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Thanks for the kind (and not so kind, lol) words everyone. It's been a blast here. I'll be back in a couple years when I have something to say :) |
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Originally posted by nubadak
I believe the item states quite clearly what happened to the PvP section, as does a post in this thread. Bottom line: Limited impressions in part 3. However, it was too big of a subject for one article, so a full article on PvP is to follow separately from these previews. Of course, if you'd prefer to think it's a conspiracy of some kind, please feel free. |
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Originally posted by Cerion
That line is about me never feeling compelled to share my ship with anyone. I didn't think there was so much to do that there would be any added value in it. Anyway, as hard as this is to believe, some people just don't agree with you. You're entitled to your opinion on player crews, it's a perfectly valid opinion, but not agreeing with you is just as valid of an opinion. And last time this debate came up, I offered people the chance to write a response article that we'd publish on the website. A fully reasoned editorial on the argument for player crews. Naturally, no one so much as bothered to email me on the subject. It's one thing to whine on a forum and call us names, but so far I've yet to see one person come up with a well reasoned editorial that explains how this would realistically work and why it would be fun to more than just a few hardcore Trek fans. I even offered to pay for the article. No takers, no surprise. |
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Originally posted by Raithnor
I never got to the second tier of ships, nor did I run across any of them to the best of my knowledge. Those enemy ships that I saw that were "bigger" though seemed to be appropriately large in scale, without being over the top. In fact, my rant about scaling issues only applies to away missions. Space combat seemed... perfect. Not that I am a purist on these things, but I never noticed any scaling problems. In fact the very thought of scaling in space didn't even occur to me until you asked. So that's likely a good sign. The only reliably familiar thing I ran across was Deep Space 9... and it seemed quite nice from space. About how I'd imagined it/seen in the shows. |
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Originally posted by BlakeySGV
I previewed the game that was, not the game that could be. That's what a preview is. You play the game and report back on what you see. You don't whine and rant about elements that are not there. But I imagine from your post you didn't read past paragraph one, which was... you know... an introduction. There is an entire article on the site about their decision to scale back Klingons. Feel free to go read it. |
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Originally posted by Lanthir
This is one thing I cannot help much with. Part three has some limited PvP impressions, but my article (which was supposed to be one part originally) was already too long and that would have required an article onto itself... So we made it one. Jon will be following up with a more complete PvP and Klingon preview shortly after part three. Dec 31 is my last day (nothing bad, just a new opportunity... a post on that should appear this week), or I'd have made this a four parter. |
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Originally posted by wootin Edit - per Dana's post, there IS auto-attack, so nm :D
Edit: but I disagree about CoX's manual attack. To me, the system works perfectly as it actively engages you in the combat, and as you have a lot of varied abilities, you actually need to make choices for your character to do it's best. My char is a blaster btw, and how simple is that to play? Yet I still need to actively decide which enemy to hit, whether to range or melee, whether to use my limited holds to keep an enemy still and avoid knockback effects which might aggro other groups, and whether to stay with the main attack or shift to protect the support people. It's a very dynamic gameplay style, so I don't see how auto-attack would even work, really.
The reason I am happy auto-attack is in is that I found myself spending too much time trying to time my spamming of the number one and too little time paying attention to my NPC Bridge Officers and where I was standing. I'd just spam TAB when necessary and hit 1 to fire as frequently as possible. When I saw an opening, I'd hit 2, and occasionally use my kit abilities. With auto attack, I can have my phaser firing on all cylanders and use that time to pay more attention to tactics, position and my own crew, as well as when to actually use the exploit abilities. |
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So... a mea culpa (which will appear with more prominence in par two): Cryptic informs me, after a few pointed it out, there is in fact auto attack. That fact that I never gleaned how is a problem unto itself, but it's there and my numb thumb is more angry at me than ever. Turns out if you hold CTRL and click certain skills (say phasers) it auto fires. So that entire section where I complain about a lack of auto attack is BS. Apologies to Cryptic and you guys who read it. |
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Originally posted by Drachasor How much of your ship can you reconfigure outside of a Starbase then? As much as you want, if you have the items. You can swap anything you want out whenever you're not in combat. You don't have to report to a starbase to change things.
Originally posted by Drachasor Read the article again, Dana clearly said he went to max range, and pelted the enemy with phasers while backing up. So both of the front mounts had phasors. Made the AI sound very poor as it didn't even try to change its facing when one shield got low. Well, to be fair to the AI, it did try to swirve and it did redirect power to the fore shields as well. The problem was it was trying to close the gap and wasn't properly set up when I attacked. The game tries to close the gap, because if that ship gets in close, it can probably wipe me out. I just had enough juice in those two dual phaser banks to rip through his front shields faster than he could fix them. |
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Originally posted by Drachasor
I'm not a huge min/maxer, but I found phasers were better against single targets and in PvP (see part two). That said, it's way too soon to tell for sure (balance will no doubt be changed over time). Against multiple targets with less shields though, the key is to get rid of enemies as fast as possible while moving around. Phasers are not nearly as good there. Projectiles are needed because once you make a hole, it's important to capitalize and get a torpedo in there fast. How many weapon slots did the ship have? I was under the impression that going with two phasers means you would have no room for torpedoes.
There are two fore slots and one aft slot on the basic ship. However, it's like equpping a sword. I cannot change in combat, but I can reoutfit the ship before I enter combat (which is pretty predictable given the 10k firing limit). So if sensors show one stronger ship, I run with two dual phaser banks up front as described in the article (no torpedos). If there are many enemies, I go the more traditional route. |
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Originally posted by Finbar
I may not have been clear on the story comment. I typically ignore story in MMOs. I knew I was previewing this though, so I quite intentionally read much of it. Thus, the comments about it. Also, I'm by no means a power leveler. A completionist spends as much time as is necessary to do every single mission regardless of the reward or necessity. A power leveler takes the most efficient path to max XP. I am the former. |
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Originally posted by Saerain
Me too, but it did sound like her a lot. And she never says anything she likely didn't say 1000 times in the various movies and films. So, I figured, it was possible that they just reused old voice samples, but that said, I honestly have no idea. The point is that it sounds authentic whatever it is. |
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Originally posted by Drachasor I think you misunderstood what I said. I've gotten the impression that Torpedoes just aren't worth getting AT ALL. It is just flat-out better to go with phasers.
I'm not a huge min/maxer, but I found phasers were better against single targets and in PvP (see part two). That said, it's way too soon to tell for sure (balance will no doubt be changed over time). Against multiple targets with less shields though, the key is to get rid of enemies as fast as possible while moving around. Phasers are not nearly as good there. Projectiles are needed because once you make a hole, it's important to capitalize and get a torpedo in there fast. |
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Star Trek Online: Exclusive: Jack Emmert Talks Klingons
News Discussion « General Discussion 12/21/09 4:18:10 PM
Originally posted by ArcAngel3 I'd imagine this guy is lying, because some of the things he says are just not true. There is PvP testing, for example. I spent all night last night in it. I am working on a full preview, they had the test on 24/7 all weekend, and I got through the Lieutenant content and into some PvP. Also, they lifted the limited press NDA we had. The article should appear Wednesday. I can't wait to read it. I'm enjoying the coverage of this game. Hey, any word on whether or not there will be an item shop? I sure hope not. I mean, I don't mind items like Capt. Kirk's 1966 boots or something, that have no combat advantages. I just don't like paying a sub fee and then having to pay extra to get the biggest gun.
I don't have specifics, but yes, there looks like there will be a STO Store just like the Champions Store. However, the philosophy on the Champions Store has largely just been cosmetics or "making it easier." There was nothing gameplay related you could buy that you couldn't earn. I see no reason they wouldn't stick to that. |
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Star Trek Online: Exclusive: Jack Emmert Talks Klingons
News Discussion « General Discussion 12/21/09 12:46:07 PM
Originally posted by Gyrus Well actually - in another thread someone said this: Truth? Or attention seeking? You be the judge.
I'd imagine this guy is lying, because some of the things he says are just not true. There is PvP testing, for example. I spent all night last night in it. I am working on a full preview, they had the test on 24/7 all weekend, and I got through the Lieutenant content and into some PvP. Also, they lifted the limited press NDA we had. The article should appear Wednesday. |
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Star Trek Online: Exclusive: Jack Emmert Talks Klingons
News Discussion « General Discussion 12/18/09 2:15:08 PM
Originally posted by Frobner
To be fair to Jack, he was responding to a question about why they didn't just not launch with Klingon then include them as a more robust faction with full PvE options. He cited CoH where they did that, waited to have full fledged crafting and PvP for later, and no one gave the game a second look when they launched them. Thus, they felt with Klingons it was better to have them there in a limited form at launch as the basis for a larger system than later as a full fledged system. |
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Star Trek Online: Exclusive: Jack Emmert Talks Klingons
News Discussion « General Discussion 12/17/09 10:19:15 PM
Originally posted by Ingrod
Exactly. |
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Star Trek Online: Inside Beta: A Three Hour Tour
News Discussion « General Discussion 12/17/09 7:39:12 PM
Originally posted by kobietruman
It was three hours. A more complex hands-on preview should follow next week. Up until now we've had very short windows to play. |
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Star Trek Online: Exclusive: Jack Emmert Talks Klingons
News Discussion « General Discussion 12/17/09 7:34:44 PM
Cryptic COO Jack Emmert took some time to talk to MMORPG.com about the Klingon faction and what they're really all about. We got all the details on this controversial announcement that they'd be a PvP-centric faction, including the first reveal of exactly what races you get to pick from. It isn't just Klingons.
Read it all here. |
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Star Trek Online: Klingons Confirmed as PvP Only
News Discussion « General Discussion 12/17/09 4:55:10 PM
Just an FYI, I'm talking to Jack Emmert in about 10 minutes about Klingons.
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