Captain
Join Date: Jul 2012
Posts: 531
# 41
02-19-2013, 08:48 AM
Quote:
Originally Posted by gerwalk0769 View Post
I've been getting in game push back that only possessed or players under the influence of vampires can damage civilians. Not true.

Wanted to confirm that pulsewaves and orbital strikes do damage civilians during the herding and pickup phase.

An orbital strike knocked civilians down but we resus'ed them while herding. A teammates pulsewave and another's plasma turret damaged others at the landing side.

With the exception of the third phase (Defend Houses) Vampires seem to damage one civilian at a time (they can turn more than one person/player). Yet, I often have to heal multiple grouped civilians in the last two phases; and in many cases these civilians were once at full strength. However, do not trust my word, please see for yourself.
Friendly fire DOES NOT damage civilians or captains unless they are mez'd by a vamp. It only happens when they have the distinct pink haze. Yes, the vamps only attack 1 civ at a time, but that burst mez can effect up to either 4 or 5.

But that is the problem. If someone call down a orbital strike there is an activation time. It may have been all clear when the engineer pressed the button, but during the activation one or two Betas or Alphas do there special, and 4 to 8 get mez'd, the strike hits and all 4-8 are likely to die from weapons minor splash damage and the massive strike damage. I have seen teams where this specific thing plus us of mortars reduce the civ count from 32 to 18 or less during escort. It isn't possible to resuscitate so many during the run.
Just say no to ARC
Commander
Join Date: Jun 2012
Posts: 385
# 42
02-19-2013, 09:08 AM
Quote:
Originally Posted by tancrediiv View Post
Friendly fire DOES NOT damage civilians or captains unless they are mez'd by a vamp.
I've seen friendly fire damage civilians w/o mez'ing. Specifically at the landing site.

Sounds like empirical evidence needs to be introduced.
Joined STO in September 2010.
Captain
Join Date: Sep 2012
Posts: 579
# 43
02-19-2013, 10:10 AM
Every time I play mine trap.. someone in my team is always in the wrong team.. and hence my group loses a lot.

Please make it clear which group you belong to.. not everyone seem to read which group belong to .. or take a look where your team mates are located and decided to stay elsewhere.

Don't take me wrong, I have done the same thing. When I have some lag and I never got to read where I belong to .. or when I am killed and resapwn and end up at the other side of the camp.
Commander
Join Date: Aug 2012
Posts: 427
# 44
02-19-2013, 10:26 AM
Omg mine trap is so irritating. It has the biggest concentration of leeches on one place! They stay on one place, do nothing, dont respond to team/zone/private messages, and you cant do anything about it The greatest flaw of the game you cant kick them from your team ! And when everything ends they take the marks and slip away.

Last edited by rakija879; 02-19-2013 at 10:31 AM.
Career Officer
Join Date: Jun 2012
Posts: 163
# 45
02-24-2013, 08:24 AM
Quote:
Originally Posted by rakija879 View Post
Omg mine trap is so irritating. It has the biggest concentration of leeches on one place! They stay on one place, do nothing, dont respond to team/zone/private messages, and you cant do anything about it The greatest flaw of the game you cant kick them from your team ! And when everything ends they take the marks and slip away.
agreed 100%. Starting to tick me off. there has to be a fix for this.
Ensign
Join Date: Jan 2013
Posts: 15
# 46
04-03-2013, 08:12 AM
I'm just wondering if anyone has discovered if the Salt Vampires have a weakness to any type of weapon damage? Plasma grenades seem to work well for their spawn points as the lingering damage hits the spawn and any that come out, but I'd like to know if there's any particular damage type that really hurts them more than another...

As a Tactical Officer I have a small armoury dedicated to the different weapons I need for different opponents and swap out between missions.
"Picard would never have hit me..." - Q

"I'm not Picard" - Sisko
Captain
Join Date: Jul 2012
Posts: 531
# 47
04-05-2013, 02:26 PM
Quote:
Originally Posted by dariussoong View Post
I'm just wondering if anyone has discovered if the Salt Vampires have a weakness to any type of weapon damage? Plasma grenades seem to work well for their spawn points as the lingering damage hits the spawn and any that come out, but I'd like to know if there's any particular damage type that really hurts them more than another...

As a Tactical Officer I have a small armoury dedicated to the different weapons I need for different opponents and swap out between missions.
I have not seen any difference with energy types against Species M113. The thing that really makes a difference us using Tac ground buffs. Throw on everything and even Alphas melt fast.

The other thing that makes a major difference is destroying subterranean entrances fast. It reduces the rate Alphas and Betas spawn.
Just say no to ARC
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