Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
11-08-2011, 10:54 AM
I'd say the role of an Escort is more like a Rogue. The one doing the killshot from where ever the enemy would least expect it. Also, I think Cryptic was trying to move away from the classic "roles" and allow players to play any way they want to, and of course face the consequences of their choices.

It's just more challenging to build a character in a game without clearly defined roles but some people like it that way.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
11-08-2011, 02:56 PM
no! no no no!
its very nice to say that:
Quote:
It's just more challenging to build a character in a game without clearly defined roles but some people like it that way.
but when MustrumRidcully is right, the truth is, that Cryptic mixes together the roles which simplifys the game

i should take tanking abilities(strengthen my hull/shields and selfhealing) so WHEN it happens, that npc ships target me - which ONLY happens because the threat system is so dull and dumbed down - i can still manage to survive
why is this stupid?
1. with an escort ship i dont have as many technical consoles so my shields and hull are generally weaker
2. an escort ship has a way lower shield modifier which makes its shields even more weak
3. as an escort captain i invest less points in shield and hull strengthening abilities...hell i dont even have access to some of them

that leads to a weakener shield and hull efficiency which makes every single buff to the shields/hull of an escort ship less effective than to the shields/hull of a cruiser

when this still works at higher levels(and i dont know if it does because im new and am only commander now) there could only be a solely reason for it:
high level pve must be easy as ****
because in no other RPG(ROLE PLAYING GAME) you can tell the mage or the crossbowman or a full dps fitted tech 3 tengu that he should just tank the dmg
because they cant
because they explode when they do
but in every other rpg i played before there were mechanisms to not get the aggro and still fulfill your role

actually i die quite often...especially on very strong ships that i cant burst down in time before they kill me
this happens especially in gorn fleet mission at the dreadnaught or the 3 battleship packs and in the klingon fleet mission with the 2 dreadnaughts and the I.K.S. something
i wait for a cruiser to attack, give him some seconds, attack and after 3 to 5 seconds i topped his dmg, get focused, eat 16k torpedoes, die and fly there again and continue the fight
clearly a very smart and intelligent design of game mechanics
congrats, cryptic!

rpg means role playing
roles! high efficiency through role diversity and teamplay! not 3 pseudoroles where every single one does a bit of the other 2
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
11-08-2011, 03:57 PM
Quote:
Originally Posted by zordar View Post
I've found that the aggro mechanics on ground missions are A) player first, B) anything else second. I've lost count of how many times I've ordered my away team to attack a target, held back to buff up, and immediately come under fire by two or three mobs that run past my attacking away team directly to me. I've tried variations on this theme where I order BOffs to attack then run around the entire encounter. About 3-5 seconds after combat starts I have at least two mobs running after me firing away (and it's usually not even the closest mobs to me, which makes it even more hilarious). So it seems just being a player-controlled character gives you a permanent +5000% aggro boost.


Z
That is why you give your BOFFS a handy dandy CRM 200 and laugh when the enemy puts their back to them.

However, I agree, on the ground NOTHING out aggros a captain. Which makes sense in all honesty... Though my Foreign Exchange Gorn seems to be able to pull Aggro sometimes. He is a close range tact and really makes it hard for them to ignore him LOL.


Quote:
Originally Posted by LordOfPit View Post
I hope you realize that if ground-combat wasn't like that we could just hide behind a corner and puppeteer our BO's to slaughter the enemy, right?!
Considering I AM the Captain and should not be down there anyway... What is wrong with that?



As for there being a need to adjust the roles a bit... I feel there should be. The BoP is fine the way it is and has a good role but an Escort is questionable. They can be made tough and still kill BUT they cannot be as tough as a Cruiser and the Cruiser has no way to really hold Aggro against them. I can understand that in PvP you cannot force aggro but in PvE there should be some ways to allow cruisers to do their real part. Even if flying behind them broke line-of-sight like Asteroids do that would be something.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
11-08-2011, 04:17 PM
Quote:
Originally Posted by duldrome View Post
rpg means role playing
roles! high efficiency through role diversity and teamplay! not 3 pseudoroles where every single one does a bit of the other 2
Sorry that what Cryptic has done doesn't suit your gameplay ideals. I doubt they're going to change however and since Escort ships are well... escorts, they're supposed to escort the main ships (think of ship convoys in space or in sea) and that's the Cruisers.

In essence, let the Cruisers run in and take the heavy fire while you pick off targets. Wanna play differently? You're welcomed to it but blaming Cryptic for designing their game not to suit your gameplay decisions doesn't really seem productive to me.

Also, don't forget that Cruisers can and sometimes will heal an Escort. It's just that when an Escort flies all over the place and shoots every possible enemy, they can bite more than they can chew.

Quote:
Originally Posted by Shinkuu_Akagan View Post
Considering I AM the Captain and should not be down there anyway... What is wrong with that?
There's nothing wrong in that because the enemies know who they're fighting so when they see a bunch of lowly Bridge Officers, they know to go look for the Captain that's giving them orders. The enemies are "smart" that way because someone decided that allowing enemies to attack the player leads to a sense of challenge in combat because it introduces the chance of defeat.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
11-13-2011, 06:39 AM
If you set up your ship for support and healing others, its not all that difficult to keep an Escort up in a STF. In PVP they are also prime targets due to having the least defenses and most damage... as players don't conform to aggro tables, you learn how to save your most valuable members (good damage dealers). These same lessons can be used to keep Escorts up in STFs, which aren't near as difficult as PVP is. It's a perfectly legitimate strategy, and pretty much how the game works. It's not going to be easy at all for you to hold aggro, in a Cruiser, against a competent Escort -- thus you can either try your best to steal aggro through fighting the DPS of your teammate, or you can do the sensible thing and try to keep him alive instead. Your call.

Ultimately what keeps someone alive is not the base amount of hull or shields they have, but how much resistance and healing you can provide them. This is true for any kind of ship, Escort or Cruiser.

That might not be palpable for people who want the Holy Trinity-- Tanker/Damager/Healer, but STO is a little bit different, especially in Space. Roles to play are still here, but they are a bit different than in typical MMOs.
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