STO
At least IMO, changing at least the first 2 would go a long way toward improving the flow of ground combat.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Please give us some BOFFs for that Cryptic!
It is rather illogical to send the Captain into a battle zone by himself!
normal text = me speaking as fellow formite
colored text = mod mode
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Close enough. Not even upgraded to get the MkXII (is that bug fixed yet ?)
Even worse for console where aiming will snap to anything and everything within the oversized reticle regardless of allegiance, range or line of sight. And painful during missions where npc's tag along and insist on standing right in front of you all the time (martok on the kethi station is a prime example)
With honourable mention going to the "genius" that thought jump and interact being the same button was going to be a great idea. Pahvo ground has so much clutter that stops you moving jumping becomes standard method of motion yet doing so runs the risk of being punted back to the centre.
I very much dislike first person. I prefer to see my entire av rather than just their hands.
It comes out of the box as scaling. You have to the first upgrade to unlock it to Rare(Blue) Mk XII, this one is free.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
My character Tsin'xing
Other things that bug me about ground combat are things like the melee combat, I'm sure it is fine if you use a sword, or have this or that power slotted, but if I want to toss on a Bat'lath and just melee it is very difficult to make it work on anything other than the borg. It seems to be much harder to build for durability on ground than in space is another, though with that I'm sure I'm just doing it wrong and if I just bought the right stuff it would clear right up.
From a preview of the new rep gear that is something that will also be happening with the headgearweaponmindthingywhatnot which isn't at all enticing.
Actually it looks like that was addressed with the Rep gear. Replacing Palm Strike with Engage, which looks to act like a closer move like how a sword attack has your character charge at the enemy if they're not in range.
normal text = me speaking as fellow formite
colored text = mod mode
Overall the ground combat feels clunky, not very smooth. On a side note I prefer shooter mode and it's just not a good adaptation of an actual shooter and maybe that's why. Still a lot of ground wack-a-mole abilities should be redesigned or maybe combined to help smooth out fighting.