Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 aggro system
11-04-2011, 06:59 PM
im new to sto and im just curious...is there any sort of intelligent threat system in this game?
i know, npc ships attack the guy that did most damage to them and is aggroing them first
i doublechecked...there are no threat generating officerabilities
but how can all these cruisers hold aggro against my escort when i simply outdamage them in 3 seconds?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
11-06-2011, 09:56 AM
There really isn't a concept of tanking through aggro management in this game. If you want to tank there are some ways to do this.

1) Fire At Will: You will hit most if all targets, so long as your allies aren't AOE'n like mad or making all the enemies angry, this will mostly work.

2) Extend Shields: Gives an ally a lot of shield resistance and some shield regeneration. More potent the higher your shield power is.

3) Other healing abilities: Not strictly tanking of course, but certainly keeps your allies alive, which is the ultimate objective. Plus when you do have all the enemy hate, it'll keep YOU alive without the strict need for a "healer".

On the ground its also not so cut and dry. I do not have a Tactical captain but I believe they have a party heal power and a few others that improve the damage resistance of the party. Engineering captains can power up the shields of themselves or others, and put down medical generators. Science captains have all sorts of healing and control powers, along with hyposprays that increase resistances, cure status ailments, and boost melee damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
11-07-2011, 01:54 AM
Tacticals also have the Draw Fire ability that ... draws enemy fire. And with the Ground 2.0 revamp, it actually seems to do something, even for your BOs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
11-07-2011, 04:30 AM
In space there is no Aggro holding. Whoever does the most damage at any second takes Aggro. This means whoever has the best build usually gets it. If I am in a mission with others it is always me lol. Usually Escorts get Aggro and hold it and thus get blown up. Cruisers are meant to be the Tanks but seems how they cannot hope to take Aggro they fail utterly in this role.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
11-07-2011, 08:39 AM
I find that using Jam / Scramble Sensors helps a lot with aggro management. In essence if you hit an enemy with one of those abilities, you'll get a second or two to either break away or do nice damage without being hit yourself. If there's a Cruiser still firing at the "confused" enemy, the enemy will quickly ignore you and target the Cruiser.

It seems like in space there's an emphasis on de-aggro rather than aggro-management.

Plus... if you lets the Cruiser get in first and do some damage and take a pounding, you can usually swoop in for the kill-shots, I think that's the vision Cryptic wanted for the space-game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
11-07-2011, 11:41 AM
Quote:
Originally Posted by MustrumRidcully View Post
Tacticals also have the Draw Fire ability that ... draws enemy fire. And with the Ground 2.0 revamp, it actually seems to do something, even for your BOs.
I've found that the aggro mechanics on ground missions are A) player first, B) anything else second. I've lost count of how many times I've ordered my away team to attack a target, held back to buff up, and immediately come under fire by two or three mobs that run past my attacking away team directly to me. I've tried variations on this theme where I order BOffs to attack then run around the entire encounter. About 3-5 seconds after combat starts I have at least two mobs running after me firing away (and it's usually not even the closest mobs to me, which makes it even more hilarious). So it seems just being a player-controlled character gives you a permanent +5000% aggro boost.


Z
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
11-07-2011, 12:11 PM
Tacticals do have the Rally Cry pbaoe heal, but its got a horrible recharge time (Squad Commander kit). It is my opinion that since Crossfire, from a purely pve perspective the Tactical officer is an inferior class. Conversely, Tacticals do still have potential in Ground PvP... the only problem is that Ground PvP is all but dead unfortunately. Ground Combat still needs work and balancing. Defensive Ground Traits were drastically nerfed by the changes, whereas anything that boosts damage has greater value now. Damage is King in Ground Combat, and having self-mitigation powers helps a lot. In this regard, the Tactical officer is fairly weak by comparison to the Science and Engineer Class.

With regard to drawing attention of enemy ships, generally speaking I find aoe effects work best for drawing aggro. Eject Warp Plasma, Fire at Will, Torpedo Spread, etc. The Escorts will generally focus fire, and if you can get your first strike in that also helps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
11-07-2011, 12:59 PM
Quote:
Originally Posted by zordar View Post
I've found that the aggro mechanics on ground missions are A) player first, B) anything else second. I've lost count of how many times I've ordered my away team to attack a target, held back to buff up, and immediately come under fire by two or three mobs that run past my attacking away team directly to me.
I hope you realize that if ground-combat wasn't like that we could just hide behind a corner and puppeteer our BO's to slaughter the enemy, right?!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
11-07-2011, 02:41 PM
okay...
so when there is no real threat system - WHY THE **** do escort ships exist? what is the point of playing an escort in pve?

and no Killingmesoftly! no!
having supporting abilities for escorts is NOT argumentative
you dont invest resources on low survivability characters in a serious mmo for tanking purpose when there are any halfway difficult pve encounters
what is cryptic doing the whole day? didnt they just play a normal rpg once? something like nvn or baldurs gate or another d&d game? you dont need to copying everything from other games but when you implement role allocation with tank role you NEED a proper threat system
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
11-08-2011, 07:02 AM
Quote:
Originally Posted by duldrome View Post
okay...
so when there is no real threat system - WHY THE **** do escort ships exist? what is the point of playing an escort in pve?
They are called "Escort", but that is the Starfleet euphenismn for "Warship". The role of an Escort is not to draw aggro. The role of an Escort is to kill with extreme prejudice. It excels at doing that, and it is probably the best ship class in PvE, provided you know the basics on how to keep your ship alive (2 EPtS, 1 HE, 1 TSS and maybe some Tactical Teams, and you can't die anymore, barring TOrpedo SPread crits and the like).

The "Tank" role is more something associated with the Cruiser actually, as these ships have tons of healing abilities and in solo PvE, you seem like a tank - indestructable with tons of heals. IN PvP or in group PvE you will notice that only DPS (or, in PvP, also annoyance factor) counts for being a target and none of your powers really help you drawing your enemies attention.
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