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Ground missions hell, is it because im VA?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Ok, a few months back before i was VA i used to go on ground missions and have a chance.. now in the past few weeks ive had to bypass them whenever i can due to the fact the mobs are so damn overpowering they swarm me and take me out in about 5 seconds. Everyone of my boff's has top of the line gear but it makes no difference.. Difficulty is set to normal, but it doesnt matter.. i understand the ground revamp s coming, but this issue ruins my enjoyment of the game and gets me so angry i just want to disconnect and never return. I dont mind challenges, and several times ive stuck it oujt, respawned and changed tactics and tried pulling them, etc.. sometimed ive even succedec, but seriously the effort is not woth the reward 99% of the time..

Now with foundry missions I end up not being able to continue story lines and get all the way through the mission only to have to spend 3x the time already spent on the mission just to "try" to get through a final battle.

I would much rather see this towned down system wide untl season 4 changes ground combat, just so we could have a chance at enjoying ground based foundry missions, or random encounters..

Sigh... ok i vented..i dont see how this current difficulty is helpung sto in anyway shape or form..

- X -
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    xforce007 wrote: »
    Ok, a few months back before i was VA i used to go on ground missions and have a chance.. now in the past few weeks ive had to bypass them whenever i can due to the fact the mobs are so damn overpowering they swarm me and take me out in about 5 seconds. Everyone of my boff's has top of the line gear but it makes no difference.. Difficulty is set to normal, but it doesnt matter.. i understand the ground revamp s coming, but this issue ruins my enjoyment of the game and gets me so angry i just want to disconnect and never return. I dont mind challenges, and several times ive stuck it oujt, respawned and changed tactics and tried pulling them, etc.. sometimed ive even succedec, but seriously the effort is not woth the reward 99% of the time..

    Now with foundry missions I end up not being able to continue story lines and get all the way through the mission only to have to spend 3x the time already spent on the mission just to "try" to get through a final battle.

    I would much rather see this towned down system wide untl season 4 changes ground combat, just so we could have a chance at enjoying ground based foundry missions, or random encounters..

    Sigh... ok i vented..i dont see how this current difficulty is helpung sto in anyway shape or form..

    - X -

    It sounds more like there is an issue with your style than anything really wrong with the ground combat. If you aren't utilizing the expose mechanic, or using your abilities like tactical initiative, turrets, science debuffs, etc, you will really have the problems you describe.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Talk to your Boffs. They are probably feeling unmotivated. They spent all that time learning astrometrics and warp core theory just to be handed some boots and a rifle. Have your ship's counselor probe them up a bit to see what the deal is. Tell them that they need to step it up or you'll sell them on the exchange.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    my style worked great and i had no issues unti i came back after a few months. Im telling you as a gamer/developer for the last 25 years, this is NO fun, and im a hell of a lot more dedicated then the majority when it comes to getting through it. It has nothing to do with play style when 3 targs and a swordmaster swarm my character and kill it within seconds, along with a munitions expert tossing in a gernade or two as well causing extreme amounts of dammage that i cant come close go getting everytime.

    I also mentioned, i could sit and jack aroud with different methods, but spending large ammounts of time to get past one mob, only to be confronted by another is not very enjoyable, expec when im not earning xp to rank, but trying to engage in a storyline and the story can not be continued until you pass thr mob,which really is not even a main character, but more of filler/redshirts..

    The point here is not that they are too difficult, but that the risk/time spent on the mindless battle with some filler mob does not justify the reward. I dont mind if some eppic final battle is hard, but when every group is like an end boss, it kills the enjoyment and people will find better ways to get their entertainment.

    It would be like having the end boss from super mario bros as the mushroom guys, you would first be numb by the end, and end battle would lose all its meaning and epic feel.


    - X -
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Another thing, im here because i enjoy star trek, and for the most part enjoy sto, so I want to see it grow. Im willing to make comprimises that please a mass audience, because the bigger this game is the better off it will be as an mmo, and as a business, which means more growth. So when bringing up this subject or any others im trying to look out for the otherguy/gal, who isnt as die hard of a fan, and will just take their money and time elsewhere. So as fans we should be keeping an open mind and working together to help grow the franchise, not playing off a complaint or suggestion as "you arnt doing it right."

    Im not here to bad talk sto, im here to suggest tweaks and find a majority agreement on a subject. If you can tell me that the majority think the mobs are not overpowering, then great, ill leave it at that.

    Myself, i enjoyed doing a ground mission once in awhile before, but now i just avoid that part of the game as much as possible..

    - X -
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    I know exactly how you feel. I had the same problem with ground combat when I came back to the game after I quit for a while. Before, ground combat was easy, once I came back it was a lot more difficult, often my entire away team would get wiped out within 30 seconds. So I changed my away team, so instead of a standard Star Trek away team of: science officer, medical officer, engineer and a security officer or two. I went with a turret deploying engineer, a shield generator engineer, and two healing science officers, (even though this team set up is hardly very Star Trek, not that this game is particularly Star Trek) and now even on advanced difficulty I can go through enemies fairly well now.

    Sure, I still can have a single ground battle last over an hour, especially when going up against a mob with two medics and a bunch of engineers.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    MrJ wrote:
    I know exactly how you feel. I had the same problem with ground combat when I came back to the game after I quit for a while. Before, ground combat was easy, once I came back it was a lot more difficult, often my entire away team would get wiped out within 30 seconds. So I changed my away team, so instead of a standard Star Trek away team of: science officer, medical officer, engineer and a security officer or two. I went with a turret deploying engineer, a shield generator engineer, and two healing science officers, (even though this team set up is hardly very Star Trek, not that this game is particularly Star Trek) and now even on advanced difficulty I can go through enemies fairly well now.

    Sure, I still can have a single ground battle last over an hour, especially when going up against a mob with two medics and a bunch of engineers.

    Ill do some modifications and let you know how it goes! This was reallt the kind of feedback I was looking for. Im not trying to make excuses, but find solutions or see if there is a core problem. I think when its all said and done and season 4 gets here, ill start a new character from scratch. Learning a new system from lvl 1 up will be a lot better then being thrown into a different system with the same style as before.

    Whatever i learn ill try to pass on to others in a constructive way :-)

    - X -
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    xforce007 wrote: »
    Ill do some modifications and let you know how it goes! This was reallt the kind of feedback I was looking for. Im not trying to make excuses, but find solutions or see if there is a core problem. I think when its all said and done and season 4 gets here, ill start a new character from scratch. Learning a new system from lvl 1 up will be a lot better then being thrown into a different system with the same style as before.

    Whatever i learn ill try to pass on to others in a constructive way :-)

    - X -

    Glad I could help. Now, I'm not saying that my setup is perfect, or that I even like playing ground missions this way with shield generators and phaser turrets cluttering up the ground everywhere I go. It's just that this is the way I have found to give me a chance in away missions.

    I think that that there is definitely a core problem with ground combat. If there wasn't one Cryptic wouldn't be working on a revamp then would they? Before the game was released Cryptic said that ground combat would be fast paced, requiring tactics and fire, movement and cover, while utilizing the away team members skills. This sort of made it in the game but it just doesn't work very well, with over powered personal shields and under powered weapons. And enemy groups running right up to the player and firing at point blank range. Ground battles are won or lost by who can throw down the most turrets and shield generators and who can restore shield and health bars the most, the fastest and the most frequently.

    That’s a good idea about making a new character to level up with the revamped ground combat system, I might do that too.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    I don't know if you have checked out The Ground Playbook. Tons of good advice and solid tactics geared toward success and survivability.

    It can be done, I swear it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    I run a full engineer away team with phaser turrets 1, 2, and 3. and weapon malfunction 1.

    At Vice Admiral I rarely have any ground mob last 30 seconds. They quilte literally melt from the combined weight of 12 phaser turrets going off.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    MrJ wrote:
    I know exactly how you feel. I had the same problem with ground combat when I came back to the game after I quit for a while. Before, ground combat was easy, once I came back it was a lot more difficult, often my entire away team would get wiped out within 30 seconds. So I changed my away team, so instead of a standard Star Trek away team of: science officer, medical officer, engineer and a security officer or two. I went with a turret deploying engineer, a shield generator engineer, and two healing science officers, (even though this team set up is hardly very Star Trek, not that this game is particularly Star Trek) and now even on advanced difficulty I can go through enemies fairly well now.

    I have to disagree with "not particularly Star Trek" comment in regards to away team selection. The fact that you CAN select any mix or match for your away team is very much like Star Trek. I often will change out certain members of my away team if I have an idea of what I might encounter. I often do not take my some of my ship BO's as they are specialised differently then my ground BO's. The whole point of Star Trek was to deploy your away team with the best chance for success. Same in STO.
    Sure, I still can have a single ground battle last over an hour, especially when going up against a mob with two medics and a bunch of engineers.

    I have to ask.....one ENCOUNTER or one ENTIRE ground mission taking an hour? If it is either, you may not have the best setup. The longest I have ever taken on an ENTIRE ground mission was about 20 minutes. Something is not right there if you are taking one hour.

    Just on a side note, there are Mobs that are particularly harder for some class captains then others. I found my Tac VA has one particular melee oriented Mob group that he always has a hard time with. I have even gone as far as dropping missions if those Mobs are involved. Cryptic has said that they are looking at these sorts of issues.

    Now to a pet-peeve. I hate how virtually all Mobs in STO (and about every othere MMO) in groups attack your player character OVER and BEYOND any other BO you may take with you. I have sent in my team while I am still well out of range and 90% of the time the enemy Mobs will make a beeline to me even though I have not fired a shot. TO ME, that is not realistic nor fun.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Yes, makes turrets, make drones, heal the party, focus on one target at a time; use waypoints... use the expose mechanic (only my character has an Exploit weapon and I end up with lots of satisfying disintegrations even without using a split beam or sniper rifle).

    Yes, not really very much challenges an away team very long.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    athenaX wrote:
    I run a full engineer away team with phaser turrets 1, 2, and 3. and weapon malfunction 1.

    At Vice Admiral I rarely have any ground mob last 30 seconds. They quilte literally melt from the combined weight of 12 phaser turrets going off.

    I do basically this. Support drone is an alternative to PT3 if you're not an engineer and can't get somebody to train for you.

    I swap the fourth engineer for a science officer packed with 4 heals, or 3 heals and an expose power if I'm playing on normal. The Reman is great for this, since he'll tend to send anything that closes in flying, which takes a huge amount of weight off of fighting swordmasters. With 4 heals on normal you're immortal against anything except Thalaron weapons.

    As for myself, tactical captain with fire team kit. Two splitbeam rifles on normal, two snipers on anything else. The kit is pretty much built for burst damage, I've killed elite tactical drones before they go immune by piling up all my buffs and getting a flanking sniper shot opener.

    Equipment, make sure there's mk X all around - you can gear up with purple mk X gear at battlegroup omega in a few days by trading down emblems. Gearing with mk XI takes a lot longer, but the gain isn't as noticeable.
    Armor: I prefer Polyalloy armor. If you're playing on normal you'd be fine with energy harnesses or something to boost damage, but on advanced and elite, my biggest threats are usually melee hits, so I gear to take them.
    Weapons: Boffs don't make good use of exploits, so give them expose weapons. I like dual pistols for the short cooldown and big AOE secondary, pairs nicely with a splitbeam rifle for getting multiple vaporizations.


    This whole setup is the ground equivalent of a cruiser with 8 beam arrays and FAW1/2. There's no finesse or elegance, it's not particularly pretty, but it's brutally effective.


    Edit: Also, I'd suggest staying away from weapons with the [DOT3] modifier on them for now (one of the splitbeam rifles on the emblem vendor has this) - the AOE radiation damage hits contact NPCs in Foundry missions, and since contacts spawn in at level 1, if one is located close to combat, a proc is usually lethal.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Ahhhhhh.. I have setup a team with two eng, two sci, and myself and its now a whole new game.. i have killed several mobs in a row without being knocked out... finallly! I thought the issue was that i hit va and jumped into some uber rank of mobs, but looks like sometime when i was gone the game balance changed and it became much more important to use a balanced team instead of 3 tacs and a sci which is what i used from day one too va without much of anything giving me grief.. my main character is a tac officer, so there is atleast 1 on the team..

    Thanks for all the feedback, ill continue to try out some different methods. Im sure someone new working their way up the ranks woould have had this figured out, but i was unsure if it was styles that changed, or a super uber level issue.

    Thanks again!

    - x -
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Gruug wrote: »
    I have to disagree with "not particularly Star Trek" comment in regards to away team selection. The fact that you CAN select any mix or match for your away team is very much like Star Trek. I often will change out certain members of my away team if I have an idea of what I might encounter. I often do not take my some of my ship BO's as they are specialised differently then my ground BO's. The whole point of Star Trek was to deploy your away team with the best chance for success. Same in STO.

    What I meant about it being "not particularly Star Trek" was, to use TNG as an example, I don't recall an Enterprise D away team going into a possible combat situation with the team consisting of Picard, Geordi, Barclay, Dr Crusher and Nurse Ogawa. And when fighting the enemy hordes I don't think I've ever seen a Starfleet Engineer deploy automated Phaser turrets, nor seen a Medical Officer bring someone from almost dead to perfectly fine by typing on a tricorder standing 20 feet away.
    Gruug wrote: »
    I have to ask.....one ENCOUNTER or one ENTIRE ground mission taking an hour? If it is either, you may not have the best setup. The longest I have ever taken on an ENTIRE ground mission was about 20 minutes. Something is not right there if you are taking one hour.

    That's one encounter. It has only been happening with foundry missions, for some reason some people place a 5 person mob of 2 combat medics and 3 engineers. So if you focus your attack on one of the medics the engineers recharge his shields and he and the other medic recharges his health. Once you get him down, the other medic just revives him and you have to start all over again. If you try to take out an engineer the medics just heal him and then revive him when he dies even if you vaporise him, which is just awesome.
    Gruug wrote: »
    Now to a pet-peeve. I hate how virtually all Mobs in STO (and about every othere MMO) in groups attack your player character OVER and BEYOND any other BO you may take with you. I have sent in my team while I am still well out of range and 90% of the time the enemy Mobs will make a beeline to me even though I have not fired a shot. TO ME, that is not realistic nor fun.

    I've noticed this too.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Personnaly, i think the ground game is broken when players need to come with workarounds like spamming phaser turrets or bringing a whole debuff science team. At very hard difficulty i could accept it but at easy/normal difficulty? Nah... Considering you get like 1 or 2 skill points per kill, the whole thing is tedious and not very amusing to begin with.

    Seriously, a balanced team with minimal up to date weapons and any kind of trained up BO skill configuration should at least make it on normal difficulty without taking ages.

    There are weapons and BO skills that definitely seem to be more valuable than others to have on your team and i see this as an unbalanced design flaw.

    Oh and by the way, it might be a good idea to program BOs so that they actually learn to use combos and exploits when using fists and melee weapons.

    TLDR version : the whole ground system needs a complete overhaul and need to be as much rewarding overtime than space combat.

    That's my 2 cents.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011

    TLDR version : the whole ground system needs a complete overhaul and need to be as much rewarding overtime than space combat.

    That's my 2 cents.

    I think it's called "Season 4"
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    MrJ wrote:
    What I meant about it being "not particularly Star Trek" was, to use TNG as an example, I don't recall an Enterprise D away team going into a possible combat situation with the team consisting of Picard, Geordi, Barclay, Dr Crusher and Nurse Ogawa. And when fighting the enemy hordes I don't think I've ever seen a Starfleet Engineer deploy automated Phaser turrets, nor seen a Medical Officer bring someone from almost dead to perfectly fine by typing on a tricorder standing 20 feet away.

    Of course they wouldn't if they KNOW what they are going up against. I agree with that. But IF they know, they would build the team accordingly...which you can do in STO. I guess we are talking apples to organes.


    That's one encounter. It has only been happening with foundry missions, for some reason some people place a 5 person mob of 2 combat medics and 3 engineers. So if you focus your attack on one of the medics the engineers recharge his shields and he and the other medic recharges his health. Once you get him down, the other medic just revives him and you have to start all over again. If you try to take out an engineer the medics just heal him and then revive him when he dies even if you vaporise him, which is just awesome.

    Ahhh yes....THOSE foundry missions. I usually just bypass those because they are really what I call poorly designed. I am sure the author had good intentions but in practice they do not always work right. I also WILL give them a one star rating if it looks like they are trying to intentionally make a mission falsely scale up just because they can. Anyway, no mission/encounter should take anyone more then 20-30 minutes. Kind of goes against the grain and becomes extremely boring no matter how good the writting of the story might be.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Trone wrote:
    I think it's called "Season 4"

    Yup, and this post was to see if there was something i could be doing different in the mean time in order to have a chance. The suggestions have made a complete difference, and ive not had any problems since redeploying my ground away team. I cant wait to se what changes are coming to make it more engaging. Im sure there will be issues with it as well, and probably a lot of threads just like this one. Once a good technique is found tho, we will all be ok. Atleast cryptic is listening and moving forward which is all i ask they keep doing! I undrrstand things take time, but it sounds like they are laying some serious groundwork to be able to crank out content at a much more rapid pace. In development it is usually a constant one step back, two steps forward momentum, so i completly understand whats going on with their season 4 plans..

    - x -
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    To be fair, Tac BOFFs are the hardest to really run well on the ground. You can muddle through with sci officers that have the right abilities, and with four engineers you can literally sleep through ground missions. But three Tacs is a challenging team for any captain, I think. If you're a tac captain as well, it gets even more difficult, because there are some seriously screwy mechanics with tac captain aggro on the ground.

    Having said all that, it sounds like you're on the right track after checking out the Ground Playbook. The only other thing I would suggest is just make sure you didn't accidentally set your slider to Elite at some point without realizing it. The one-shot bugs, massively OP mobs, and wiping your team in seconds sound very much like well known, long standing issues that have plagued Elite for quite a while.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Heezdedjim wrote:
    To be fair, Tac BOFFs are the hardest to really run well on the ground. You can muddle through with sci officers that have the right abilities, and with four engineers you can literally sleep through ground missions. But three Tacs is a challenging team for any captain, I think. If you're a tac captain as well, it gets even more difficult, because there are some seriously screwy mechanics with tac captain aggro on the ground.

    Having said all that, it sounds like you're on the right track after checking out the Ground Playbook. The only other thing I would suggest is just make sure you didn't accidentally set your slider to Elite at some point without realizing it. The one-shot bugs, massively OP mobs, and wiping your team in seconds sound very much like well known, long standing issues that have plagued Elite for quite a while.
    It might be it is not just the difficulty slider that makes these mobs overpowered. They seem to be generally very tough, regardless of difficulty level. Going by some comments from the dev, it might be that the entire scaling of them - by level and by tier - is off.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    It's weird. I'm VA and have a 'classic' away team setup of my first officer(sci-commander) medical officer(sci-lt.commander), engineer(lt.) and tac (lt.) and for some reason I find ground ok, do you think it's due to my team not all being commanders and the game has scaled it down?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    I think it is more of a matter of your BoFF's powers. if you have a collection of random powers, then you'll have and just rely on DPS from your boff's guns, then you'll be in trouble. Your Boff powers need to have a tactic in mind. 1 example is a terret overload, another is a ton of healers, or a mix. If you want to have a tacticle BoFF, Supress fire and Focus fire are good powers to have, one taking down an enemy faster, the other reducing damage enemies output. Overrwatch is good too, esoecially if you have more than one tac Boff. I find stealth is really only effective on a player since the Boff lack the intelligence to effectively use.

    So, you don't have to give up your favorite setup, just be mindful of what powers they have and how they will worth with eachother, and how you can use them to their best effect.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Nobody goes on ground missions.

    Everyone just leaves the system and finds another mission which doesn't require an away team.

    Ground combat is broken.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    AdSin15 wrote: »
    Nobody goes on ground missions. Everyone just leaves the system and finds another mission which doesn't require an away team. Ground combat is broken.
    Actually I go through periods where I get very bored with the kill-five-bears space templates and do only ground. It's unfortunate there are so few ground dailies, and you can only really get them in star clusters and story lines. Overall ground allows a lot wider variety of tactics and setups compared with space, once you figure out the set of things that work.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    I´m still wondering why ground Boff skills don´t share cooldowns, while their space skills do. My engineer can´t set up multiple phaser turrets, why can my Boffs do it ?

    You can give your sci Boff Medical Tricorder 1-3 and he can use all 3 skills freely without shared cooldown, it´s strange. :confused:
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    I wouldn't worry about ground combat OP, we'll get Season 4 soon and everything on ground will be revamp'd
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Heezdedjim wrote:
    Actually I go through periods where I get very bored with the kill-five-bears space templates and do only ground. It's unfortunate there are so few ground dailies, and you can only really get them in star clusters and story lines. Overall ground allows a lot wider variety of tactics and setups compared with space, once you figure out the set of things that work.

    Yeah well, me too i sometimes get bored of doing space stuff with the usual kill-5-giant rats spawns and decide to go do a ground mission for a change...

    But then i stumbled on Borg ground troops and it suddenly becomes "held" "rooted" "knocked down" "held" "held" "held" "rooted" "knocked back" "held" "held" "held" "held" "held"....

    Sooner or later the away team healer gets Held too and then its "melee damage" "knocked down" "melee damage" "dead"....

    This is where ithrow away my mouse at the wall, slaps my computer screen and swear i will not get lured into a VA ground mission ever again :(

    This is irritating to say the least.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Yeah well, me too i sometimes get bored of doing space stuff with the usual kill-5-giant rats spawns and decide to go do a ground mission for a change...

    But then i stumbled on Borg ground troops and it suddenly becomes "held" "rooted" "knocked down" "held" "held" "held" "rooted" "knocked back" "held" "held" "held" "held" "held"....

    Sooner or later the away team healer gets Held too and then its "melee damage" "knocked down" "melee damage" "dead"....

    This is where ithrow away my mouse at the wall, slaps my computer screen and swear i will not get lured into a VA ground mission ever again :(

    This is irritating to say the least.

    I've never had this problem with the Borg. I may be the only person who sees no issue with the current ground combat setup (though I'll be happy to see improvements).
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    I've never had this problem with the Borg. I may be the only person who sees no issue with the current ground combat setup (though I'll be happy to see improvements).

    Well that is exactly the issue i have with Ground Combat. How can two different players experience such a different scenario when both fighting at lowest difficulty? That is non-sense.

    When doing space combat, anyone can solo pretty much anything on lowest difficulty by bringing in any kind of ship with pretty much any kind of BO setup. As long as you have weapons equipped, it is pretty much just a metter of time before the opposition gets wiped out.

    But when it comes to Ground Combat, if you do not cherry pick your Away Team weapons, cherry pick your Away Team skill setup, cherry pick your shields and armors and consumables and what not, even on lowest difficulty you can run into problems. And for what? For spending 5 minutes sludging into one enemy group who will at best give you like total 5-10 skill points. Meanwhile, killing one cruiser in space takes like 30 seconds and gives around 15-20 skill points.

    That's just wrong.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2011
    Ground combat tends to go pretty quick for me.

    I have 1 engineer (Borg BO), 1 sci healer (Reman), 2 tacs (Gorn and Breen). I never give BOs anything but expose weapons.

    I use an exploit weapon or a melee sword on my engineering captain. I try to remember to setup turrets beforehand. I try to avoid using my exploit abilities except on an exposed enemy. I focus fire on medics. Enemies go down pretty fast.

    Personally, I'm inclined to think that instead of exposes and exploits being tied to weapons, every character (player or BO) should have an "Expose" stance and an "Exploit" stance that tack on expose and exploit effects to weapon special abilities.

    Players should default to the "Exploit" stance. BOs should default to the "Expose" stance. Multiple exposes should stack for increases exploit effectiveness and chance to disintegrate. Exploits should refresh the timer on any expose effect even if they do nothing else.
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