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Lt. Commander
Join Date: Dec 2007
Posts: 120
I know you guys are busy with fixing all these buys with Season 4, but when are we going to get around to fixing this balancing for the new Ground PvP?

  • 1-Shot Kills
  • Spawn Camping
  • People running around naming their character "Security Escort III" (Naming Violation?)

And of course a bug that allows Ground PvP counting towards 2 PvP sessions.


Now don't get me wrong, its funner than it use to be and funner than Space PvP. But somethings do need attention. So could you please give us an idea when you might get around to it?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
07-16-2011, 01:48 PM
Hmm. I am not sure about violation of a naming policy, but in my opinion it's about time to rename NPCs from "Security Escort III" to "Security Team III" and a couple of monthes afterwards into something else.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
07-16-2011, 02:10 PM
In the PVP forum someone looked up the rules and did say that it is a violation, but nobody knows why CSR hasn't acted yet.

As for Ground PvP, it would be nice to when we could see some of these fixes before people go back to Space.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
07-16-2011, 02:35 PM
It was the same thing in space PvP a while back that Klingons had named their ships Bird of Prey or Toduj fighter as to throw people off from attacking them.

When I first got killed by Security Escort III I was like whoa a little op for a pet don't you think? Then come to find out it's a player I was disgusted at the use of that name.

I would agree there are some serious balance issues currently with weapons and classes. Although I can't see that much can be done without seriously affecting tac officers. I think they need to go back and look at the other two classes for survivability.

I think all classes have abilities to put out damage just not like a perfectly designed alien tac. If engineers had damage resist and sci had improved life and healing.

Ground is quick pace and the biggest issue I see with ground PvP is lack of tactics. No use of cover or concealment just rushing head on into 5 enemy trying to bring one down before all of them can kill you.

The other issue is the respawning. Either a point is being camped whether intentional or not, or you spawn right in the path of the enemy and they kill you as soon as you get up.

Random respawns work however they should be safe spots where you don't get attacked right away. Either that or give a respawned player immunity or noncredit kill for a few seconds after respawning. Then campers either get killed by invulnerable players respawning or no credit for the kills they are making.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
07-16-2011, 02:56 PM
Its easy to bypass the name trick, just setup your options to view their fleet name.

The way this game is setup makes PvP hard to balance to begin with. Without our skills we're all the same, same hp, same shields, same guns. In other MMOs you have different levels for HP, dps, regen, damage resist. All this based on class alone, in STO we're basically all humanoids.

This gives tacts a huge advantage on the ground because they get skills that boost their gun damage. Other careers skill trees boost their powers. Some of the things I'm about to mentioned was mentioned in pieces earlier in this thread.

IMO this would help balance ground pvp. These can be improved through putting skill points into the right skill tree.

Tactical

Whatever bonuses they get to damage already
+10% Dodge

Engineer-

+20% Shield Capacity
+10% Shield Regen

Science-

+10% HP regen
+10% resist to all damage

Granted the bonuses would be spread over the skill trees, example Combat Engineer and Personal Shields Engineering would boost Engineer passives.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
07-16-2011, 03:15 PM
Quote:
Originally Posted by Gypsy_Blade
Its easy to bypass the name trick, just setup your options to view their fleet name.
The toughest among them isn't in a Fleet, but people suggest checking the rank in the name tray. Still in the heat of battle you want to shoot first than check for confirmation.

Quote:
Originally Posted by Gypsy_Blade
The way this game is setup makes PvP hard to balance to begin with. Without our skills we're all the same, same hp, same shields, same guns. In other MMOs you have different levels for HP, dps, regen, damage resist. All this based on class alone, in STO we're basically all humanoids.

This gives tacts a huge advantage on the ground because they get skills that boost their gun damage. Other careers skill trees boost their powers. Some of the things I'm about to mentioned was mentioned in pieces earlier in this thread.
Very true, and is probablly why the Dev Team isn't speaking about it. Because some of the balancing issues would directly affect the new Ground play. So the only real solution would be to make two seperate abilities for PvE and PvP like other MMOs do, where they have full power in PvE, but against other players, the effects is reduced.

But I would like to see a movement accuracy debuff while moving and gets substantial while running, that would really reduce the easily aggressive nature of players.

Quote:
Originally Posted by Tragamite View Post
It was the same thing in space PvP a while back that Klingons had named their ships Bird of Prey or Toduj fighter as to throw people off from attacking them.

When I first got killed by Security Escort III I was like whoa a little op for a pet don't you think? Then come to find out it's a player I was disgusted at the use of that name.

I would agree there are some serious balance issues currently with weapons and classes. Although I can't see that much can be done without seriously affecting tac officers. I think they need to go back and look at the other two classes for survivability.

I think all classes have abilities to put out damage just not like a perfectly designed alien tac. If engineers had damage resist and sci had improved life and healing.
With Tacs, just have no buffs available while cloaked or that buffing up causes you to decloak.

Quote:
Originally Posted by Tragamite View Post
Ground is quick pace and the biggest issue I see with ground PvP is lack of tactics. No use of cover or concealment just rushing head on into 5 enemy trying to bring one down before all of them can kill you.

The other issue is the respawning. Either a point is being camped whether intentional or not, or you spawn right in the path of the enemy and they kill you as soon as you get up.

Random respawns work however they should be safe spots where you don't get attacked right away. Either that or give a respawned player immunity or noncredit kill for a few seconds after respawning. Then campers either get killed by invulnerable players respawning or no credit for the kills they are making.
Exactly why I suggested a negative accruacy modifiier for movement, make it harder for players to blitzkreig.

Another idea for an improved GPVP map would be a dynamic map where Engineers can use controls from a control center to raise / lower force fields or blow up EPS conduits as a hostile team passes by. Something each class could do.


And with spawn camping there has to be a respawn protection that increases in duration if attacked prior to expiration or that maps are redone where they can't be easily attacked like being behind 1-way shields where players can shoot out but the others cannot shoot in.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
07-16-2011, 03:20 PM
Are you kidding me? Only Tacs have an advantage? Ever tried to kill someone with Nanite Health Monitor up? Or been on the wrong end of Orbital Strike? Ground PvP in general is in dire need of some work, it's not just those evil Tacs.
Also there need to be some serious penalties for people who refuse to respawn. More often then not I've seen people refuse to respawn and curse out the other team in Zone when their team was losing, even if they weren't that far behind, thus hindering the rest of their team and making sure they lose in the end.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
07-16-2011, 03:46 PM
Quote:
Originally Posted by Azurian View Post
  • 1-Shot Kills
This has got to be the most annoying of them all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
07-19-2011, 01:56 PM
I guess I don't see what is so bad about it right now...I still think it is too soon to rework anything in a major way. The pacing is good, people are having fun...I dunno. Maybe I'm not enough of a hard-core PvP guy, but most of my matches are just a lot of fun. (Well, when the other team puts up a fight, a lot of times it is really one-sided and that's no fun).

I love that the engi abilities are useful now, you can set up little fortresses at bottle-necks. And my sci guy has fun stripping shields and firing off radiation right as people run around corners then getting a kill notice five seconds later. And charging people with my space-shotgun because most of them don't realize how easily they can kill me.

I guess I have not had much problem with being one-shotted by tacs, but maybe I'm just lucky? I tend to pop in and out of cover a lot and I'm pretty careful not to get caught in the middle of an open space whilst alone, so maybe that's it?
------------
I have noticed a lot of people are still trying to 'tank' on the ground, which just gets you killed *super* fast now...but honestly I'm thrilled that the dynamic isn't the same old tank/dps/healer that you find in every other MMO. This is more like a slow paced FPS with tons of crazy abilities than the traditional MMO experience.
------------
Man, last night I had so much fun doing ground PvP...my favorite was a Klink vs fed that ended 29-30 with four out of five members on both teams keeping tight and playing well (there's always one, lol).

My favorite 'moment' was assaulting the bridge on the starship map against a Klink group that was doing a good job of defense. Popping in and out, using cover shields and turrets, hiding behind consoles...so much fun.
-------------


TL;dr-- I think it's too soon to 'fix' ground PvP, because I'm not convinced about what's broken. Certainly, players have not figured out the nuances yet and trying to mess with it now (outside of genuine bugs) is just going to sow chaos.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
07-19-2011, 02:02 PM
If they can figure something out on the respawning though that would be nice, although I'm not sure what they need to do on the smaller maps. Once you shatter a team it can be hard for them to make it back in the game if they never get a chance to re-group...honestly, I'm not sure how to solve it on small maps with 5 player teams.

Maybe respawn timers like you see in some games, where there is a 45 second window between respawns or something so if a team gets wiped they are more likely to remain cohesive?


The only other thing I can think of is 'safe' areas to respawn in with guards/forcefields, but now you're talking about reworking every ground map and I don't see that happening.
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