Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-25-2010, 11:45 AM
Quote:
Originally Posted by Thrishmal View Post
I didn't realize this, but I somewhat suspected it could happen. I really hope they "fix" this, otherwise the whole concept of cooldowns on the special abilities is pointless.
To be honest, I'd rather they add hold/root protection after each hold/root (with parity to the hold that expired) more than this. Yes, it can be frustrating to constantly be hit with specials, but at least they have to wait until the .5 - 1 second "reset" (the delay before the cooldown actually starts) of the activated special before they can swap weapons. Chain holds in ground combat are incredibly frustrating, and currently completely unavoidable, while gun fire is not if you stay mobile.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-25-2010, 11:54 AM
There is hold protection but I think it only kicks in when the current hold ENDS.

So you can get chain-held so long as the new hold comes in before the old hold ends.

It can be very annoying.

I think the hold protection should also be a factor of how long the hold was. Say, make the resistance timer be 4x the hold timer. e.g., 2 second hold -> 8 second resistance. 5 second hold -> 20 second resistance.


In addition, that 10-second hold that comes as part of being Exposed has GOT to be removed from the game. It's just ridiculous.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-25-2010, 12:09 PM
Quote:
Originally Posted by Slamz
So you can get chain-held so long as the new hold comes in before the old hold ends.
I could very well be mistaken, but this has not been my experience. I have been held, survived the initial onslaught, broken free, run for a second or so, and then get held again.

Edit: I'd like to see something like the mez resistance from CO here, honestly. All mez powers give a similar resistance after they expire, which often cancels "stacked" mezes. This would be, in my oppinion, a VERY welcome edition to ground combat (although I can already hear some Science Officers frothing ).

Quote:
Originally Posted by Slamz
In addition, that 10-second hold that comes as part of being Exposed has GOT to be removed from the game. It's just ridiculous.
Agreed, although the circumstances that this occurs seems a bit sporadic. There have been times that I've been held from and expose attack on a weapon, and other times that I have not -- it seems a bit hit and miss (I suspect it has something to do with weapon exposes that also have secondary affects [ie. knockback, stun, etc.]).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-25-2010, 01:05 PM
Quote:
Originally Posted by Slamz
http://forums.startrekonline.com/sho...d.php?t=122461

The developer starts off by saying you're "not supposed" to be able to switch weapons like that but later, after the problem has been spelled out, goes on to say:
"In which case 10 weapons doesn't really matter - you're talking about using 3 or 4 weapons to circumvent secondary cooldowns. Still not sure this is an issue yet."
Perfect.

My own personal thoughts on the secondary cooldown workaround aside, well done, Slamz! This guide needs a sticky!

*goes off to buy an arsenal of split beam rifles and hypos*
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-27-2010, 11:34 AM
bump to the first page
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
03-01-2010, 12:50 PM
Sorry but can someone spell out for me what this "backpack" trick is?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
03-01-2010, 12:55 PM
Quote:
Originally Posted by U.S.S.Krieger
Sorry but can someone spell out for me what this "backpack" trick is?
Basically you can carry several weapons in your inventory, and when you use the secondaries on the two you have equipped, you can equip the ones in your inventory WHILE IN COMBAT and use the secondaries on those as well. I tried it out, just to see how useful it was, and it wasn't very easy to do while on the move. Now, maybe there's a way to equip inventory items with hot keys, but I really have no idea how you'd do that, so I was using the mouse to double-click equip them. It was too much hassle.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
03-01-2010, 01:01 PM
Ah OK - when they say "backpack" they just mean Inventory.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
03-03-2010, 08:48 AM
I'm open to suggestions on how to better word the part where I rag on Engineer deployables.

We've been noticing lately that engineers who actually have lots of points trained into deployables can do some good damage with the phaser turrets, though it seems like medical and shield repair deployables are still useless regardless of how you spec. (When they buffed everyone's hit points in beta, they didn't buff engineer deployables to keep pace.)


I'm still pretty dubious about the effectiveness of phaser turrets, though, just because they don't move, so it's not exactly difficult to avoid them. Maybe if we had some actual objective maps...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
03-03-2010, 09:26 AM
Quote:
Originally Posted by Slamz
I'm open to suggestions on how to better word the part where I rag on Engineer deployables.

We've been noticing lately that engineers who actually have lots of points trained into deployables can do some good damage with the phaser turrets, though it seems like medical and shield repair deployables are still useless regardless of how you spec. (When they buffed everyone's hit points in beta, they didn't buff engineer deployables to keep pace.)


I'm still pretty dubious about the effectiveness of phaser turrets, though, just because they don't move, so it's not exactly difficult to avoid them. Maybe if we had some actual objective maps...
Meh. Turrets can do ok damage if they're thrown down in the middle of a skirmish. The problem, as you note, is that they don't follow the skirmish, so as soon as one side retreats, they become less effective. The real bonus to using deployable stuff is the targeting spam, which can delay those who tab-target quite a bit. Back when I used the bunker fabrication stuff (I unfortunately still have a significant amount of skill points allocated in those skills), the turret was always my "go to" skill, with the others used as afterthoughts (with the exception of forcefield dome, which I used to block areas to delay or route enemies -- I'm glad to see more and more people using it in this manner). I've fiddled with the Fabrication Specialist kit a bit, as well, but the mortar seems to be sub-par to the turret, with its only advantage being the indirect fire (it seems to be able to target even from behind cover -- even though it has a small knockback and AoE effect, the damage is negligible and you can easily see where they are firing and move out of the way). I WILL say that a group of 5 engineers skilled in turrets, and deploying a line of them can be quite devastating; they appear to hit harder than the average normal attack, and can eat through shields in a single volley if they all focus on the same target.
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