Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Please fix security escorts.
03-20-2012, 07:52 PM
This has been an ongoing issue for quite sometime, but I'm going to ask for the fix anyways.

Could you (the Dev's) please give the redshirts a few more hitpoints and most importantly increase all the security escort durations so the redshirts stick around and actually escort you.

I'm not asking for the redshirts to be uber powerful, but they should be able to take more abuse than they currently do.

And by increasing the duration, the escorts won't simply beam out in mid-battle. (I'd even settle for a radically increased cooldown as a compromise) but as it stands my security escorts are not escorting anything.

Even the combat medic, provided by the nurse duty officers, hangs around longer than my security people do.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-20-2012, 09:43 PM
I've never seen Security Escorts beam out mid battle without being killed before. They're supposed to stick around as long as they are under attack, regardless of their duration timer, they don't beam out until after they are out of combat.

By the way, their hitpoints scale with level, so the higher your rank the better the escorts are.

Also, they are helped by a ton of different skills, and the Security Officer DOFFs give you stacking chances for extra redshirts. my entire active ground list is usually filled with blue or better Security Officer DOFFs and I routinely get 4-5 redshirts when I summon them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-21-2012, 12:53 AM
I am aware of these facts, but I assure you, the redshirts are beaming out in midbattle w/out dying first.

I too have my landing parties stacked with extra security, so I get the occasional five man security squad. But, if you watch closely, some will simply beam in, shoot once or twice and then leave!

That's a problem. I would like to see them stick around for a while (hence the duration increae) and not vanish the moment combat ends. If it's griefing devs are concerned with, then disable the power in social zones.

And despite the scaling hitpoints, I still feel they're underpowered. They don't have to have better weaps, i.e. pack more of a punch, just be able to take a little more abuse. Seems like one grenade will do it at times.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-21-2012, 07:47 PM
Their damage is ok for the level, but their shields and health can use some help. They've gotten killed in two shots before, that's not good at all. I agree that they beam out early too, I've seen it happen on occasion; that's been going on for a while.

They used to respond to "crew attack my target" way back when and after they took that away (pvp balance???), the usefulness of the security team went way down. All these problems started happening. They should re-enable that; it'd probably fix a lot of problems.

Else, I'd say give a buff to shields and health.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-21-2012, 10:31 PM
+1 to the buff the Shields and Health idea.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-21-2012, 10:39 PM
Quote:
Originally Posted by tom_riker01 View Post
I am aware of these facts, but I assure you, the redshirts are beaming out in midbattle w/out dying first.
Noticed this too often myself. It appears they will often get 'stuck' on a wall or behind cover and despite being in combat mode (aiming their weapon, draw fire on) they'll 'fail' to path to their target and rather than choosing another target simply give up and leave.

The scaling is fine for the most part, but at endgame where you have STF gear, security escorts no longer scale at all (Level's still 50, but gear went from 'meh' to 'uber' and the difficulties too), they simply die to a single AoE sweep from even the weakest tactical drones, and number of escorts does not help as AoE, naturally hits them all.

Orbital strike (AoE knockdown) and Nanite swarm (Debuff) remain relevant at endgame, but Security escorts do not.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-22-2012, 01:11 AM
Check this thread: http://forums.startrekonline.com/sho...d.php?t=261302

There are serious issues with the AI teammates.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-22-2012, 10:39 AM
Maybe the Redshirts finally realized their lot in life and said to your Captain "F*** this, I'm not dying on *insert planet name*"
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-22-2012, 12:36 PM
I have had them beam out in combat several times. I think if the summoner is not attacked directly right after the security team arrives they think there is nothing to do and just leave. I have never seen them leave after they start engaging though until after the battle is over (that I have noticed).

Photonic fleet seems to be flawed in the same way.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-22-2012, 12:56 PM
They do have a nasty habit of running off and attacking nearby enemies and we all know what happens to red-shirts who wander off to check out that mysterious cave or interesting rock formation.
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 02:48 PM.