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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-05-2010, 04:55 PM
Quote:
Originally Posted by Larhten View Post
Which leaves #1 as being the viable solution.
Which is as I agreed as well, up to a certain extent Since this is a tactical combat system it is not only about what gear you have and how much DPS you can pull...it is about how you move as well...

if you can mover everywhere and shoot everywhere, then thsi becomes WoW...or EVE...its all about what gear you have and nothing else..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-05-2010, 05:47 PM
Quote:
If you're talking about Vertical Firing Arc (without affecting Horizontal Firing Arc), then I agree with you in thinking that would be the best solution.

Unfortunately, Space is essentially Speeder pants (different Costume) with a slightly different UI.
I'm pretty sure they're not able to do a full 360 degree movement (they can do it graphically but probably not logically which is where the Game mechanics take place - the algorythims are a lot more difficult and I doubt if most of there Programmers could deal with those very well - I know a least some of them can but those few aren't going to be doing all the work).

I'm also not sure whether they can easily do an Eliptical firing arc instead of Circular one (depends on how they define those arc's) especially considering it would probably have to be aligned to the World Horizontal Plane instead of the the Ship Models Horizontal Plane.

It also requires some thought on other weapons though, Cannons aren't the only ones affected. They're just the most affected. So if it was done to Cannons it would most likely need to be done to the other weapons (with diminishing results the greater the arc up to about 270 I believe - pretty sure nothing goes over 250 but 270 is the magic number: 90 degree blind spot above and below I believe, if the that blind spot size is correct). Yes, thats means even Arrays would need a slight boost, otherwise the 'balance' of the current numbers would go completely out of whack and they'd have to effectively restart balancing all over.
Reposted from Dual Heavy Disruptor Blind Spot Issue

Also, taking the opportunity to mention that I don't think it would look very pretty but might balance the weapons a little better.
Personally, I just use Arrays and Turrets (even on Escorts) mostly with at most 1 Dual Cannon and either a Torp or Mine launcher on rear.
Not sure if the issue with multiple cannons interrupting each other is still present or not, the delay seems to gimp cannons by forcing a chain fire where the Weapon Cooldown is <= the All-Cannon Cooldown, therefore reducing actual damage output from designed/potential damage output depending on how many Cannons are equipped and able to fire (and getting output reduced the greater that number is). Unless the Fire all cannons bug (Cryptic actually stated it was a bug at end of OB) is working for you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-05-2010, 05:50 PM
Quote:
Originally Posted by Payden
Is this post for real?


Why don't we get rid of all weapons while were at it since being able to damage anything must be overpowered.
ya I didn't even read past the first line when I came to the conclusion he was talking about how flying past your enemy and shooting is OP, hahaha.


w..t...f...

Please...please stop ...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-05-2010, 05:58 PM
Quote:
Originally Posted by SysOpPsyche View Post
Reposted from Dual Heavy Disruptor Blind Spot Issue

Also, taking the opportunity to mention that I don't think it would look very pretty but might balance the weapons a little better.
Personally, I just use Arrays and Turrets (even on Escorts) mostly with at most 1 Dual Cannon and either a Torp or Mine launcher on rear.
Not sure if the issue with multiple cannons interrupting each other is still present or not, the delay seems to gimp cannons by forcing a chain fire where the Weapon Cooldown is <= the All-Cannon Cooldown, therefore reducing actual damage output from designed/potential damage output depending on how many Cannons are equipped and able to fire (and getting output reduced the greater that number is). Unless the Fire all cannons bug (Cryptic actually stated it was a bug at end of OB) is working for you.
Thank you for this input, since I fly a Cruiser myself I use beams and this tactic, I just feel it's cheap and can't be fun for the people I'm using it on. It wouldn't be a pretty fix no, but it would be less game breaking than the current solution.

On the cannon issue it has been resolved. A Heavy Dual Cannon has a 6 second cooldown, it fires for 3 of those seconds and causes a 3 second (global) cooldown in all other cannons. This automaticly offsets your cannons if you just spam your spacebar. So no more interruption.

Quote:
Originally Posted by panzerbunny View Post
ya I didn't even read past the first line when I came to the conclusion he was talking about how flying past your enemy and shooting is OP, hahaha.


w..t...f...

Please...please stop ...
You have come to the wrong conclusion.

You should read the full post or at the very least read the tl;dr I included at the bottom of it before you even consider replying.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-05-2010, 06:04 PM
I believe that we should be able to move and fly in a 360 degree arc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-05-2010, 06:07 PM
Quote:
Originally Posted by Mojokujo
I believe that we should be able to move and fly in a 360 degree arc.
A belief that does you credit. The current system is far too restrictive.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-05-2010, 06:49 PM
I agree with the OP, It is ridiculous that in a space game you are limited to have far you can fly upwards or downwards. It just doesn't make any sense at all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-05-2010, 07:11 PM
Quote:
Originally Posted by Daemoneous View Post
A belief that does you credit. The current system is far too restrictive.
I like the system, I went ahead and went with the cannons on my t2 BoP with beams on the outside and a mine launcher on the back. With two tactical officers if i pop everything i can almost always drop someone's shields and get a piece of them with HY2 in one pass. Then if its a cruiser i recloak and warp out =P Honestly with cloak getting behind someone is not tough and if you pay attention you can stay behind them. I think I have more trouble with the camera auto centering on my target than anything else ( an alternative to this could be an arrow on the edge of the screen?), or how about when your ground combat guy wont turn around and face the enemy because your tabbing through 1000 turrets and shield gens.

At some point realism has got to give way to a sci fi mmo, dont get me wrong god knows a star trek dogfight game might be cool on its own but think back to actual star trek. I think this game is as close to the series as possible. I think toying with the numbers behind the dmg and the arcs will come closer to balancing the issue. Maybe make it to where if you decide to limit your arcs the dps is worth it.
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