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Commander
Join Date: Jun 2012
Posts: 461
# 11
02-28-2013, 12:03 AM
Quote:
Originally Posted by borticuscryptic View Post
Can you imagine a game that had a Capture The Flag map where the Flag Runner was allowed to be completely invisible with no max duration?

I can't. So I removed it from STO today.
I could kiss you. This is wonderful to hear
Survivor of Remus
Join Date: Oct 2012
Posts: 409
# 12
02-28-2013, 01:39 AM
Quote:
Originally Posted by borticuscryptic View Post
Can you imagine a game that had a Capture The Flag map where the Flag Runner was allowed to be completely invisible with no max duration?

I can't. So I removed it from STO today.

Players in possession of the Virus on Shanty Town will find themselves unable to activate Stealth abilities until they get rid of the Virus. Or die.

I'm hoping this change makes it to Tribble this week.
Great news,great news indeed. Now,if using stealth abilities would also drop your shields like it does in space....
Commander
Join Date: Oct 2012
Posts: 275
# 13 o.o
02-28-2013, 01:45 AM
I agree. When a tac enters stealth his shields should go down until he deactivates it. This would stop what I call 'kamakazee' tacs who can infiltrate a group and kill several players with a pulsewave before being killed himself.

Last edited by akurie666; 02-28-2013 at 02:51 PM.
Captain
Join Date: Jun 2012
Posts: 744
# 14
02-28-2013, 10:13 AM
Quote:
Originally Posted by radkip View Post
Quote:
Originally Posted by akurie666 View Post
Also, the map is abused. Players intentionally run out the 50 [sic] kill count opposed to running the virus.
That's not abusing the map, it's PvPing. Ya know, what the map is actually designed for.
I think it can go either way. If people want to run the virus, that's fine, and it adds some cool tactical gameplay to the match. On the other hand, people that enjoy GPvP purely for the fighting are going to run the kill count, because Assault offers a longer match of actual PvP than the arenas.

What's really annoying is when the match is clearly moving towards one or the other, and people don't adapt and go with it. If the other team is constantly running the virus, but you just stay on the bridge trying to fight, that's no good. Similarly, if everyone in the match is just in a bridge battle, but you keep grabbing the virus and running towards death while contributing nothing else, that's no good either. Sure, the point of the map is technically to run the virus, but if it turns out to be just a deathmatch, so what?
Join Date: July 29 2008
Commander
Join Date: Dec 2012
Posts: 407
# 15
02-28-2013, 10:26 AM
Quote:
Originally Posted by borticuscryptic View Post
Can you imagine a game that had a Capture The Flag map where the Flag Runner was allowed to be completely invisible with no max duration?

I can't. So I removed it from STO today.

Players in possession of the Virus on Shanty Town will find themselves unable to activate Stealth abilities until they get rid of the Virus. Or die.
You just don't get it! You are not invisible while carrying the virus! You can see the purple gleam of cloaked Virus Runner from half map distance!

And this made Assault Map far more interesting than any other Capture The Flag i have seen. You had a real use to hunt down cloakers!

Well then, go ahead!...
Captain
Join Date: Jun 2012
Posts: 2,051
# 16
02-28-2013, 10:29 AM
Quote:
Originally Posted by borticuscryptic View Post
Can you imagine a game that had a Capture The Flag map where the Flag Runner was allowed to be completely invisible with no max duration?

I can't. So I removed it from STO today.

Players in possession of the Virus on Shanty Town will find themselves unable to activate Stealth abilities until they get rid of the Virus. Or die.

I'm hoping this change makes it to Tribble this week.
Well, it looks like assault has gone from a game of out thinking your opponent to a straight arena match. Part of the challenge of the game was defending the defense post and watching for cloaked players at the rear flank. It made for some interesting matches. Cloak under stealth module wasn't perfect with the virus anyway. It emits the high pitch virus sound Fx and the virus runner is partially visible at higher graphic levels. And to block all stealth abilities? That means no stealth module, no omega force distortion field, and no ambush. Any tactical officer with the operative kit would be crippled if they picked up the virus. Half of their kit abilities would be blocked. Wouldn't buffing the turret perception level to that of an elite tactical drone on the elite difficulty solve this problem? They can see through cloak at close range and it wouldn't cripple operative tactical officers.

Last edited by majortiraomega; 02-28-2013 at 10:32 AM.
Survivor of Romulus
Join Date: Jun 2012
Posts: 2,573
# 17
02-28-2013, 10:48 AM
Quote:
Originally Posted by majortiraomega View Post
Well, it looks like assault has gone from a game of out thinking your opponent to a straight arena match. Part of the challenge of the game was defending the defense post and watching for cloaked players at the rear flank. It made for some interesting matches. Cloak under stealth module wasn't perfect with the virus anyway. It emits the high pitch virus sound Fx and the virus runner is partially visible at higher graphic levels. And to block all stealth abilities? That means no stealth module, no omega force distortion field, and no ambush. Any tactical officer with the operative kit would be crippled if they picked up the virus. Half of their kit abilities would be blocked. Wouldn't buffing the turret perception level to that of an elite tactical drone on the elite difficulty solve this problem? They can see through cloak at close range and it wouldn't cripple operative tactical officers.
: Players are having fun
: NERF IT!

I want an Armored Hatham called Fluffy!
Lt. Commander
Join Date: Jun 2012
Posts: 195
# 18
02-28-2013, 10:54 AM
well... it would appear mirror is the fastest way to level again... thnx for ruining that
Captain
Join Date: Jun 2012
Posts: 744
# 19
02-28-2013, 11:03 AM
Quote:
Originally Posted by zeratk View Post
You just don't get it! You are not invisible while carrying the virus! You can see the purple gleam of cloaked Virus Runner from half map distance!
Not everyone can see the virus runner:

Quote:
Originally Posted by majortiraomega View Post
... the virus runner is partially visible at higher graphic levels. (emphasis added)
I will say that this change does tend to make Tacs a little worse at running the virus, if not useless. The issue was not that the flag carrier was invisible, but that the stealth powers, when combined, make Tacs completely invisible - that's a problem regardless of a Tac having the virus or not.

I would suggest, instead, what other CtF games do: announce that someone has the virus. As soon as someone downloads it, a message pops across the screen, just like the "Player has killed Other Player" messages.
Join Date: July 29 2008
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,388
# 20
02-28-2013, 11:12 AM
CTF matches are intended to be Team Play events: One person carries, while their team assists/defends. In fact, it's frequent in other games that have CTF-like matches that the Carrier can't even attack and/or has a Speed Debuff, further highlighting this design principle.

The fact that the entire Shanty Town match could be won by a lone wolf Stealther running the Virus back-and-forth without being seen, was broken. It broke the intended gameplay mechanics, and it caused the associated team mechanics to be irrelevant.

If Operative-Tacs just became subpar Flag Carriers as a result of this change, I'm certain they'll still be outstanding defenders of those that do choose to carry in their stead. Especially with the potential damage output the Operative Kit still offers via Ambush. A team of a Doctor-Sci or EquipTech-Eng, escorted by 2-3 Op-Tacs... well, that sounds like a mighty fearsome Virus Escort team, don't you think?
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Quote:
Originally Posted by Me
Kurland here...
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