Career Officer
Join Date: Jun 2012
Posts: 668
# 21
11-06-2013, 07:27 AM
Quote:
Originally Posted by adjudicatorhawk View Post
Voth AI is a lot better (less dumb) than most of our other critters. I would love to take a hard look at all of our general AI and make it smarter just on principle, but the danger there is that better AI isn't necessarily more fun - so we'd have to make sure that AI changes are actually making the game better, not just "more realistic" or "harder" or whatnot.

One thing I'm almost definitely going to try to do is make critters use powers a little more often. Right now they have anywhere from a 2 to a 3 second cycle time between a power finishing activation and another power getting queued. A lot of that dead time is to make them feel more organic/less robotic, which it does actually succeed at - but it also makes especially ground critters feel super dumb, which is less than optimal.
I would like to thank you and the team at Cryptic about some of the bug fixes. It is especially nice to see a Dev in the forums responding to concerns of players. When I see this I am more willing to invest more time and money into a game. Thanks again for the work.
Captain
Join Date: Jun 2012
Posts: 765
# 22
11-06-2013, 08:42 AM
Quote:
Originally Posted by mikiiy View Post
Depends a bit what you aim for.. if you just want a toon that works decently on ground and does do average good in ground pvp skill points wont be your issue, 66k is sort-of enough for one kit.. when it comes to traits you'll have to cut space down to the necessary and get 2-3 ground traits in tho.

When it comes to wanting to be great on ground as in maximizing things.. i bet you'll not want to use one of your 4 toons anyway, unless one of the 4 is a caitian.
.
Not for me, if i will do ground pvp, i need to have a character at his maximum potential, is my way of doing things. I dont like to get into a match with a disvantage from minute 0.
About removing 2-3 space trait, no way, i need all of them even more now that every new lockbox have an ubber trait. They should divide the trait system in space slots and ground slots, simple as that.
John Sheridan@playhard88 - FED Tactical
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)

Last edited by playhard88; 11-06-2013 at 08:45 AM.
Survivor of Romulus
Join Date: Jun 2012
Posts: 2,581
# 23
11-06-2013, 08:42 AM
Can we have an 800 lobi Dinosaur mech suit?

I want an Armored Hatham called Fluffy!
Career Officer
Join Date: Sep 2012
Posts: 221
# 24
11-06-2013, 09:06 AM
Quote:
Originally Posted by playhard88 View Post
Not for me, if i will do ground pvp, i need to have a character at his maximum potential, is my way of doing things. I dont like to get into a match with a disvantage from minute 0.
About removing 2-3 space trait, no way, i need all of them even more now that every new lockbox have an ubber trait. They should divide the trait system in space slots and ground slots, simple as that.
Guess you have no choice but to roll a caitian then, totally aside of the dodge they also have a quite big movement advantage in shanty town due to their jumping height.

Quote:
Originally Posted by majortiraomega View Post
A hit point reduction is less likely to happen than having the extra stat flat out removed. +10% Dodge is far superior to any trait you could possibly get on the ground, it's a flat out non-reducible damage mitigation.
I wonder if they actually still have 10%, the trait description says +10% the passive tooltip for feline instincts says 1.5% and i don't remember the patch notes say anything. However i do remember that the patch notes once said they added dodge to the stats window, which never seemed to happen. I sort of trust the 10% is right tho, as lots of passive-window tooltips seem to be totally wrong (like lucky).

I agree that dodge is the most OP trait thing on ground, closely followed by jumping height (at least in shanty) and reman mind drain.
___
Tami, Leader of -FS-

Last edited by mikiiy; 11-06-2013 at 09:21 AM.
Captain
Join Date: Jun 2012
Posts: 2,051
# 25
11-06-2013, 09:42 AM
Quote:
Originally Posted by adjudicatorhawk View Post
Next up: Medical Vanguard procs on Fleet Shields (and any other passive power) getting fixed.
Thanks you so very much for taking the time to kill all of the ground bugs.

Quote:
Originally Posted by dontdrunkimshoot View Post
i acsidently qued ground the other day, and im pretty sure i was shooting at someone with this. boy was i under geared for ground pvp lol.
If you are talking about that fight with Maxwell and you against me, no, I wasn't using the Medical Vangaurd bug. Medical Vanguard is permanently active on Elite fleet armor and activates every time an [Adapt] procs on an elite fleet shield. I was using the Omega Force Armor + Weapon with the Nukara +10% All Healing Shield.
Empire Veteran
Join Date: Jun 2012
Posts: 363
# 26
11-06-2013, 09:49 AM
Quote:
Originally Posted by thay8472 View Post
Can we have an 800 lobi Dinosaur mech suit?
I would vote for a mount instead of a suit.
My stomach is clear and my mind is full of bacon!
Lieutenant
Join Date: Sep 2012
Posts: 78
# 27
11-06-2013, 10:12 AM
Quote:
Originally Posted by adjudicatorhawk View Post
Next up: Medical Vanguard procs on Fleet Shields (and any other passive power) getting fixed.
Wow.. so many ground fixes. My eyes have never beholden so many in such short order.

If you really want people that don't do ground pvp to give it a try though..the issue of shared skill points/traits between ground and space needs to be addressed. It is the #1 thing I see people use as an excuse not to try it. "My character is specced for the space, so I'll be at a disadvantage." Which is true.

On the topic of capping dodge.. my thought is that with 1000-3000 damage hits happening daily in ground pvp, any change to the dodge mechanic.. might not end well.

I have been out of the loop for a few months regarding ground pvp due to all the issues it has, but as far as I know these are things that could all still use addressing...

1) Broken Hold Resistance, as seen in this video. http://www.youtube.com/watch?v=baWmNqd2UJs
As you can see, you can be hit by a phaser stun proc over and over... not fun at all.

2) Tray lock caused by being on the receiving end of the omega carbine, or cryo immobilizer module. I recall this being particularly nasty. Likely caused by the immobilize proc.

3) Tactical doffs that turn Ambush into a damage over time attack have a stacking issue with the plasma fire from plasma grenades. If you sit in the plasma fire for any length of time, the ambush dot will stack on you over and over again. This is pretty much a death sentence.

4) Distortion Field 2-piece Omega Set bonus power has an unintended effect if your character has the Covert trait. If your target is around 25m or further from you, and you have distortion field up while firing a sniper shot, or throwing a plasma grenade.. the grenade impact circle will not show up, nor will the sniper's secondary fire "laser pointer". It is trivially easy to do a one-two punch using this tactic to down a target from range. Combine this with the Ambush Dot doff issue.. and you can see why it's a problem.

5) The Adapted MACO Pulsewave Rifle's photon grenade doesn't show an impact circle. Similar to the distortion field issue. Both of these issues suck if a person wants to use these weapons/sets. I removed the Covert trait from my alien tactical officer a long time ago due the distortion field bug, but their is no getting around this one. Only to not use the gun really.

That is all I could think of for now. Thank you for your time and have a good day.
Selun'x Alien Sci - Zarza Reman Tac
Survivor of Romulus
Join Date: Jun 2012
Posts: 2,581
# 28
11-06-2013, 10:20 AM
Quote:
Originally Posted by aetam1 View Post
I would vote for a mount instead of a suit.
that works too. Devs... V-Rex mount please!

I want an Armored Hatham called Fluffy!
Captain
Join Date: Jun 2012
Posts: 2,051
# 29
11-06-2013, 11:13 AM
Quote:
Originally Posted by solarstreak View Post
If you really want people that don't do ground pvp to give it a try though..the issue of shared skill points/traits between ground and space needs to be addressed. It is the #1 thing I see people use as an excuse not to try it. "My character is specced for the space, so I'll be at a disadvantage." Which is true.

On the topic of capping dodge.. my thought is that with 1000-3000 damage hits happening daily in ground pvp, any change to the dodge mechanic.. might not end well.

I have been out of the loop for a few months regarding ground pvp due to all the issues it has, but as far as I know these are things that could all still use addressing...

1) Broken Hold Resistance, as seen in this video. http://www.youtube.com/watch?v=baWmNqd2UJs
As you can see, you can be hit by a phaser stun proc over and over... not fun at all.

2) Tray lock caused by being on the receiving end of the omega carbine, or cryo immobilizer module. I recall this being particularly nasty. Likely caused by the immobilize proc.

3) Tactical doffs that turn Ambush into a damage over time attack have a stacking issue with the plasma fire from plasma grenades. If you sit in the plasma fire for any length of time, the ambush dot will stack on you over and over again. This is pretty much a death sentence.

4) Distortion Field 2-piece Omega Set bonus power has an unintended effect if your character has the Covert trait. If your target is around 25m or further from you, and you have distortion field up while firing a sniper shot, or throwing a plasma grenade.. the grenade impact circle will not show up, nor will the sniper's secondary fire "laser pointer". It is trivially easy to do a one-two punch using this tactic to down a target from range. Combine this with the Ambush Dot doff issue.. and you can see why it's a problem.

5) The Adapted MACO Pulsewave Rifle's photon grenade doesn't show an impact circle. Similar to the distortion field issue. Both of these issues suck if a person wants to use these weapons/sets. I removed the Covert trait from my alien tactical officer a long time ago due the distortion field bug, but their is no getting around this one. Only to not use the gun really.

That is all I could think of for now. Thank you for your time and have a good day.
Yeah, adding an extra 44k skill points would get rid of the vast majority of complaints, you'd be able to fully spec into both areas.

Dodge needs a fix, there is no doubt about this. The only time you are going to get an attack over 1000 damage is if you are stacking tactical buffs or you get a Critical hit + Expose. 3000 damage hits are extremely rare and may only be dealt via a pulsewave assault weapon or perhaps a super buffed sniper shot on Critical hit + expose. An attack dealing 1000 damage will cost a tactical officer all of his buffs, and a full health target will survive. It would take 1526.65 damage to kill my science officer with a single shot before factoring in most heals. Sniper rifles have a long chargeup and they won't be dealing that level of damage unless I am exposed. You need to be close in order to shoot me with a pulsewave, in which case you run into the various downsides of getting close to a player. Not to mention the damage is reduced by range.

With the launch of Legacy of Romulus, we all got +7.5% maximum health from Tier I Nukara. Combined with the trait revamp, everyone has Peak health for +10% maximum health. Oneshotting someone is no longer the meta of the game. The majority of LoR experienced tactical officers are now saving Ambush to finish a target, rather than opening an attack with ambush.

Hold Resistances are working correctly. A resistance is not an immunity in any sense. Hold resistances further decrease the duration of a hold. If you dislike stuns, the 2 piece adapted MACO, Hypos, and the Mental Discipline clickable power will all clear stuns. Hypos have a 20 second cooldown with duty officers, Adrenaline booster has a 45 second cooldown, and Mental Discipline has a 4 minute cooldown. The latter two abilities can be reduced via Tactical initiative.

The Omega Force Autocarbine proc is fixed per se, it's reduced by willpower and cleared by the same abilities that clear stuns. Alone it's just another weapon. The real problem is Cryo Immobilizer module, as it cannot be reduced or cleared. When combined with the Omega Force Autocarbine, it can also create constant immobilize procs on a target. Last I heard this is getting fixed soon.

The bugged interaction between Plasma Grenades and DoT doffs I've brought up several times before. As far as I know, Cryptic knows about the problem. With all of the ground fixes at the moment, this bug's days may be numbered.

The "Distortion Field Bug" is true for any stealth ability. If a stealthed opponent uses an attack from beyond a player's perception range, any ability animations are hidden from view.

The impact circle on the Adapted MACO and KHG Pulsewave isn't that concerning. Not many people use the weapon anyway because that grenade it fires has a long cooldown and the weapon itself is basically a [Dmg]x4 modded weapon without an archwave setting. The grenade also deals kinetic damage, which means that only 50% of the attack will bypass shields.
Lieutenant
Join Date: Oct 2012
Posts: 73
# 30
11-06-2013, 11:32 AM
I personally would love to see the following:

A resistance to immobilize as right now there is no resistance to that in the game. Perhaps a 10 second total resistance after being hit with the immobilize? That would give a total 5-8 seconds before being hit again with it after the current immobilize wears off. This would prevent the carbine from completely infinitely repeating and allowing you to be mowed down and kill back to back cryo procs.

I would also like to see something like the above mentioned for phaser stun proc's.. This goes back to willpower being broken as willpower does not resist to stun, as it should.

Also your 'fix' to KB is not a fix at all. Unfortunately you still receive the proc from the KB itself, you just don't get knocked down.. all you really did there is make it so the graphics doesn't show you getting knocked down but there is still a period in which your tray is locked after getting what would normally be a KB.

I would love for the omega shots to stop. By this I mean the part where you get hit by omega sniper user and can not see yourself being dotted. Unfortunately though, I do not really see this as being a 'bug' and more of a general concern for new members.

I would also love to see the false vaporization taken out. Toons can be falsely vaporized and just saying its an engineer you can no longer see them hitting you with an orbital. You can't even see the toon, just a name above their head. I realize this is a bug predating back to season 7 before LoR.

Another thing I would love to see stopped is stacking the cloak with the omega distortion. Unfortunately if stacked you can not even see the person with the nukara cloak hunter set. On top of that some people have gotten to where they use the cloak and then upon uncloaking they have the omega up and by the time they finish their attack they are recloaked and running.

Their are tons of other problems on ground but thats some of the main 'bugs' that are being faced.


"Working as intended"... 1 year later they "fix" it.
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