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Career Officer
Join Date: Jun 2012
Posts: 1,496
I had my first KHG Set on a KDF Engineer so i never noticed this behavior before,

today i got my Adapted Maco Pulswave Shotgun with Grenade launcher on one of my Fed Tactical Chars and i had to notice that the secondary attack from the Gun puts my Photon and Smoke Grenades from the Kit into global cooldown (roughly 5 seconds) !?

Who the hell thought THAT would be a good idea?


Also vice versa when you throw a Photon Grenade first the secondary attack of the gun will go into global cooldown... obviously.


I dont know about you but i usually open my attack with a grenade and then follow up with the secondary of the rifle, not possible here and it makes me nuts.
I didn't even pay attention to it ever, it is just how i play, now that i cant do it ....well i notice it and it sux! lol

There is even a KIT with 4 grenades, if you use that the gun can in theory be constantly on cooldown...


*swaps back to Antiproton Pulswave*
*gives Adapted Maco set to BOff*
*keeps visuals*
*wont spend any dilithium on the other 5 Tac chars for this set*
*hmpf*
Captain
Join Date: Jun 2012
Posts: 858
# 2
01-09-2013, 04:50 PM
you do know that this is "working as intended"
Starfleet Veteran
Join Date: Jun 2012
Posts: 298
# 3
01-09-2013, 04:56 PM
There are other similar effects to this. Try using Orbital Strike on your engineer, then fire the secondary on a standard Pulsewave Assault. Orbital Strike puts the secondary on a global cooldown. I think the idea is to limit how much AoE you can throw down on the ground at any given point, although I can't recall if I ever saw an official dev explanation for this. Still, I kind of think it's intentional.
Survivor of Romulus
Join Date: Jun 2012
Posts: 4,593
# 4
01-09-2013, 05:02 PM
I do like to use a grenade as a first strike so this could be annoying
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 5
01-09-2013, 05:20 PM
It's been working like that for the KDF from the start. So what? If you're using a kit with too many grenades, it might be the problem.
Captain
Join Date: Aug 2012
Posts: 3,553
# 6
01-09-2013, 06:46 PM
Um... anyone who has ever rolled a KDF tac toon already knows this.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
Tired of Wasting EC and Time trying to get Superior Romulan Operative BOffs? Here's a cheap and easy way to get them, with an almost 100% chance of success.
Why the Devs can't make PvE content harder.
Career Officer
Join Date: Jun 2012
Posts: 1,549
# 7
01-09-2013, 08:32 PM
It's...a grenade? Makes sense I suppose.

The engineer's orbital strike ability puts all expose secondary attacks on cooldown, since orbital strike is considered an expose ability, although I don't think it's labeled as such.
@HyperLimited
Join Date: Oct 2009 - My Youtube Stuff
Captain
Join Date: Jun 2012
Posts: 1,213
# 8
01-09-2013, 08:40 PM
Well, since I don't use a Grenade kit (Stealth all the way) this doesn't affect me in the slightest.


Meanwhile I get a space-shotgun with a grenade launcher.


Works for me.
Career Officer
Join Date: Jun 2012
Posts: 3,390
# 9
01-09-2013, 08:53 PM
Quote:
Originally Posted by zerobang View Post
There is even a KIT with 4 grenades, if you use that the gun can in theory be constantly on cooldown...
Welcome to why the Grenade satchel is one of the worst kits available in game.
Empire Veteran
Join Date: Jun 2012
Posts: 1,032
# 10
01-09-2013, 11:08 PM
Quote:
Originally Posted by hereticknight085 View Post
Um... anyone who has ever rolled a KDF tac toon already knows this.
This^ it has always been that way with the Honor Guard Pulsewave.
Handle: @kirian_darkstar
Registered: Oct/2009 , LTS : Feb/2011
Fleets: Warriors of the Phoenix, Kirian Industries
Three years and still no Captain Klaa hair...
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