Captain
Join Date: Oct 2012
Posts: 1,847
# 31
02-10-2013, 11:02 AM
Quote:
Originally Posted by gerwalk0769 View Post
I've found that, while herding civilians, there is a very short window (5 secs perhaps) to resurrect fallen ones. Run over and hit the resuscitate button.

I've been too busy fighting in the prior phases or perhaps missed the timer to see if I can do this in any other phase.

I'm a Sci but I'm almost certain that this is not a class specific ability.

Thanks for the AOE damage tip, I've noticed civilians with minor and major injuries on them at the landing and wondered where they came from.
You can do it in any phase. HOWEVER, during the final phase, sometimes when resuscitated they won't get on a shuttle. I'm not sure if this is a bug or intentional, or if it is a by-product of server lag. But I've seen it twice.
Captain
Join Date: Jul 2012
Posts: 555
# 32
02-11-2013, 09:55 AM
The question I would have is when they die does the counter for live/rescued already register the loss. Resuscitate may bring them back, but the score may already be set.

The answer is to not lose any. Don't use mortars, orbital strikes. Grenades, etc in the midst of your civilians. Use single target weapons. Engineers should liberally use medical generators all along the trek to the landing zones at the location where M113s spawn and the civs cower.
Chingachgook told me, Don't try to understand them; and don't try to make them understand you. For they are a breed apart and make no sense.
Captain
Join Date: Oct 2012
Posts: 1,847
# 33
02-11-2013, 12:32 PM
Quote:
Originally Posted by tancrediiv View Post
The question I would have is when they die does the counter for live/rescued already register the loss. Resuscitate may bring them back, but the score may already be set.

The answer is to not lose any. Don't use mortars, orbital strikes. Grenades, etc in the midst of your civilians. Use single target weapons. Engineers should liberally use medical generators all along the trek to the landing zones at the location where M113s spawn and the civs cower.
There is no counter that tracks live/dead. During the escort phase, no as that counter only ticks up as they enter the final zone. And during the pickup phase it only ticks up as each shuttle leaves.

There is no point where it could possibly track them as dead, EXCEPT, when it is the very last one to be picked up by a shuttle. I have seen this exactly once. It originally greened our number as done (27/28) with the dude standing there. Then 10 seconds later the number went up one more giving us credit for him (28/28). He never did leave the zone but we did get credit after that initial lag.
Captain
Join Date: Jul 2012
Posts: 555
# 34
02-11-2013, 02:04 PM
Quote:
Originally Posted by gavinruneblade View Post
There is no counter that tracks live/dead. During the escort phase, no as that counter only ticks up as they enter the final zone. And during the pickup phase it only ticks up as each shuttle leaves.

There is no point where it could possibly track them as dead, EXCEPT, when it is the very last one to be picked up by a shuttle. I have seen this exactly once. It originally greened our number as done (27/28) with the dude standing there. Then 10 seconds later the number went up one more giving us credit for him (28/28). He never did leave the zone but we did get credit after that initial lag.
When you leave the first phase and your civilians gather to be escorted you have the number alive/number rescued. When you get to the landing zone for extraction this ratio is less if you have fatalities while escorting them. I saw this yesterday in a pug that went horribly wrong because of mortar fire.

If seen civs standing there after the last shuttle on 32/32 as well. Most likely a minor bug and no resuscitation efforts made in those missions
Chingachgook told me, Don't try to understand them; and don't try to make them understand you. For they are a breed apart and make no sense.
Captain
Join Date: Oct 2012
Posts: 1,847
# 35
02-13-2013, 11:47 AM
Quote:
Originally Posted by tancrediiv View Post
When you leave the first phase and your civilians gather to be escorted you have the number alive/number rescued. When you get to the landing zone for extraction this ratio is less if you have fatalities while escorting them. I saw this yesterday in a pug that went horribly wrong because of mortar fire.
I think you're simplyfing phases.

1. tell civvies to go into houses (counter goes up to show how many have gone into a house, dead simply never get counted at all)
2. repair houses (no counters)
3. repel vamps from houses (no counters)
4. escort civvies to landing zone. counter is 0/XX the whole time, only counts up to show the number who arrive at the landing zone. Dead simply don't get tracked.
5. Shuttle Evac. Counter is X/Y and again dead don't get tracked only live escapees.

So there is never a point where you can see if a dead civilian is "restored" via the counter. There's no "currently alive / currently dead" tracker there's just "this many have completed the phase objective".
Career Officer
Join Date: Jul 2012
Posts: 39
# 36
02-13-2013, 03:14 PM
It should also be noted that currently there is a bug with the Market District or Green Zone with building 4 where the fortifications don't work. Whenever I get that section I usually try to let people know until it can be fixed, otherwise you have people wasting fortifications. Usually just keeping 3 people in that area is enough to cover and usually 2 people to cover building 1 and 2 is sufficient.

Additionally I would add that I use pulsewave weapons all the time, because the salt vampires tend to group up and with a knock back ability you can really take them down quickly, especially if you move into position behind them where you know the wave will effect multiple enemies. It is only when my character gets confused by the Alphas and Betas that a use my melee ability to avoid hitting civilians and teammates.
Captain
Join Date: Jul 2012
Posts: 555
# 37
02-13-2013, 04:33 PM
Quote:
Originally Posted by gavinruneblade View Post
I think you're simplyfing phases.

1. tell civvies to go into houses (counter goes up to show how many have gone into a house, dead simply never get counted at all)
2. repair houses (no counters)
3. repel vamps from houses (no counters)
4. escort civvies to landing zone. counter is 0/XX the whole time, only counts up to show the number who arrive at the landing zone. Dead simply don't get tracked.
5. Shuttle Evac. Counter is X/Y and again dead don't get tracked only live escapees.

So there is never a point where you can see if a dead civilian is "restored" via the counter. There's no "currently alive / currently dead" tracker there's just "this many have completed the phase objective".
Yes, you are correct. It is a count up on the escort phase. But once again, we got 31/31, none resuscitated, and still had one standing there when the last shuttle made it, so it must be a bug.
Chingachgook told me, Don't try to understand them; and don't try to make them understand you. For they are a breed apart and make no sense.
Captain
Join Date: Oct 2012
Posts: 1,847
# 38
02-14-2013, 02:48 PM
Quote:
Originally Posted by tancrediiv View Post
Yes, you are correct. It is a count up on the escort phase. But once again, we got 31/31, none resuscitated, and still had one standing there when the last shuttle made it, so it must be a bug.
Gotcha, yes I've seen that bug too. Unrelated to resuscitation.
Captain
Join Date: Jul 2012
Posts: 696
# 39
02-18-2013, 10:44 AM
Something I wasn't clear on...

Suppose I reinforce the walls of a building. If I or someone else reinforces the walls again, does it actually do anything, or do we have to do the windows/door as well?


I would rather not have a big warning that we're out of our zones. I would much rather have a more detailed briefing that actually tells players what they're supposed to do. I'm one of those that actually READS the briefings before missions (even though they're usually irrelevant), but even I didn't realize there were different zones to worry about, the first time I played.
Once, I was simply called Mojo. Now, I'm forced into a new name, but don't be fooled, I'm the original STO Mojo!

Crafting, Exploration and Interaction as it should be:
http://sto-forum.perfectworld.com/sh....php?t=1108521
Commander
Join Date: Jun 2012
Posts: 489
# 40
02-19-2013, 08:43 AM
I've been getting in game push back that only possessed or players under the influence of vampires can damage civilians. Not true.

Wanted to confirm that pulsewaves and orbital strikes do damage civilians during the herding and pickup phase.

An orbital strike knocked civilians down but we resus'ed them while herding. A teammates pulsewave and another's plasma turret damaged others at the landing side.

With the exception of the third phase (Defend Houses) Vampires seem to damage one civilian at a time (they can turn more than one person/player). Yet, I often have to heal multiple grouped civilians in the last two phases; and in many cases these civilians were once at full strength. However, do not trust my word, please see for yourself.
Joined STO in September 2010.

Last edited by gerwalk0769; 02-19-2013 at 08:51 AM.
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