Lt. Commander
Join Date: Dec 2007
Posts: 120
These are some of my thoughts on what I would like added or changed but I wouldn't mind hearing what others think if they can get through all the text. Some are less likely than others but given how things are on the test server with new skills being added and big changes with weapons I figure they all have a slim chance

I don't mind ground combat once in a while but given a choice I would personally pick to do 8 / 10 missions in space and 2 / 10 on the ground. Aside from the better look and overall feel in space the ground combat is sluggish and buggy in a number of ways. With that said, outside of PvP most space combat ends up being limited once you work out a tactic that fits for the NPCs you're fighting. Having recently watched Star Trek Nemesis last night there was so much in the combat that I yearned for in STO.

Four shield quadrants is nice, dorsal and ventral shields that are separate from those is better. I have a hard time in the heat of battle (PvP mostly) noticing when someone is above / below me and seeing which quadrant they're hitting. It feels wrong that being hit from above but slightly behind you hits your rear shield but I realise the likelihood of dorsal and ventral shielding being added is remote at best.

Full 360 degree axis rotation to suit the situation and place the strongest shield against the enemy. This is a BIG issue for cruiser pilots like myself. A Klingon player can uncloak behind me, jam sensors, VM if they're particularly scummy, and unleash hell on the rear shield quadrant. There is little you can do if VM hits and Science Team fails to remove it. Even if they don't use VM it's still very difficult to reposition yourself or give your shield a chance to regenerate naturally by turning stronger shield sections to the incoming fire.

I'm sorry for going over what has been done to death but I don't recall seeing a single instance in any film or series where the Klingon ships decloaked behind a Federation ship and continually shot at it while the Federation ship tried repeatedly to 'wiggle' and fake in order to have a shield facing it that isn't the one that just took a severe beating. I've tried a few tricks to remove this pest but the only real options are poor and even I hate doing them. The first is RSP, shield almost instantly back to full strength. The second is Evasive Manoeuvres but given that my ship has a very slow turn rate all that does is send me on a long circle or small circle with a Klingon in tow.

Quantum and Photon torpedoes from the same launchers. This is a fairly big issue to me. I don't see why different torpedoes require different launchers other than to perhaps increase the variety in items. I can fit one of each but it isn't quite the same. I read a while ago where someone was suggesting torpedoes that you need to replenish after a fight and at the time I thought how bad an idea that was. Now that I've thought about it more I can see how it makes sense in a gameplay point of view. It wouldn't radically change combat but it would add in an extra bit of strategy such as do you hold back torpedoes to make it seem like you're out and then unleash them when an escort comes in with low / no shield facing you? You could perhaps carry X amount of each torpedo, depending on type, and changing or firing different types would be a toggle that takes no longer than a normal torpedo cooldown timer for that torpedo type.

In the past I was a big fan of the Starfleet Command games, specifically the first few where you had six shield sections but four works too. You had to replenish torpedoes after each mission and it did add to fights. I also remember the ability to disable systems and weapons where it actually disabled them completely and required you to use one of your limited supply of engineers (I think..) to repair it. That added the element of considering whether to repair a system or weapon early in a fight. The disabling systems in game currently is more like knocking it offline briefly. It has a very limited effect and the only one I ever notice is when I'm stuck in a bugged Borg war zone when Feds knock my shields offline from phaser fire.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-23-2010, 10:59 AM
On the subject of the BoP decloaking behind you and unleashing hell: if you do not have a Tractor Beam as a Cruiser Pilot, you deserve to be blown to pieces by any Escort player worth a damn. Tractor Beam is not optional for a PvP Cruiser captain.

Quote:
The disabling systems in game currently is more like knocking it offline briefly.
Yep, that's true. Would you really prefer a game where I can shoot something at you that permanently disables your weapons/shields/whatever until you can fly all the way back to a Starbase or use a consumable resource to repair it? Ignoring the obvious PvP ramifications of any persistent debuff like that, I can't imagine how you would find it entertaining to have to deal with that kind of micromanagement on a regular basis.

Effects are temporary, especially negative effects, because long-duration debuffs of any kind are extremely annoying to MMO players, and don't really have a place in a game like this.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-23-2010, 04:55 PM
Quote:
Originally Posted by wildfyre010 View Post
On the subject of the BoP decloaking behind you and unleashing hell: if you do not have a Tractor Beam as a Cruiser Pilot, you deserve to be blown to pieces by any Escort player worth a damn. Tractor Beam is not optional for a PvP Cruiser captain.
The problem is that Tractor Beam is just one of many Science abilities which are not optional.

Most important is Science Team; you can't PvP without it ever.

Perhaps more important that Tractor Beam is Polarize Hull, which helps a bit for soaking damage, but is more important for getting out of an enemy tractor beam. Personally I'd usually rather take my chances shaking a Klingon the hard way, but be able to get out of their tractor beams.

Then their are a half-dozen Science abilities which aren't quite "must haves", but if you don't have any of them you won't be a match for guys who have them. Stuff like: FBP, VM, Jam Sensors, etc.

At lower levels, it's a real pain working around the Science abilities, because you can't possibly stack all of them that you need, let alone those you just want.
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 03:40 AM.