All the abilities I encountered have minimum recharge times of thirty seconds. There are some less useful abilities including one that launches a moderately powerful energy beam against your opponent that shuts down your weapons and lowers their power to zero for a while. Some of the more useful abilities include regenerating your shields, making your ship untargetable by an enemy, and launching a barrage of cannon blasts. The officers on your ship also provide you with abilities, and these tend to be a little more interesting. Most, like the previous ability, act as buffs. There are only a handful of abilities that players get throughout their career, but they vary depending on your profession. Tactical officers, for example, get a ship ability that increases their damage, chance to critically hit, and turning ability for a short time when they reach the 8th Lieutenant rank. As you level up, you gain abilities that help you achieve this goal. Then, you keep firing all facing weapons until the ship explodes and the hundreds onboard assumedly die. In space, you target an enemy and fire all facing weapons until their facing shield goes down. Regardless of what class you choose, player versus environment (PvE) combat is typically going to play out the same way. Sector Space, also known as Let's talk about the combat for a bit. The quests (or "episodes") for both space and ground typically end without any sort of major confrontation, and when there is one, it usually plays identically to every other fight in the game, except your opponent now has more health and/or deals more damage. Packs you fight at the very start will be identical to packs you fight at the end. They also don't change in difficulty or composition at all within the instance. There are actually fewer enemy-types per faction, but about ten times more of them in each level. On the ground things are even worse, as each ground mission acts basically like a short instance. Even if you leveled up after fighting each specific unit, you would still run out before you hit the level cap. That may sound like a lot, but the game has a level cap of 50. There are only a few enemy factions for the Federation, and of those, each only has maybe five ship types, meaning that in total you're looking at about thirty "unique" enemies. Early quests have you fighting Klingon Birds of Prey (their standard fighter ship), and twenty levels later, you're still fighting those same ships. This is the biggest problem with Star Trek Online. They start off pretty basic, but as you progress, they.stay basic. A little later, you're on your own, flying through the vastness of space and completing missions for Admiral Quinn. You're running around inside damaged ships, fighting the Borg and rescuing Federation members. At first, this is a positive, and makes for pretty engaging questlines, but in a relatively short time (for an MMO) I felt myself becoming agitated. While they don't vary in terms of the basic control scheme, they have a completely different feel and pacing, and, unfortunately, don't mesh well. There's the space portion, which is about 60-80% of the game, and there's the ground portion. Officers don't appear in ground-based PvP, though, making any improvements to their ground abilities wasteful, and making their mere existence for Klingons literally half-redundant. Basically, you can fill your ship with specialized staff who can provide you with unique abilities while in space, and an extra party member with a couple of tricks on the ground. The officers, for those who haven't been following the game, are one of the main ways you customize your playstyle. While I understand that the Klingon faction is meant to be primarily PvP focused, what incentive is there for players to scrap the progress they've made with their Federation characters to play what is basically an extremely gimped version of what they were just playing? Sure, the Klingon starting ship has a cloaking ability (which makes Klingon vs Klingon PvP like watching The Invisible Man trying to find a ghost), but they have almost no story, no opportunity to get new equipment outside of what you can get from the various vendors, and makes officers mostly pointless.Ĭheck out our full video review. The opening quests are also a bit strange you fight some dudes in their makeshift arena to earn your first officers, then you're given a whole bunch of player versus player (PvP) quests and are on your own. It's jarring and leaves you with no real direction. After seeing a lengthy and frankly pretty cool introduction for starting a Federation character, creating a Klingon character just instantly puts you in their base on Qo'nos. The largest glaring omission is basically any sort of introduction on the Klingon side.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |