The problem is that the game is trying to have action gameplay and look like action but it doesn't work well with MMO controls and doesn't really try to be action. I read that ground combat used to be faster, but they slowed it down. As best as I can figure, it had to be slowed in order to fit with the cumbersome nature of MMO controls. Instead, they could have changed the control scheme and thinking on powers, but I guess they're more afraid of the game not being like any other MMO than anything else.
Which is funny since
Exteel is an MMO with action style ground combat, but it fashioned a proper control scheme that allows an extremely fast pace. The powers in both games work exactly the same, you click and a series of shots will be fired, depending on the weapon, there are even special powers. The main differences on Exteel's part are; camera movement is locked to mouse movement, it uses soft locks (you are only locked for as long as you have the enemy in your cross hairs), there's a left and right attack linked to the mouse buttons. The main difference on STO's side are the away teams and their powers.
The problem with away teams is where Exteel keeps things simple to fit fast gameplay, Star Trek Online bloats ground combat. Numerous officer powers have been added in order to keep it a traditional MMO, rather than more in line with Trek canon or the fast paced combat it had promised. I'm not asking for STO to be Exteel, but Instead of asking what fits Star Trek, Cryptic forced Star Trek into the MMO mold instead of coming up with something original. Bridge officers are just pet based power receptacles on the ground, and ship components in space.
The other problem with the squad combat is that the controlling the squad mates is cumbersome. Fiddly little keys need to be clicked on-screen to control the squad instead of in games such as Mass Effect and
Freedom Fighters, where you just hit a key and they go where you're looking, or where they're needed. Mass Effect's system really wouldn't work with this game, since so much of it depends on frequent pausing to work really well.
Freedom Fighters requires no pausing at all and you control up to twelve personnel with no difficulty using no more than three commands; defend, attack, follow. It's extremely simple, so it is highly effective.
The biggest problem with the away team squad is how the bridge officers can't take care of themselves, combined with the complicated control scheme. They can't path correctly; for some reason when in follow mode they tend to get stuck around corners, behind objects, and at the edges of doors. Yet, in way point mode they suddenly become pathing geniuses. They aren't smart enough to flank on their own. They aren't smart enough to spread out. They aren't smart enough to focus fire on my target. They aren't smart enough to heal me. Much of what they have to be ordered to do should come as automatic, and the controls are overly layered and should be redundant with proper AI.
When just walking or running, they should never fire first, unless fired on. If I target something, they should all target that target, and they should only commence firing once I fire. They should continue to always switch to my target unless in direct danger and fire as frequently as possible, both the primary and secondary modes. The bros with exploit powers need to be smart enough to switch automatically switch to any exposed targets and fire on them with their secondary. If fired on first, they should return fire. Healing powers, for armor should be reserved for me, unless a team mate is in imminent death. When laying mines, engineers should lay them several feet toward the enemy. An alternative to this is to make it so they can't use their special powers, and make the special powers yours to control through your power bar. This would take the least work to implement and would make using those powers far easier. Both that and the AI improvements should be done.
Then there are the enemies. I can't blame them for going after the leading officer, since rank and position is highly visible in Starfleet. Yet, at the same time I still think it's stupid that a good portion of the Klingons always make a beeline for my captain even when overwhelmingly ambushed from an opposite side. In effect, they're turning their back or side to the larger threat, which with the game mechanics means they're putting themselves in the most danger by facing me. I expect my enemies to be smart than that. I like that there is no aggro, except for that one power which labels you with a fake expose. Target selection should be based on the weakest target versus the target that has the most powers or most damage output. But, they should only be able to determine them once they're fired on or fire on someone, or once powers are used. Other than that, it's who is closest and who fired first.