Captain
Join Date: Jun 2012
Posts: 1,941
The last instance of this thread started by mrkollins was quite effective in bringing many ground issues to the attention of the developers. Due to the inactivity of the old thread, I have started a new Ground PvP concerns thread.

This is an overview of Ground PvP issues, please start a new thread if you wish to discuss a specific issue in detail.


Posting format:
Ground ability / Item / Trait / Race / Other
Perceived issue summary

List begins here:
Fixed issues are highlighted in green. See Season 8 Ground Fixes and Season 8.5 Ground Fixes for details.

01. Mechanic: Knockback
Issue: There is currently no knockback immunity, making it possible for players to chain various forms of knockback (swords/pounce/archwave/gorn bite/sniper shot/[KB3] mod) until a target dies. It is impossible for a single player under a chain knockback to free themselves from the chain due to ability lockout.
Status: Fixed with Season 8

02. Abilities: Tier III Nukara Passive - Cryo Immobilizer Module/Omega Force Antiproton Autocarbine disable procs.
Issue: Both the Cryo Immobilzer Module and the Omega Force Anitproton Autocarbine 15% chance proc will immobilize their targets for the duration of the proc. Targets under immobilze cannot move, they cannot use kit powers, and they cannot use most captain powers or abilities. This immobilization cannot be reduced by willpower, it cannot be cleared with any ability in the game, and there is no immunity period on the ability. This can result in chain immobilization, where the target of this chain has no method to counteract the disable chaining.
Status: Fixed with Season 8.5

03. Trait: Medical Vanguard
Issue: Medical Vanguard continually refreshes when using any Elite fleet armor due to the presence of the Elite fleet armor's "Nanite Generator - Active" health heal. Due to the continued refresh, any science officer with the medical vanguard trait will have +50% all shield damage resistance, immunity to shield bleedthough, and +6.7 shield healing/second until the Nanite Generator heal is expended. The result of the free vanguard refresh makes science officers very difficult to kill.
Status: Fixed with Season 8.

04. Duty officer: Biochemist, -10 all damage resistance version
Issue: The damage resistance debuff provided by the biochemist has a 60 second duration (very rare version) for each stack, making it possible for a single science officer using the physicist kit to stack well over -200 all damage resistance to the entire opposing team while using the physicist kit. This duty officer is too powerful without a stack limit or a lower duration.
Status: Fixed with Season 8.5

05. Duty officer: Security Officer, +100% damage with Ambush, dealt as a DoT version
Issue: The duty officer still interacts incorrectly with plasma grenades. When a plasma grenade is thrown while using this duty officer, the plasma grenade fire retains the ambush buff. This results in the plasma fire patch becoming a very high damage DoT field that can deal in excess of 15k damage to targets remaining inside of the fire for longer than a second.
Status: To be advised by Cryptic

06. Ability/Weapon interaction: Suppressing Fire
Issue: The tactical ability Suppressing Fire is applied multiple times when using weapons that fire more than once in a single fire cycle. This is most noticeable with split beam and high density beam rifles. A single tactical officer can permanently immobilize a single player when using a split or high density rifle and suppressing fire due the the ability's application once every half a second from the weapon's fire twice every fire cycle.
Status: To be advised by Cryptic

07. Issue: Kit swapping
Issue: Players can switch between different copies of a single kit to get free cooldown resets on all of their kit abilities.
Status: Partially fixed with Season 8. Switching for cooldown reset remains.

08. Ability: Run (+75% dodge)
Issue: Holding down the Run key while standing in one place will still apply the +75% dodge bonus. This allows players to tap the fire button right before tapping the run key a half a second later, allowing players to maintain 100% dodge chance even when in motion and firing.
Status: To be advised by Cryptic

09. Ability: Anesthizine Gas Grenade
Issue: The science kit ability Anesthizine Gas Grenade cloud does not remain the full listed 30 seconds. The grenade only affects targets of the initial grenade impact. Any target entering the field after grenade detonation is not affected by the cloud's debuff.
Status: To be advised by Cryptic

10. Ability: Combat Supply
Issue: The engineering kit ability Combat supply has very limited application in PvE, while having no application at all in PvP.
Status: Fixed with Season 8.5

11. Ability: Biofilter Sweep
Issue: The science kit ability biofilter sweep has very little impact on ground combat. The ability is made largely redundant by the existence of Vascular Regenerator, Hypospray Dylovene, and Hypospray Melorazine.
Status: To be advised by Cryptic

12. Ability: Stasis Field
Issue: The science ability stasis field lasts less than a second against human controlled players, even when damage isn't sent their direction.
Status: To be advised by Cryptic

13. Ability: All Grenades
Issue: The red impact ring created when grenades are thrown is hidden when a player uses stealth at range. For example, a player with the covert trait and the Omega set can throw a fully buffed plasma grenade from 25 meters while under distortion field. Due to the player's stealth rating, the grenade's impact circle will not display, and the target(s) will be unaware of the sudden high damage hit.
Status: Fixed November 26, 2013 on Tribble. (Link to patch notes) Fixed with Season 8

14. Map: Shanty Town
Issue: The changes to shanty town, adding invisible walls to the map, has reduced the ability to move around the map. The current map now allows feline characters to move around the map freely due to their jump height, but non-feline races cannot follow them due to the invisible walls that felines can simply avoid.
Status: To be advised by Cryptic

15. Weapon: Stasis Pistol
Issue: The stasis pistol weapon from the lobi store can be used to lock out players for a significant amount of time, which can be advantageous to teams. However, the ability lacks a viable counter to it's effects. The only counter to the stasis setting is the Mental discipline trait, which has a 4 minute cooldown. The secondary problem with stasis is the fact that a single engineering captain can use stasis pistol to disable a player and then plant a minefield below the player right before the damage immunity wear off, which results in an unavoidable instant kill. A team of five players can spam stasis onto the entire opposing team, allowing for engineers to move in, plant mines, and detonate the entire team right as damage immunity wears off.
Status: To be advised by Cryptic

Last edited by majortiraomega; 01-31-2014 at 07:43 PM.
Captain
Join Date: Jun 2012
Posts: 1,941
# 2
09-30-2013, 09:49 AM
New Concerns (Issues listed after Season 8):

16. Science Trait: Subspace Manipulator
Issue: The Solanae Lockbox Science Ground Trait, Subsapce Manipulator, has a very poor animation. Unlike smoke grenade, which mildly affects player perception, the lockbox trait completely blinds players within and outside of the dampening field. The animation needs to be toned down for those within the field and outside of the dampening field, as it completely obscures the battlefield and makes it very easy for engineers to hide mines. Warning animations, such as grenade circles and sniper shot animations are also hidden due to the perception debuff and the sheer magnitude of blackness on the screen.
Status: Fixed with Season 8.5

17. Ability: Defiance (Tier V Dyson Ground ability)
Issue: The tier V Dyson ability, Defiance, is reduced by Tactical Initiative. As a result, it is possible to use Defiance for about a 33% uptime (20 seconds uptime, 40 seconds downtime approximately). According to Borticuscryptic, all Tier V abilities are supposed to be immune to cooldown reduction.
Status: Fixed with Season 8.5

18a. Ability: Distortion Field (Omega Force two piece set ability)
Issue: The Mk XII and Mk XI versions of the Omega Force distortion field are currently using the damage resistance and stealth ratings from the Mk X set. As a result, the two piece bonus is only granting +60 energy damage resistance instead of the previous +100 energy damage resistance.
Status: To be advised by Cryptic

18b. Ability: Distortion Field (Omega Force two piece set ability)
Issue: With the changes to distortion field, the ability now breaks the stealth bonus on most actions. Healing, buffing, and shooting all break the stealth bonus. While it did resolve the problem with players using the ability to hide warning animations, it also significantly diminished the effectiveness of the ability. For an ability with a 10 second duration and stealth that only works at 25+ meters, the stealth on ability is now useless in combat. The distortion field is now the only ground two piece ability that loses it's effectiveness when the user performs any action. The 10 second +damage resistance on distortion field doesn't make the set competitive with Adrenaline Booster or Emergency Shield Capacitor.
Status: To be advised by Cryptic

19. Passive: Blood of the Warrior
Issue: The Klingon Honor Guard/Adapted MACO Blood of the Warrior three piece set bonus currently does not work correctly. The bonus critical chance and critical severity is not applied to the player's stats.
Status: To be advised by Cryptic

20. Tactical Ability: Security Escort
Issue: Security Escort is inheriting the player captain's active buffs, such as suppressing fire. As a result, escorts are able to contribute to the number of suppressing fire stacks, slowing targets in range and significantly reducing damage resistance.
Status: To be advised by Cryptic

21. Science Ability: Nanite Health Monitor
Issue: Nanite Health Monitor will rapidly burn it's charges when the player with NHM is debuffed with Fire on My Mark or Nanite Infestation. NHM is attempting to cleanse the debuffs, but because these two debuffs don't fall under the NHM cleanse category, the charges are wasted and the player with the NHM is essentially stripped of the healing ability.
Status: To be advised by Cryptic

22. Ability: Shattering Harmonics
Issue: The three piece bonus from the Nukara Shattering Harmonics set provides a large perception, run speed, dodge, and avoidance buff in exchange for poor energy damage resistance on armor. However, the player with the set may activate the three piece ability before quickly switching to another armor type in inventory, effectively removing the set's downside. Secondly, players may use the ability before activating stealth module, completely hiding them from view, but allowing them to see any other cloaked player on the map. This is obviously not intended, as the Shattering Harmonics ability may not be activated while the player is cloaked, but nothing stops them from activating the ability right before cloaking.
Status: To be advised by Cryptic

23. Category: Engineering Fabrications
Issue: Engineers lose ownership of their fabrications upon death. As a result, these fabrications are not despawned when the engineer begins to create more fabrications. This allows engineers to have more Quantum Mortars, Turrets, Healing Generators, and Drones than intended.
Status: To be advised by Cryptic

24. Ability: Chroniton Mine Barrier
Issue: Chroniton Mine Barrier previously had the "damage reduced by range" aspect removed in order to solve Caitians abusing jump to avoid taking 75% of the mine barrier damage. However, the damage overall had been previously buffed prior to the change. With the damage reduction over range removed, the minefield will deal about 2,200 damage on detonation. This makes is exceedingly easy to one hit kill players. On top of all this, the ability has a 22 second cooldown, essentially allowing the player to spam the ability with no downside.
Status: To be advised by Cryptic

24. Duty Officers: Diagnostic Engineer/Shield Distribution Officer
Issue: The Diagnostic Engineer from the Fleet Support Duty Officer Pack (Chance to chain Weapon Malfunction) and the Ground Shield Distribution Officer (Chance to disable attacker's weapons when using Draw Fire) are currently non-functional. The weapon malfunction effect will activate, yet no debuff will be applied to the target.
Status: To be advised by Cryptic

25. Trait: Creative
Issue: The Creative ground trait is not correctly applying bonus damage and healing to everything within it's designated category. The most obvious example of this is the Engineer's healing ability, Reroute Power to Shields. This issue applies to both the optional version and the Bajoran required trait version.
Status: To be advised by Cryptic

26. Duty Officer: Security Officer (Melee Critical Severity/Chance version)
Issue: The Security Officer providing bonus Critical Chance and Severity also applies said bonuses to Sweeping Strikes and Lunge. As a result, Lunge receives a +36% Critical Chance and +75% Critical Severity bonus with three very rare quality versions of this duty officer. The average tactical officer has about a 28% Critical chance. With these duty officers, Lunge has about a 64% chance to critically hit. Without using any tactical buffs; these lunge hits deal approximately 1,800 damage with 80% shield bypass when they critically hit, which is enough to one hit kill players through the majority of heals. A tactical officer using these duty officers essentially has a 64% chance to one hit kill their target through heals every 12 second, 6 if they are using tactical initiative.
Status: To be advised by Cryptic

Last edited by majortiraomega; 02-17-2014 at 01:27 AM.
Captain
Join Date: Jun 2012
Posts: 1,941
# 3
09-30-2013, 09:50 AM
Reserved once more.
Captain
Join Date: Jun 2012
Posts: 1,941
# 4
10-04-2013, 01:19 PM
Stasis Pistol issue has been added.
Captain
Join Date: Jul 2012
Posts: 625
# 5
10-04-2013, 02:31 PM
My biggest concern is the limited amount of game modes and small scale of game modes. I don't feel like I am at war with anyone besides other players in my own faction.
domination map idea:
http://sto-forum.perfectworld.com/sh...d.php?t=868001
War Zone otha: remastered
http://sto-forum.perfectworld.com/sh...d.php?t=868361

Visit my youtube channel http://www.youtube.com/user/Akurie369?feature=watch
or, follow me on FB https://www.facebook.com/pages/Bi-Sh...70769523107039
Republic Veteran
Join Date: Jun 2012
Posts: 544
# 6
10-04-2013, 09:26 PM
The Biochemist finally started actually working. I would hate to see it ruined again. Stack limit of 3 is okay.

Last edited by buccaneerdtb; 10-31-2013 at 11:32 AM.
Commander
Join Date: Jun 2012
Posts: 422
# 7
10-04-2013, 10:08 PM
Quote:
Originally Posted by majortiraomega View Post
The last instance of this thread started by mrkollins was quite effective in bringing many ground issues to the attention of the developers. Due to the inactivity of the old thread, I have started a new Ground PvP concerns thread.

This is an overview of Ground PvP issues, please start a new thread if you wish to discuss a specific issue in detail.


Posting format:
Ground ability / Item / Trait / Race / Other
Perceived issue summary

List begins here:

01. Mechanic: Knockback
Issue: There is currently no knockback immunity, making it possible for players to chain various forms of knockback (swords/pounce/archwave/gorn bite/sniper shot/[KB3] mod) until a target dies. It is impossible for a single player under a chain knockback to free themselves from the chain due to ability lockout.
Status: To be advised by Cryptic

02. Abilities: Tier III Nukara Passive - Cryo Immobilizer Module/Omega Force Antiproton Autocarbine disable procs.
Issue: Both the Cryo Immobilzer Module and the Omega Force Anitproton Autocarbine 15% chance proc will immobilize their targets for the duration of the proc. Targets under immobilze cannot move, they cannot use kit powers, and they cannot use most captain powers or abilities. This immobilization cannot be reduced by willpower, it cannot be cleared with any ability in the game, and there is no immunity period on the ability. This can result in chain immobilization, where the target of this chain has no method to counteract the disable chaining.
Status: To be advised by Cryptic

03. Trait: Medical Vanguard
Issue: Medical Vanguard continually refreshes when using any Elite fleet armor due to the presence of the Elite fleet armor's "Nanite Generator - Active" health heal. Due to the continued refresh, any science officer with the medical vanguard trait will have +50% all shield damage resistance, immunity to shield bleedthough, and +6.7 shield healing/second until the Nanite Generator heal is expended. The result of the free vanguard refresh makes science officers very difficult to kill.
Status: To be advised by Cryptic

04. Duty officer: Biochemist, -10 all damage resistance version
Issue: The damage resistance debuff provided by the biochemist has a 60 second duration (very rare version) for each stack, making it possible for a single science officer using the physicist kit to stack well over -200 all damage resistance to the entire opposing team while using the physicist kit. This duty officer is too powerful without a stack limit or a lower duration.
Status: To be advised by Cryptic

05. Duty officer: Security Officer, +100% damage with Ambush, dealt as a DoT version
Issue: The duty officer still interacts incorrectly with plasma grenades. When a plasma grenade is thrown while using this duty officer, the plasma grenade fire retains the ambush buff. This results in the plasma fire patch becoming a very high damage DoT field that can deal in excess of 15k damage to targets remaining inside of the fire for longer than a second.
Status: To be advised by Cryptic

06. Ability/Weapon interaction: Suppressing Fire
Issue: The tactical ability Suppressing Fire is applied multiple times when using weapons that fire more than once in a single fire cycle. This is most noticeable with split beam and high density beam rifles. A single tactical officer can permanently immobilize a single player when using a split or high density rifle and suppressing fire due the the ability's application once every half a second from the weapon's fire twice every fire cycle.
Status: To be advised by Cryptic

07. Issue: Kit swapping
Issue: Players can switch between different copies of a single kit to get free cooldown resets on all of their kit abilities.
Status: To be advised by Cryptic

08. Ability: Run (+75% dodge)
Issue: Holding down the Run key while standing in one place will still apply the +75% dodge bonus. This allows players to tap the fire button right before tapping the run key a half a second later, allowing players to maintain 100% dodge chance even when in motion and firing.
Status: To be advised by Cryptic

09. Ability: Anesthizine Gas Grenade
Issue: The science kit ability Anesthizine Gas Grenade cloud does not remain the full listed 30 seconds. The grenade only affects targets of the initial grenade impact. Any target entering the field after grenade detonation is not affected by the cloud's debuff.
Status: To be advised by Cryptic

10. Ability: Force Field Dome
Issue: The engineering kit ability Force Field Dome does not persist for the full listed 30 seconds.
Status: To be advised by Cryptic

11. Ability: Combat Supply
Issue: The engineering kit ability Combat supply has very limited application in PvE, while having no application at all in PvP.
Status: To be advised by Cryptic

12. Ability: Biofilter Sweep
Issue: The science kit ability biofilter sweep has very little impact on ground combat. The ability is made largely redundant by the existence of Vascular Regenerator, Hypospray Dylovene, and Hypospray Melorazine.
Status: To be advised by Cryptic

13. Ability: Stasis Field
Issue: The science ability stasis field lasts less than a second against human controlled players, even when damage isn't sent their direction.
Status: To be advised by Cryptic

14. Ability: All Grenades
Issue: The red impact ring created when grenades are thrown is hidden when a player uses stealth at range. For example, a player with the covert trait and the Omega set can throw a fully buffed plasma grenade from 25 meters while under distortion field. Due to the player's stealth rating, the grenade's impact circle will not display, and the target(s) will be unaware of the sudden high damage hit.
Status: To be advised by Cryptic

15. Map: Shanty Town
Issue: The changes to shanty town, adding invisible walls to the map, has reduced the ability to move around the map. The current map now allows feline characters to move around the map freely due to their jump height, but non-feline races cannot follow them due to the invisible walls that felines can simply avoid.
Status: To be advised by Cryptic

16. Weapon: Stasis Pistol
Issue: The stasis pistol weapon from the lobi store can be used to lock out players for a significant amount of time, which can be advantageous to teams. However, the ability lacks a viable counter to it's effects. The only counter to the stasis setting is the Mental discipline trait, which has a 4 minute cooldown. The secondary problem with stasis is the fact that a single engineering captain can use stasis pistol to disable a player and then plant a minefield below the player right before the damage immunity wear off, which results in an unavoidable instant kill. A team of five players can spam stasis onto the entire opposing team, allowing for engineers to move in, plant mines, and detonate the entire team right as damage immunity wears off.
Status: To be advised by Cryptic
The main reason i stop playing Ground PvP is for the reasons u posted, other problems is also Character Skill & Trait Setups which forces players from either choosing either Space or Ground which no doubt 90% players will go for Space, and which means why there's not many people playing Ground PvP.

Another problems is the poorly made Arena and Shanty Town maps which is too small and don't have any real objectives, and also Arena maps have terrible spawn points which a good enemy team can spawn kill to victory. best way to solve these problems is to remove and replace these old map... No One likes them! make open battleground maps on Alien worlds with any objectives like Capture and Hold checkpoints, Domination or anything as long it feels like some sort of interstellar war which the story line takes place.

Last edited by oakland4life; 10-04-2013 at 10:13 PM.
Captain
Join Date: Jun 2012
Posts: 1,941
# 8
10-05-2013, 11:26 AM
Quote:
Originally Posted by buccaneerdtb View Post
The Biochemist finally started actually working. I would hate to see it ruined again. Maybe only apply the debuff to targeted enemies not AOE? It takes so long to stack it that only in duels or focused firing does it ever get too high. A single player has to sit there and cycle through all his abilities while tanking to stack it, not like a Tactical player who can prebuff from cover and unleash all at once.
The problem with the duty officers is the fact that there is no stack limit and one minute is an eternity on the ground. If you get 10 stacks on you, which can be done in about 5 seconds under tactical initiative, you are already dead if you don't take cover. The problem is, one physicist can do this to the whole team, and the physicist's team can now rush and then oneshot the other team's players without even buffing. A stack limit of 8 and/or a 30 second duration per buff would be significantly better.
Captain
Join Date: Jun 2012
Posts: 1,941
# 9
10-31-2013, 10:41 AM
Thread has been updated with the coming changes to Cryo Immobilizer Module and Knockback.
Republic Veteran
Join Date: Jun 2012
Posts: 544
# 10
10-31-2013, 11:34 AM
In another thread a player claims CREATIVE trait is not working for engineer kit powers, can we get an engineer to test if this is true? We may need to check if it works at all for the others as well.
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