Lt. Commander
Join Date: Mar 2013
Posts: 109
# 191
04-09-2013, 10:24 AM
Quote:
Originally Posted by mimey2 View Post
"I've never trusted Caitians, and I never will. I've never forgiven them, for the death of my ground PvP."
This is as comical as pug passing off the bs that engy is the weakest class on ground. Ground pvp is dead cause of broken chain knockbacks and up until very recently other issues that kept q's from popping left and right. And even with all this space pvp is far worse off as the QQ on these forums demostrates.

Ground pvp you don't need a cat to do your job. In the whole scheme of things cats do very little to upset ground balance but provide ever so small dodge advantages with jump height allowing for a few less deaths potentially. Ground pvp currently only has one op lobi store weapon. The rest of it is garbage besides the gambling device which simply replaces all tribbles and actually brings more balance to firepower between the classes. How much op p2w crap does space have? Space pvp is either lockbox or higher tier 5 tact console fleet system escort or bust.

The fact that space pvp boot camp hasn't been cancelled and ground has is due to choices of it's organizers and does not reflect the state of balance in space or ground. Maybe you should learn how to play ground mimey before you blame your inadequacies on cats. MMMkay cupcake! And yes I have cats and have rolled non cats in ground pvp before them. Just saying!
Republic Veteran
Join Date: Jun 2012
Posts: 545
# 192 Dead?
04-10-2013, 08:02 AM
To explain why ground PvP is dead we would need to ask those who left why, not ask those still playing.

Flavor of the month OP abilities spammed by immature players lacking sportsmanship, manners, dignity, and respect.

Perfect cloaking...this kind of mechanic should be based on skill not a trait and kit that work every time. Other games have cloaking, but if you know where they are you can just kill them easily.

No real sniping, just a 5 meter range bonus and a long shooting animation coupled with a visible targeting laser, lol.

A variety of kits, but not useful ones.

The same emphasis on pet spam that has plagued space PvP.

Giving all players healing nanites, fast recool hypos, set bonus shield heals, and dodge favors the offensive kits.

Giving science like toys to all players that work better than the actual science kits for science captains.

Doffs...on a ship maybe, but on ground?

There are other well done, free to play, balanced PvP games.

STO just lacks the polish in PvP to act as a competitive environment that rewards skill over gear and artificial advantages. Not because it can't, it just doesn't want to.

Last edited by buccaneerdtb; 04-10-2013 at 08:07 AM.
Captain
Join Date: Jun 2012
Posts: 993
# 193
04-18-2013, 03:49 PM
I'll be removing this, after a few matches with the Grenade Launcher it doesn't seem to be a problem, you have around 2 or 3 seconds to react and move away from the grenade once it's on you feet, it doesn't explode upon impact like normal grenades.


Quote:
16. Ability: Ambush
Issue: Ambush is not consumed on use of grenades. While this wasn't that much of an issue yet and changing this will put tacticals on fireteam kit on serious disadvantage as they won't be able to bite through a good healers healing anymore without this spike damage it may now (while looking at tribble) become an issue. The separating of the adapted maco/KHG pulsewaves grenade launcher's cooldown from the grenade cooldown system means tacticals will be able to chain 3 fully ambush buffed hits in a row: weapon grenade-launcher + fire teams kit grenade + normal shotgun hit
Although i'll keep this one, it's related and it's an issue, minor, but issue at least.

Quote:
17. Weapon Ability: Photon Grenade Launcher
Issue: The KHG and Adapted MACO weapons secondary fire "Photon Grenade Launcher" draws no impact circle on the floor, thus when making fully buffed shots from range in a crowded pvp provide an easy way to deal severe area effect dame (up to even one shots) without giving the victims of this tactic much chance to dodge it
Division Hispana
www.divisionhispana.com
Captain
Join Date: Jun 2012
Posts: 3,214
# 194
04-21-2013, 12:51 PM
Weapon malfunction when fully specced is lasting way too long, it should top out at like 10 seconds since there is no skill to spec into to resist it.

Cover shield spam is pretty bad when a team has multiple engineers spamming it, last match it was almost impossible for either side to shoot anywhere because each team had 3-5 eng with it. Make the shield a little smaller, decrease its hitpoints, increase the cooldown, and decrease the duration it lasts before despawning please. Buff support drone a little to compensate engs.
Lt. Commander
Join Date: Mar 2013
Posts: 109
# 195
04-21-2013, 01:05 PM
Quote:
Originally Posted by marc8219 View Post
Weapon malfunction when fully specced is lasting way too long, it should top out at like 10 seconds since there is no skill to spec into to resist it.

Cover shield spam is pretty bad when a team has multiple engineers spamming it, last match it was almost impossible for either side to shoot anywhere because each team had 3-5 eng with it. Make the shield a little smaller, decrease its hitpoints, increase the cooldown, and decrease the duration it lasts before despawning please. Buff support drone a little to compensate engs.
I am having trouble deciding if this is a joke or not :/ You don't need skills to resist weapons malfunction. A power cell clears the whole freaking thing. Don't forget about the dmg debuff weapons malfunction leaves on up to 30 seconds after the weapons disable clears off.

As far as cover shield spam. LOL I won't even bother responding to this as it just cracks me up. I mean nevermind the fact that the opposing team can't shoot through cover shields as well!

Now if you want a real joke to run wild with let's get some doffs for cover shield Hmm what could they do?

If you are reading this bort please I implore you totally disregard what this guy says.

Last edited by johnharrisonlol; 04-21-2013 at 01:07 PM.
Captain
Join Date: Jun 2012
Posts: 2,325
# 196
04-21-2013, 01:31 PM
Umm no. Weapon malfunction can very well save your life when faced with an Elite Tactical Drone or two or three, or when you are looking at a team of 20+ Drones. As for the duration, the weapon malfunction lasts only just long enough for you to either find a hiding spot where you can use your heals, or to finish off the Drones (IF you are lucky), so the duration of the Malfunction very well will save your life if timed well enough. Or when you are facing Manus or Armek, both of whom can and WILL one-hit kill you, so the Malfunction can very prevent this if you time it correctly.

The same is true of the cover shield. When you are looking at AN ENTIRE PLATOON of Drones, but you only have a total of maybe 10 hit points left, the Cover Shield is what will give you at least a second or two to use your healing abilities before the Shield gets destroyed. And again with the Elite Tactical Drones, the life of the Shield actually becomes quite short. You may only get 4-5 seconds before even just a single Elite Tactical Drone just destroys the Shield outright, so you need to be very fast in deploying said heals.

To make matters worse, you will often encounter Tactical Drones (and not even the Elite ones) who can just simply deliver their fully-charged shot THROUGH THE WALLS (*looks at Defera*), so the Cover Shield actually becomes quite useless.

I successfully completed a 2-man CSE, ISE, and KASE.
My Ship Builds: USS Conqueror, HMS Victorious, HMS Concord, ISS Queen Elizabeth, Black Widow III

Click here to view my DeviantArt.
Captain
Join Date: Jun 2012
Posts: 3,214
# 197
04-21-2013, 03:06 PM
Quote:
Originally Posted by johnharrisonlol View Post
I am having trouble deciding if this is a joke or not :/ You don't need skills to resist weapons malfunction. A power cell clears the whole freaking thing. Don't forget about the dmg debuff weapons malfunction leaves on up to 30 seconds after the weapons disable clears off.

As far as cover shield spam. LOL I won't even bother responding to this as it just cracks me up. I mean nevermind the fact that the opposing team can't shoot through cover shields as well!

Now if you want a real joke to run wild with let's get some doffs for cover shield Hmm what could they do?

If you are reading this bort please I implore you totally disregard what this guy says.
Not everyone always plays cats like you and can jump over shields all the time, its really bad when you have 4 idiots on your team all spamming it in the way and you cant kill the shields because its your teams. I had that happen to me today.

Also when you have that many engs on a team you constantly get weapon malfunction spammed then you can never use hypo because you always using a cell. Either make a skill give some resistance to it or lower duration.
Lt. Commander
Join Date: Mar 2013
Posts: 109
# 198
04-21-2013, 09:11 PM
Quote:
Originally Posted by marc8219 View Post
Not everyone always plays cats like you and can jump over shields all the time, its really bad when you have 4 idiots on your team all spamming it in the way and you cant kill the shields because its your teams. I had that happen to me today.

Also when you have that many engs on a team you constantly get weapon malfunction spammed then you can never use hypo because you always using a cell. Either make a skill give some resistance to it or lower duration.
Last time I checked enough of the ground pvp population are cats anyway. But spamming weapon malfunction wouldn't be something Hammer does.

If by some chance we ran a 4 engy team which frankly we don't even have 4 engys that I can remember, we sure as heck wouldn't all run equip tech or enemy neut kits. Odds are one of us would run turrets mortars maybe even a bunker for shield gens and dome.

Also your logic about spamming weapons malfunction leads to another argument of anything that can be spammed by teams of the same class will get spammed forget about engys.

What if a team of sci all just stayed back and spammed physics and burned you guys to death. What if a team of 5 sci's just tanked you all to death? Better yet what if a team of 5 tacts simply chain sup fire you to death? Honestly I would rather be chained by weapons malfunction before any of these alternatives. And also if you haven't cleared the weapons malfunction with a power cell you do get an immunity to it for 30 seconds if I recall right.

The point is of all classes and things to cry nerf about it seems like you picked the most underpowered things to be chosen for the nerf bat. To the poster above you Marc is speaking in terms of pvp play. Pve is well let's just say I eat dinner in one hand while playing the game with my second hand while i run stf's

Last edited by johnharrisonlol; 04-21-2013 at 09:16 PM.
Captain
Join Date: Jul 2012
Posts: 2,998
# 199
04-21-2013, 09:38 PM
Quote:
Originally Posted by marc8219 View Post
Not everyone always plays cats like you and can jump over shields all the time, its really bad when you have 4 idiots on your team all spamming it in the way and you cant kill the shields because its your teams. I had that happen to me today.

Also when you have that many engs on a team you constantly get weapon malfunction spammed then you can never use hypo because you always using a cell. Either make a skill give some resistance to it or lower duration.
Funny enough, when I run ground PvP on my engies (either Fed or Klink) I'm usually the only one-or one of at most two, on the team, and it's a nice refreshment from being supernumerary in space to the Tacs and Sci's out there.

as in, it's nice to be effective and useful-and accepted as such, Notably, people seem to prefer it when I drop turrets and make nice cover-shields for them, provide mortar support, drone spam, or lay nice minefields and set booby-traps, rather than trying to use weapons malfunction powers that any idiot can clear with a power-cell, after which he's immune for 30 seconds (long enough to close the distance and send me to respawn-sometimes with pure physical attacks.)

Nope, it's much better to block the back door with a cover-shield, set up a couple mortars and a turret, deploy seeker drone and support drone, and make a kill-box, even nicer if I have an engie buddy with me who can add a minefield and a command-detonated bomb, or plant a nice shield gennie and healing-generator nearby. Weapons malf is kind of a "me too" ability of narrow use most of the time, often less useful to the team than the things I just described, which things tend to work EVERY TIME (to a limited extent) and are a LOT harder to clear than "Trigger power cell with a keybind".
"when you're out of Birds of Prey, you're out of ships."

Look into Vanilla PvP if you're tired of the endless pursuit of grind, utterly unbalanced selections of geardo-inspired traits, and generally unbalanced and careless 'development' made mostly to turn this game into a second job.
Commander
Join Date: Jun 2012
Posts: 460
# 200
04-22-2013, 02:57 AM
Chain knockback is officially here to stay; The "Knockdown Immunity" buff you get when someone knocks you over is now gone on Tribble. And no, Surefooted does not make people immune to knockback like it is (was?) supposed to.

And Ground PvP was starting to get better. Oh well. Time to move onto a game that isn't intentionally broken.
Joined: January 2010

Fanfiction! ZOMG! Read it now!
kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403

Last edited by radkip; 04-22-2013 at 03:10 AM.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 06:42 AM.