I've got characters who use specific kit modules to have access to variants of orbital bombardment:
https://sto.gamepedia.com/Tactical_Kit_Module_-_Polaron_Bombardmenthttps://sto.gamepedia.com/Universal_Kit_Module_-_Protomatter_Munition_Deployment
With both of these and the traditional Orbital Strike available to Engineers, as soon as the marker hits the ground, the enemy NPCs instantly move out of the target zone, causing the ability to miss them and making me feel like it was pointless using an ability that
can be dodged before it even completes activation.
Orbital Strike can at least be modified with the Orbital Devastation Trait to track, but the other two cannot.
So I am requesting that whatever spidersense is causing the enemy NPCs to unerringly dodge these abilities to be removed.
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad
Comments
Rouge Sto Wiki Editor.
They shouldn't be able to dodge it before it strikes; and it should have Resistance Penetration as well! My goodness it's an Orbital Strike from Above; not a simple ground weapon.
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It should be like limit breaks in final fantasy games or (good) ultimate abilities in MOBAs something you can't use often but when you can it's devestating to the enemy (and before anyone says that wouldn't work in a MMO such abilities do work just fine in FF14) and if balance is the issue why Orbital Strike does such poor damage (or more accurately scales so poorly as it's devestating at lower levels) give Tactical and Science officers similar "high cooldown but really powerful" abilities and yes it doesn't have to "high damage" it can be massive buff to you regular abilities for the duration of the "limit break" ability.
Which is why I'm glad I gave up grenades in favor of kit modules that launch microtorpedoes instead.
So two types of skills will benefit from fixing this bug.
And to be honest, it's a frickin deathbeam, turret bombardment or missile salvo from an orbital starship, it should do a lot of damage to the target!
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad
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To explain, I've made unique kit loadouts that are fun for me and to toss out a module that entertains me for the sake of one I'm not using would detract from my enjoyment of the gameplay.
Simply because I'm trying to compensate for a flaw that should not exist and I find the idea of ruining my kit loadout to compensate for it disconcerting.
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad
Or, have a charging time for the ability once you press the key, but the enemies only become aware of it right before it hits. Something along the lines of "I communicate with my ship to set this up so it's ready to be called down on my mark"