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Full Impulse Availability [Feedback]

kitcherykitchery Member Posts: 8 Arc User
I think there needs to be an option, and the ability to enable Full Impulse power at any time. Especially with some of the new events and such, it's very annoying to have some random little fighter ting off my ship and suddenly drop me out of Full Impulse, and then not be able to engage it again. This is doubly infuriating when there's some of the Klingon enemies that have some viral attack that will just suddenly engage your full impulse regardless of what you're doing. It shows that there's nothing in game, and there's definitely nothing in canon (shows and movies) which shows that you're not able to.
If you're concerned with balance issues, then just nerf the shield and weapons appropriately if they aren't already. I personally want the ability to be able to fly around hitting the objectives, and dealing with any extra damage I might take from the occasional fire, than to just suddenly lose all my speed because I've taken as little as a single point of damage, and then not be able to engage again for what seems like an eternity.
Post edited by baddmoonrizin on

Comments

  • snowwolf#0563 snowwolf Member Posts: 1,018 Arc User
    kitchery wrote: »
    I think there needs to be an option, and the ability to enable Full Impulse power at any time. Especially with some of the new events and such, it's very annoying to have some random little fighter ting off my ship and suddenly drop me out of Full Impulse, and then not be able to engage it again. This is doubly infuriating when there's some of the Klingon enemies that have some viral attack that will just suddenly engage your full impulse regardless of what you're doing. It shows that there's nothing in game, and there's definitely nothing in canon (shows and movies) which shows that you're not able to.
    If you're concerned with balance issues, then just nerf the shield and weapons appropriately if they aren't already. I personally want the ability to be able to fly around hitting the objectives, and dealing with any extra damage I might take from the occasional fire, than to just suddenly lose all my speed because I've taken as little as a single point of damage, and then not be able to engage again for what seems like an eternity.

    It's done as a balance thing to prevent you from easily "escaping" whoever is attacking you, it's the same reason you cannot beam up or warp out while under attack. Even though you obviously could in the TV series!

    However you can easily get around it by simply using the Evasive Maneuvers and Emergency Power to Engines abilities, the Warp Burst Capacitor console also works great!
  • spiritbornspiritborn Member Posts: 4,258 Arc User
    edited November 2020
    It's also the same reason neither WoW nor FF14 allows you to fight while mounted as a rule (there's exceptions but as a general rule engaging in combat dismounts you in those games), so it's not a Cryptic only limitation either, while you can technically get hit while mounted in those games I mentioned (or at least in WoW I can't remember if it was true for FF14) it's really easy to get dismounted while facing opponents of similar level as you, so in practice the effect is not that far from STO Full Impulse.

    When 2 of the industry giants do something a certain way, it generally means that way is working and just to counter the obvious reply WoW had that mechanic since vanilla as it's has been made more forgiving since then.
  • vetteguy904vetteguy904 Member Posts: 3,857 Arc User
    kitchery wrote: »
    I think there needs to be an option, and the ability to enable Full Impulse power at any time. Especially with some of the new events and such, it's very annoying to have some random little fighter ting off my ship and suddenly drop me out of Full Impulse, and then not be able to engage it again. This is doubly infuriating when there's some of the Klingon enemies that have some viral attack that will just suddenly engage your full impulse regardless of what you're doing. It shows that there's nothing in game, and there's definitely nothing in canon (shows and movies) which shows that you're not able to.
    If you're concerned with balance issues, then just nerf the shield and weapons appropriately if they aren't already. I personally want the ability to be able to fly around hitting the objectives, and dealing with any extra damage I might take from the occasional fire, than to just suddenly lose all my speed because I've taken as little as a single point of damage, and then not be able to engage again for what seems like an eternity.

    It's done as a balance thing to prevent you from easily "escaping" whoever is attacking you, it's the same reason you cannot beam up or warp out while under attack. Even though you obviously could in the TV series!

    However you can easily get around it by simply using the Evasive Maneuvers and Emergency Power to Engines abilities, the Warp Burst Capacitor console also works great!

    competitive engines work great too
    Spock.jpg

  • ltminnsltminns Member Posts: 12,569 Arc User
    I always thought that a good idea for a Space Trait would be something called 'Crew Synergy', which, when slotted reduce the Red Alert cooldown from 10 to 7 seconds.
    '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.'
    Lt. Philip J. Minns
  • asuran14asuran14 Member Posts: 2,335 Arc User
    I can understand why they have attacks knock you out of full impulse upon impact. Some alternatives could have been that going to full impulse during combat increased the damage you take from attacks, even if it were increased damage from kinetic damage like torps. Or taking damage incrementally decreased your full impulse speed, and being hit a specific number of times (maybe based on your engine power) knocked you fully out of full impulse.
  • varethaelvarethael Member Posts: 79 Arc User
    kitchery wrote: »
    I think there needs to be an option, and the ability to enable Full Impulse power at any time. Especially with some of the new events and such, it's very annoying to have some random little fighter ting off my ship and suddenly drop me out of Full Impulse, and then not be able to engage it again. This is doubly infuriating when there's some of the Klingon enemies that have some viral attack that will just suddenly engage your full impulse regardless of what you're doing. It shows that there's nothing in game, and there's definitely nothing in canon (shows and movies) which shows that you're not able to.
    If you're concerned with balance issues, then just nerf the shield and weapons appropriately if they aren't already. I personally want the ability to be able to fly around hitting the objectives, and dealing with any extra damage I might take from the occasional fire, than to just suddenly lose all my speed because I've taken as little as a single point of damage, and then not be able to engage again for what seems like an eternity.

    Well its not as much annyoning as shuttle towing battleships, dreadnoughts or carriers (HEAVY ships), or catching them on tractor beams. This is only in STO online where Tholian frigate\small escort, or Danube shuttle can hold (or heavily slow you down, without any negative feedback to it) you on tractor like crazy, when you are in your powerful, and heavy battleship... so where are in this case laws of physics ?
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,782 Arc User
    Flying around at full impulse while trying to fight wouldn't be that great.

    In most instances you'd just fly past the target. Or your weapons would miss the target because your turn rate drops too much, relatively speaking.

    Boosting your non-full impulse speed is a much better solution. The difference between full impulse and combat flight speed is minor anyway, when I use EptE, evasive maneuvers and, incidentally, the competetive engines. But you get to keep most of your turn rate and some of those powers even give a significant boost to it too. So it's actually a much better solution imo.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,782 Arc User
    asuran14 wrote: »
    I can understand why they have attacks knock you out of full impulse upon impact. Some alternatives could have been that going to full impulse during combat increased the damage you take from attacks, even if it were increased damage from kinetic damage like torps. Or taking damage incrementally decreased your full impulse speed, and being hit a specific number of times (maybe based on your engine power) knocked you fully out of full impulse.

    That last thing is actually a good basis for a good in-between solution.

    While I don't see much advantage to being able to fly at full impulse during a fight, it is quite annoying that a single shot can slow you down when you're trying to get from one point to the other (like in missions such as Azure nebula and Gravity kills).
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • shrimphead2015shrimphead2015 Member Posts: 527 Arc User

    competitive engines work great too

    I can vouch for that . Competitive engines help out alot for me particularly the engine that activates using healing abilities that in my case allows me to use the engines up to four times. With evasive maneuvers and attack pattern Omega well I could be on red alert through the whole battle and not have to worry about decreased speeds.

    "There is iron in your words of death for all Comanche to see, and so there is iron in your words of life. No signed paper can hold the iron. It must come from men. The words of Ten Bears carries the same iron of life and death. It is good that warriors such as we meet in the struggle of life... or death. It shall be life." - Ten Bears (Will Sampson)
  • saurializardsaurializard Member Posts: 4,386 Arc User
    ltminns wrote: »
    I always thought that a good idea for a Space Trait would be something called 'Crew Synergy', which, when slotted reduce the Red Alert cooldown from 10 to 7 seconds.
    I think Red Alert should be permanently reduced. 10 seconds of cooldown feel way too much, especially when some abilities (from or against your ship) keep it active even when you're not in combat.

    Another problem I find, combined with the Red Alert cooldown, is the momentum that is cancelled when in full impulse (you instantly stop when going from full to zero) but as soon as a beam grazes your shield, even if you quickly try to slow down, especially on big ships, you can miss your objective by more than 10km just by trying to stop and turn.

    A welcome ability could be "emergency brakes" (with a logical cooldown of course) where you slam front and even side thrusters to fully cancel the acceleration in the current way you're heading, so you don't have to tell your teammates "hold on folks, coming back in action in 5 minutes with my whale of a ship".
    #TASforSTO
    Iconian_Trio_sign.jpg?raw=1
  • kitcherykitchery Member Posts: 8 Arc User
    It's done as a balance thing to prevent you from easily "escaping" whoever is attacking you, it's the same reason you cannot beam up or warp out while under attack. Even though you obviously could in the TV series!

    However you can easily get around it by simply using the Evasive Maneuvers and Emergency Power to Engines abilities, the Warp Burst Capacitor console also works great!

    I can kind of understand the balance thing, but that would assume that the attacking person also couldn't just engage full impulse to give chase. I've also been using Evasive Maneuvers and Emergency Power to Engines, but it's just annoying to have to keep hitting those, and hope everything isn't on cooldown.
  • spiritbornspiritborn Member Posts: 4,258 Arc User
    kitchery wrote: »
    It's done as a balance thing to prevent you from easily "escaping" whoever is attacking you, it's the same reason you cannot beam up or warp out while under attack. Even though you obviously could in the TV series!

    However you can easily get around it by simply using the Evasive Maneuvers and Emergency Power to Engines abilities, the Warp Burst Capacitor console also works great!

    I can kind of understand the balance thing, but that would assume that the attacking person also couldn't just engage full impulse to give chase. I've also been using Evasive Maneuvers and Emergency Power to Engines, but it's just annoying to have to keep hitting those, and hope everything isn't on cooldown.

    Well it's kind of hard to program the AI to use in a way that's not either unfair or useless, like I said it's something WoW and FF14 use too. oh another thing there's some mobs that simply don't have the ability to go "Full Impulse" for example space stations, you'd have to give those much longer range to compensate to keep it balanced so it's just much easier to make a blanket restriction, also relative combat speeds aren't that great in Star Trek, at least not since TNG (it's kind of vague in TOS) suggesting that Full Impulse is a "all power to engines" kind of non-combat ability even in the series.
  • howtorhowtor Member Posts: 194 Arc User
    they should add something under pilot spec to help with full impulse, and I also think there is a couple starship traits that require full impulse to be effective
  • foxman00foxman00 Member Posts: 1,481 Arc User
    Ummm @rattler2

    Nerco Alert off the port bow
    pjxgwS8.jpg
  • fleetcaptain5#1134 fleetcaptain5 Member Posts: 4,782 Arc User
    I was playing Days of Doom yesterday for the universal endeavour.

    Yes, it's annoying that a single hit can disable full impulse for so long. Even some traits can cause you to go to Red Alert without any enemies being nearby.

    At the very least we should be able to reactivate full impulse immediately and at any time, even when it remains disabled the moment you are hit by something.
    [4:46] [Combat {self}] Your Haymaker deals 23337 (9049) Physical Damage(Critical) to Spawnmother

    [3/25 10:41][Combat (Self)]Your Haymaker deals 26187 (10692) Physical Damage(Critical) to Orinoco.
  • kitcherykitchery Member Posts: 8 Arc User
    spiritborn wrote: »
    Well it's kind of hard to program the AI to use in a way that's not either unfair or useless, like I said it's something WoW and FF14 use too. oh another thing there's some mobs that simply don't have the ability to go "Full Impulse" for example space stations, you'd have to give those much longer range to compensate to keep it balanced so it's just much easier to make a blanket restriction, also relative combat speeds aren't that great in Star Trek, at least not since TNG (it's kind of vague in TOS) suggesting that Full Impulse is a "all power to engines" kind of non-combat ability even in the series.

    It's been my experience that stations already have a longer range, not that I think they would need to balance it. In regards to the mounted bit in WoW and FF14, I remember you being able to take a few hits most of the time before finally getting dismounted, and as long as you weren't getting hit for a few seconds, you could jump right back on to a mount.
    In any case, I don't think there really needs to be anything done balance wise. Whenever you're at full impulse, your weapon and shield power are pretty much nothing, even with perks. Which means you'd really wouldn't have any shields, and your weapon damage would be pitiful. I wouldn't see the point in trying to use that for actual combat. My whole gripe is, if I want to ignore the enemies and take the extra damage, I should be able to leave full impulse on so I can get to where I'm trying to go.
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