Captain
Join Date: Jul 2012
Posts: 2,192
# 101
02-09-2013, 12:48 AM
Quote:
Originally Posted by renimalt View Post
Slightly different from the discussions so far, but:

Issue: Crew longevity in combat
Crew seems to die far too easily, and be revived far too slowly under PvP conditions. I fly a 2500 crew Oddy; even with a purple Mk XII biofunction monitor + white Mk XI emergency force fields, a single kinetic-based opponent can easily keep the active crew number close to 0. Given that crew is a huge part in determining hull regeneration, and also helps to combat subsystem damage, it seems that crew is becoming disabled/dying far too quickly and not recovering quickly enough. (This might also tie into the Theta crew-killing problem.)

(I've heard stories of the purple Mk XII biofunction monitor keeping crew active on 50-crew escorts, but it's not doing that on this oddy. Plus, thematically, it seems a bit wrong; I know that my ship is crewed by redshirts, but if all of them are disabled/dead, then who's flying my ship?)
There is engineering console that protects your crew. There is Aux to Damp skill that protects your crew as well. On my cruiser I dont go below 80% crew unless I choke on theta. Except for the theta part it works fine.

What bothers me is, that when I respawn I have to regen my crew, which effectively gimps me for long duration compared to low crew escort. Hence I propose that after you respawn, your crew should be at 100%.
Career Officer
Join Date: Dec 2012
Posts: 741
# 102
02-09-2013, 01:01 AM
Quote:
Originally Posted by dalnar83 View Post
What bothers me is, that when I respawn I have to regen my crew, which effectively gimps me for long duration compared to low crew escort. Hence I propose that after you respawn, your crew should be at 100%.
Theoretically "Abandon Ship" is supposed to help with crew death and respawn.

Maybe it's an opportunity to fix AS and make that give you full crew after respawning? But I think it was mentioned in the initial post that Cryptic isn't interested in possible solutions, so I guess just put AS on the list of issues and hope that someone at Cryptic remembers what this ability that has been useless ever since launch was originally supposed to do.
http://hilbertguide.com
Captain
Join Date: Jul 2012
Posts: 2,192
# 103
02-09-2013, 01:09 AM
Quote:
Originally Posted by mancom View Post
Theoretically "Abandon Ship" is supposed to help with crew death and respawn.

Maybe it's an opportunity to fix AS and make that give you full crew after respawning? But I think it was mentioned in the initial post that Cryptic isn't interested in possible solutions, so I guess just put AS on the list of issues and hope that someone at Cryptic remembers what this ability that has been useless ever since launch was originally supposed to do.
Abandon ship is not very useable in current game. Because you either die in 2-3 seconds or do not die at all. So I do not see the window of opportunity when I should use the skill. Beside, it's much more convenient to ram someone with a cruiser that is going down
Lt. Commander
Join Date: Jul 2012
Posts: 200
# 104
02-09-2013, 01:55 AM
The engineering console is the force fields that I mentioned -- the ones that didn't really help to keep the crew alive. AtD protects crew somewhat, but it only acts as a strong emergency force field console, and it's not up all the time. During its downtime, it's far too easy for some random kinetic strike to take out a quarter of my crew. Plus, AtD doesn't help the disabled crew come back.

The loss of crew and problem in keeping them alive is more noticeable on vessels with larger crew counts, I think. It's easy to replenish 50 crew on an escort, not so much on a 2500 crew (or more!) boat.

I do agree that waiting for crew to regen is a huge timesink, and one that can't often be afforded in a match -- my teammates are dying out there, and I have to go save them!
Captain
Join Date: Nov 2012
Posts: 1,416
# 105
02-09-2013, 02:50 AM
Quote:
Originally Posted by dalnar83 View Post
Abandon ship is not very useable in current game. Because you either die in 2-3 seconds or do not die at all. So I do not see the window of opportunity when I should use the skill. Beside, it's much more convenient to ram someone with a cruiser that is going down
I've also noticed abandon ship will cause you to self district Reguardless of your health. Once it active, even if you get heals you still go boom.
Quote:
Originally Posted by mancom View Post
Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
Science pvp at its best-http://www.youtube.com/user/matteo716
Do you even Science Bro?
Career Officer
Join Date: Jun 2012
Posts: 883
# 106
02-09-2013, 06:12 AM
Quote:
Originally Posted by naz4 View Post
05. Weapon: Phaser
Issue: Has the best PvP orientated proc and makes the other procs seem inferior
Status: This was altered once before to include a target-based immunity period. We feel this is sufficient for the time being, and that opinions of the relative power of Phasers, compared to other Energy Weapon Procs, are largely based on learned biases from the powers' original state. Phasers also benefit from being the most dramatic weapon proc in the game, causing a level of confirmation bias among players looking for a reason to dislike its current state.

That said, this isn't a wholesale dismissal of the complaint. Further changes are, however, unlikely to happen over any short-term period
Perhaps the best solution would be remove the shield proc entirely, and in exchange greatly increase the durations of the weapons, engines, and aux procs? Or change the shield proc to something that greatly weakens shields? Anything but taking the shields offline, really.

Personally, if I die (or someone I'm responsible for healing dies) because a lucky shield proc happens to coincide with someone delivering burst damage, I feel cheated. And I don't get much satisfaction when the only reason my team gets a kill is because of some fluky proc either. The shield proc just doesn't gel with what is usually a skill based game that requires coordination to score kills at the top levels of play.
Commander
Join Date: Jun 2012
Posts: 271
# 107
02-09-2013, 06:22 AM
The wepons to me are all good at the momnet.
Captain
Join Date: Jun 2012
Posts: 1,354
# 108
02-09-2013, 07:01 AM
Gents, if you have an issue, please post it in format specified or else I will miss it.

Thanks in advance.
aka NazHuggyBear2

"No, there is no real problem with P2W in STO. Obviously, if you fight against someone with an equal level of skill in the game, better equipment will give you an edge. But usually, it is the skill level that determines the outcome, not the P2W." - Sprinkles
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,385
# 109
02-09-2013, 09:34 AM
Quote:
Originally Posted by naz4 View Post
Gents, if you have an issue, please post it in format specified or else I will miss it.
##. Ability: Abandon Ship
Issue: Has been previously mentioned it could/should benefit crew in some way. Current implementation lacks sufficient bonus to provide incentive to use it.
Status: Under Review
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Quote:
Originally Posted by Me
Kurland here...
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,385
# 110
02-09-2013, 09:37 AM
I'd like to hear more about this issue:

Quote:
38. Ability: Scramble Sensors with doffs
Issue: Regardless of exiting game and re-entering, if you relog into game, your cooldown timers do not reset as they should. Should abilities be reset upto 10 mins on abilities? Do they stack if used by multiple players in team? Does the temporal inversion field amplify it? Also, do boarding parties amplify it as well? They also affect weapon timers drasticly (Upto 2 mins) See Picture Please note, picture taken approx. 2 minutes after game had ended
Status: To be advised by Cryptic
Does this happen every time you're hit by the Doff proc, without fail, or only when the match ends while you're under its effects?
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Quote:
Originally Posted by Me
Kurland here...
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