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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 91
05-06-2010, 08:07 AM
I second, third and twentieth calls for having this stickied. I'll PM a mod or GM and see if they'll correct that horrendous oversight.

I was thinking why a game like ST:O would have such an interesting melee system. My guess is that ST:O was slated to be ported over to consoles. But that's just a guess.

Regardless, fantastic job on this thread. I think people that make extremely useful contributions like this should get a free C-Store item or something.



Z
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 92
05-06-2010, 09:50 AM
Quote:
Originally Posted by Azimov View Post
What you have to do is have one of your 2 weapon slots filled with a melee weapon (batleth only atm), or no weapon at all.
You then swap to that weapon (default Z I think) and start pressing the 1,2 keys for combos or 3 for knockdowns.
Don't know if it's just me or a bug (probably bug) but when I try to do martial arts and swap to the empty weapon slot with Z my bridge officers put away their weapons as well and fight either melee or with abilities only, very annoying. However if I use a Bat'leth instead of martial arts they use their weapons normally. Also probably related, when I hover over a weapon to compare it to what I already have equiped I only see the stats for the Bat'leth and not the energy weapon. I've tried with different weapons, swapping which slot my melee/energy weapon is in, pressed Z to swap an still the same thing. Haven't bugged it yet but after reading this guide I'm thinking my weapons slots are bugged.

Great guide by the way and absolutely needs sticky.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 93 Just another example
05-06-2010, 10:18 AM
Just another example of Cryptic's lack of understanding of thier player base. This one thing alone, had they explained it, would have cultivated players. I have a RA5 tac officer and had no idea this was part of the game. If you have actions like this built into the game, let the players know. They put tutorials in for all other aspects of the game. Why not this? I feel like I wasted 45 levels of ground play with Lunge, Leg Sweep, Punch. Why hide aspects of the game from your player base guys?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 94
05-06-2010, 11:42 AM
Quote:
Originally Posted by Sojournsoul View Post
Just another example of Cryptic's lack of understanding of thier player base. This one thing alone, had they explained it, would have cultivated players. I have a RA5 tac officer and had no idea this was part of the game. If you have actions like this built into the game, let the players know. They put tutorials in for all other aspects of the game. Why not this? I feel like I wasted 45 levels of ground play with Lunge, Leg Sweep, Punch. Why hide aspects of the game from your player base guys?
I totally agree. I've subbed to this thread for a while but only just now found the time to read it (and the other thread), and I have a whole new eagerness to try out ground combat. This was a missed opportunity on Cryptics' part for sure. Hopefully they'll sticky this (hint, hint) to help make up for that.


Z
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 95
05-06-2010, 03:47 PM
*bumpbumpbump*

Also, I hear tell that in PvP combat the "3" key AoE general melee attack no longer stuns (still knocks down though). I haven't verified this yet, does anyone have info about this? If it's true we just got a nice boost.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 96
05-06-2010, 03:49 PM
Quote:
Originally Posted by Azimov View Post
Did they remove melee vaporisations in season 1?
After they added some klingon explore missions finaly got to see my away team, but I never got any vaporisations from lunge like I had before.
Lunge was the only ground ability that vaporized and they have now corrected that so it does not vaporize anymore.

I understand it didn't make sense, but it was so darn cool, I wish they had left it in.

No other ground attack ever vaporized as far as I know.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 97
05-06-2010, 04:11 PM
Quote:
Originally Posted by NahK
Lunge was the only ground ability that vaporized and they have now corrected that so it does not vaporize anymore.

I understand it didn't make sense, but it was so darn cool, I wish they had left it in.

No other ground attack ever vaporized as far as I know.
Nothing made you feel more dangerous than turning someone into dust with a punch.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 98
05-06-2010, 04:18 PM
This thread taught me so much, and a week ago I finally made a Melee Tactical officer just so I could put all this into practice. Have had a great time with it.

I did try the Bat'leth, but the animations seemed so SLOW compared to the quick and timely martial arts animations, that I ended up switching back. I know the Bat'leth does more damage, but I'm just a lot better at the unarmed fighting and I think the moves look more cool.

I have perfected the art of shooting with my double disruptor pistols while I close, then engaging in hand to hand. Love the martial arts.

Note to GMs and Devs reading this thread: more hand weapons, please! My Tac officer is an Andorian, and I want an Ushaan ice mining tool to fight with! I'm sure your Klingon players would like the triple-bladed knife as well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 99
05-06-2010, 04:38 PM
Quote:
Originally Posted by Doctor Comics
This thread taught me so much, and a week ago I finally made a Melee Tactical officer just so I could put all this into practice. Have had a great time with it.

I did try the Bat'leth, but the animations seemed so SLOW compared to the quick and timely martial arts animations, that I ended up switching back. I know the Bat'leth does more damage, but I'm just a lot better at the unarmed fighting and I think the moves look more cool.
I agree, martial arts is faster to get off, and their combos get interrupted less. It just takes so darn long to actually kill anything still, when surrounded by enemies, spin kicks are pretty nice. It would be reasonable to use a Bat'leth in one weapon slot and unarmed in the other... and then switch as needed.

Quote:
Originally Posted by Doctor Comics
Note to GMs and Devs reading this thread: more hand weapons, please! My Tac officer is an Andorian, and I want an Ushaan ice mining tool to fight with! I'm sure your Klingon players would like the triple-bladed knife as well.
More melee weapons would be nice. At the very least Federation needs one. However, since it would also be nice to have its own set of moves, that's a bit more work than just coding a new melee weapon, so I can see why it might take a bit longer than we'd like. I would like a dev to comment on this sometime though, and please, sticky my guide
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 100
05-06-2010, 05:14 PM
I approve of this guide and add a request for stickiness.
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