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Commander
Join Date: Jun 2012
Posts: 334
I recently acquired the KHG set. While I like the pulsewave rifle, when you use the grenade launcher, you have to wait for a cooldown to use photon or plasma grenades. I wish this wasn't true. With my antiproton blast assault rifle, I can throw a grenade and still fire a blast assault. I would love the pulsewave to have a different cool down.

What do you guys think?
Career Officer
Join Date: Jun 2012
Posts: 478
# 32
01-13-2013, 06:34 PM
Why is tachyon beam tied into the Antiproton Sweep on Stalker advanced fighters, they just are.

..and like children playing after sunset, we were surrounded by darkness." -Ruri Hoshino

Last edited by blitzy4; 01-13-2013 at 09:42 PM.
Captain
Join Date: Jun 2012
Posts: 514
# 33
01-13-2013, 06:40 PM
Because Cryptic hates KDF.
Career Officer
Join Date: Jun 2012
Posts: 1,705
# 34
01-13-2013, 07:06 PM
Because grenades.
Career Officer
Join Date: Jun 2012
Posts: 1,173
# 35
01-13-2013, 09:37 PM
Quote:
Originally Posted by darkstarkirian View Post
This^ it has always been that way with the Honor Guard Pulsewave.
THIS and THAT. This simply exposes the limitations of the engine, weak coding or a bit of both. They should figure out a way to re-classify some of the grenades so satchel becomes usable again.

That said, I think the Grenade Launcher Pulsewave is kinda garbage; I'd rather have the directional kickback on-demand of a standard Pulsewave than a delayed action that the grenade offers. My Klink gave his to a BoFF as well.

Last edited by badname834854; 01-13-2013 at 09:40 PM.
Lieutenant
Join Date: Nov 2012
Posts: 55
# 36
01-28-2013, 05:18 AM
Quote:
Originally Posted by starmanj View Post
But as in real life you can Toss a Gernade and fire a Grenade Lancher at the same time so why not in this game.
Yes, aside from this grenade issue this game is totally realistic. So this really needs to be fixed so that the game will be 100% like real life instead of just 99%...

It's the same as Torp High Yield and Torp Spread. There's really no reason you shouldn't be able to fire a spread of high yield torpedoes like they do on the show. Makes even less sense that you can't use both at the same time if you have 2+ torpedo launchers. Except that it would make the game far too easy if every torpedo launcher can fire 20+ high yield torpedoes that fly at normal torp speed and can't be shot down.


Quote:
Originally Posted by dabeastie View Post
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!
Quote:
Originally Posted by pokersmith1 View Post
KHG rifle has ALWAYS been this way. Instead of finding the truth, you wanted the game mechanics to comply with your 'idea' of how things should work and came to the forum to cry about it?
Isn't that always the way it is though? People want their weapons to be overpowered. They want to put in zero effort.
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