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Ensign
Join Date: Jun 2012
Posts: 22
# 11
01-10-2013, 01:52 AM
Um, yeah...

Don't really see the issue; I have been using KHG for many moons and the grenade launcher is a more powerful Photon Grenade than the one on the Kit. Grenades share cooldowns I don't know why you expected to be able fire 2 photons at people; those things are powerful!
Captain
Join Date: Jun 2012
Posts: 1,474
# 12
01-10-2013, 02:15 AM
No, it doesn't make sense that the KHG pulsewave grenade puts kit grenades on cooldown. Because one is attached to the gun and the other is... attached to your kit. When you squeeze the trigger on your weapon, your security team doesn't get beamed in; they're logically totally different systems.

And I'm not entirely sure it's a deliberate way to limit AOE, either. An engineer can use his mine, bomb, and then orbital strike, to create thousands of AOE damage in a very brief span of time. So. I think it's more likely that the secondary attack is flagged as a grenade so that it can benefit from the grenade skill but that the game takes this a little too literally and thinks you're throwing them.
Captain
Join Date: Jun 2012
Posts: 542
# 13
01-10-2013, 02:47 AM
Oh goody, yet another complaint from Feddies that aren't happy with an item they've stolen from the KDF.

Considering how pampered the Feds are, I suppose we can expect a fix for the Adapted set in the next week or two, while the original KDF version will remain as it is now
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 14
01-10-2013, 03:20 AM
Quote:
Originally Posted by dma1986 View Post
Oh goody, yet another complaint from Feddies that aren't happy with an item they've stolen from the KDF.

Considering how pampered the Feds are, I suppose we can expect a fix for the Adapted set in the next week or two, while the original KDF version will remain as it is now
Hey, the KDF got a completely useless not even unique in any way phaser sniper in return!
Captain
Join Date: Jun 2012
Posts: 1,442
# 15
01-10-2013, 07:01 AM
It is ever so slightly more powerful than the one you could have bought from the store on DS9 originally.
Captain
Join Date: Jun 2012
Posts: 1,360
# 16
01-10-2013, 07:58 AM
That's ridiculous. Then again, I thought the same thing when they put all the grenades on a shared cooldown. Most of the fun of ground combat with my TAC was throwing all four grenade types in rapid succession.
Career Officer
Join Date: Sep 2012
Posts: 170
# 17
01-10-2013, 08:27 AM
The cooldown has always been there. You obviously never played Klingon with the Honor Guard rifle before.

One thing that can help your global cooldown is to equip multiple Assault Squad Officer DOFFS, the cooldown reduction reduction stacks and work on all grenades AND the rifle secondary launcher.

3 Assault Squad Doffs of Purple quality really help making your grenade available quicker.
Captain
Join Date: Jun 2012
Posts: 3,296
# 18
01-10-2013, 08:34 AM
Quote:
Originally Posted by darkstarkirian View Post
This^ it has always been that way with the Honor Guard Pulsewave.
+1

Noobies need to learn their equipment, and adapt to it. I'm sure they'll also whine about the slight detonation delay from the launched grenade that the thrown one doesn't have.
KBF Lord MalaK
Awoken Dead

You're gonna upgrade my Chel Grett for FREE but charge me $30 to upgrade my Kamarag ?
Captain
Join Date: Jun 2012
Posts: 945
# 19
01-10-2013, 08:37 AM
Quote:
Originally Posted by zerobang View Post
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*
Who would think that limiting the fire so that you cant mega buff then fire then throw a shield bypassing grenade at your target was a good idea huh?.. :p

And grenade satchel kit, is a dud kit regardless of the gun
Your Heavy Graviton Beam deals 26470 (10583) Kinetic Damage(Critical) to Assimilated Carrier.
Career Officer
Join Date: Jun 2012
Posts: 671
# 20
01-10-2013, 08:41 AM
KDF has been dealing with this issue for over a year now.... I've mentioned it before... as others have..

If they fix it now just because its a Fed problem.... >_>

Then again... hangar pets AI wasn't improved until feds got Carriers... just sayin
I'll stop kicking that horse when the bugs fixed. Until then as a paying consumer, I will voice my opinion.
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