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View Full Version : The Cure what a joke.


Archived Post
01-04-2011, 03:18 AM
Sorry but “The Cure” is just a joke. My last attempt at the “The Cure” RA took 12 hours and we could only make it to the ground boss. I’ve tried it before and always got stuck on the 3rd gate, but now it has part of the borg set I would give it a try. Over the holiday period I tried it 10 times, the last was the most successful but at 12 hours and unable to defeat the ground boss after 2 hours I gave. In fact I’ve given up on all STF games, I can’t even give try KA thanks to being unable to complete “The Cure”.

For my last attempt I decided to go all out. I used my emblems and bought every weapon anyone said was useful, and had two of every thing. I had sniper rifles, high density, even repeal weapons and a couple of anti borg weapons. In the end my Anti-proton sniper rifle seemed to work best. I even thought that it would be best to repec my character. I maxed out every single ground skill. The only skill that seem of any use was stealth, borg don’t go after me as much.

The team I went with the last time had a far bit of experience, one guy had done it twice before and got the borg stuff, and another had done it sometime ago and everyone had reached the 3rd gate before. It was the gates that wasted all the time. Gate 3 was the worst, but even 2nd gate caused problems. We did every thing anyone said would work. We only ever targeted workers, but still it we couldn’t get it down. After more than 4 hours we finally got it down. It was either luck or the transformers took less time to charge. When we reached the last gate we lost 3 of the team, who had been playing all night. By some piece of luck we found 3 more, and they had reached the last gate before. After over 2 hours we made it past the gate, as before luck or quicker charge time. Then the ground boss. He was impossible to kill, and when we nearly had him he would reset to full health. As before we followed the tips to kill him but nothing. Even with my max out ground skill and my sniper rifle the most damage I remember doing was 1700+ and I think one time 2400+. Even with plasma grenades and proton rifles nothing, we could only get him down to about 20% before he reset. Also my ability to resuscitate down players would stop working from time to time, which as a real pain. So by the 12 hour on the ground part I gave up.

Come on Cyptic this is a joke. The time to complete this is insane. Yes I’ve heard fleets that can do it easily, but most people aren’t hard core and can’t spend hours and hours on one map over and over again. Most people have little choice about who they can team with and can only team with the people available. Yes the team work with the transformer seems a good idea, but it just don’t work. They can get swamped with workers too fast. Two and at the very most three hours to complete the whole task would be reasonable. Most game these days have a health warnings that you should take a 10 to 20 minute break every hour. I don’t see how this is possible with an online game when people are in different time zones who really want to end the game as quickly as possible, do you!

It’s a real shame that the borg set is only available through these mission. I would be happy to use my emblems for the parts of the set. Well it looks like I’m stuck with my AEGIS set now as I will never be able to complete the borg set.

Archived Post
01-04-2011, 03:46 AM
/me counting the time to when the first forum STF elitist posts comments on how easy these missions are in a experienced team and how people should join fleets and other logorrhea......

Archived Post
01-04-2011, 03:54 AM
/me counting the time to when the first forum STF elitist posts comments on how easy these missions are in a experienced team and how people should join fleets and other logorrhea......

Well.. Elitist or not.. It IS easy with a little planning.. Also in a decent PUG.

Consider that the STFs *are* endgame content designed for five players working as a team

I mean.. What do you want?

STFs that everyone can do without any planning or forethought? Something that might as well be in a singleplayer game?

I for one, enjoyed my trials in the STFs.. Besides the Klingon underworld mission series, its basically the only ground content I actually enjoyed.

Archived Post
01-04-2011, 04:36 AM
Yawn.... Good Morning Players.. glad to see some of us can still keep up the Same-ole same-ole...

Makes me think it's still last year... Isn't this right where we left off?

Archived Post
01-04-2011, 04:36 AM
This mission is super easy if you play with an experienced team. Maybe you should consider joining a fleet instead of playing with randoms who 9/10 don't even carry hypos to these missions.

Cure should take a max of 2 hours. The problem is that most people are like hey "you need cure i need cure, lets do it". Zero planning and preparation go into the run and thats why it takes all of 12 hours to not even complete. Ask some questions b4 you join that fail pug. Make sure your sci has a medic kit. Make sure those engies have fab specialist kits. Hypos? Check. Mix of classes instead of 4 engies and a tac.. check. How about choosing a leader that has completed the run and can lead the group to success..... check

Just because you have all the shiny equipment to do the run doesn't mean the rest of your team does. Your team is only as strong as the weakest link so if you have a der-duh-der on your team (if you are pugging there is a 37.5% chance there is one) you need to recognize that and replace them asap instead of failing over and over and remaining clueless as to why.

Most of the people who fail at stf's do it to themselves by completely ignoring or overlooking the fact that more factors need to be taken into consideration for planning than just "hey, anyone else need to do cure?"

Archived Post
01-04-2011, 05:21 AM
Yawn.... Good Morning Players.. glad to see some of us can still keep up the Same-ole same-ole...

Makes me think it's still last year... Isn't this right where we left off?

Yes... it is EXACTLY where we left off...

But hey... you can never have enough of the same posts...

Archived Post
01-04-2011, 10:05 AM
For my last attempt I decided to go all out. I used my emblems and bought every weapon anyone said was useful, and had two of every thing. I had sniper rifles, high density, even repeal weapons and a couple of anti borg weapons. In the end my Anti-proton sniper rifle seemed to work best. I even thought that it would be best to repec my character. I maxed out every single ground skill. The only skill that seem of any use was stealth, borg don’t go after me as much.

Sounds like you went in well prepared. However, I'd be willing to bet that 1 or 2 of your team members were not. The comment by Johnynormus about the weakest link definitely holds true for the Cure. When doing the transformers, each team member is pretty much on his/her own to hold off the workers. All it takes is for 1 person to fail, and you got to re-start. We ran it last night, but it was one of our longest runs. Why? Because 2 of our team members were playing with PVP alts that have ZERO ground skills. A third was using an officer class that he doesn't usually play for this mission. Kinda of frustrating to take much longer than what we were used to.

Anyway, I encourage you to find a good team to go with. It makes all the difference. And the part with Armek seems like a bug to me. If he is resetting his hit points, best to do a team wipe and reset.

Archived Post
01-04-2011, 11:45 PM
Hey Jon,
I know how you feel as I grouped with you, but I hate to be one of those guys, but today i did it, took just over 2 hours and was hardly any wipes on the gates, I think 5 in total. The boss took a while due to him being glitched, but after about 30 mins of trying to reset him and it working we made the pull and dropped him like no other. It was definatly glorious, its all about finding the right group with the right strategy, hit me up in game if you ever change your mind.

Its Kaliel BTW


EDIT: Why is my career officer title not displayed?

Archived Post
01-05-2011, 01:29 AM
Easy way to deal with Cure:

Transformers:

Hit 1 - Everyone stays and kill nodegroup/workers.. As soon as only the Elite Tactical is left *one* person head to 2, and activate that, and one run to 1 (and stay there).. Runner helps killing the initial workers/regular drones there and then do 3 and 4 in quick sucession (he avoid the spawn this way).. At 4 he engages the single worker that spawns..

By the time 3 pops, the 3 guys in the middle should distribute between 2 and 3, Id suggest atleast one is a Medic)

Useful tools (particulary for the middle group): Stun Grenades (awesome against workers) - PBKB shields - Plasma Grenades - Cryo Grenades - Thermal Vent - KB3 weapons - Force domes - Anestesic Gas - Basically anything that can freeze, slow, block or hold the workers (they wont walk into plasmafire or Cryo'ed areas)

Boss:

Batleth wielding Tac or Sci (Sci should have access to Dylovene) and a Sci Healer

Start by clearing the first nodegroup, then have the Tac (preferably with motion accelerator to quickly close the distance) draw him down behind the 2 trees at the entrance, while a Sci heals him (he wont use ranged if youre meleeing, so get up there with a batleth - That way your medic only needs to heal one person. It will go a little slower, but its more safe.)

Ideally youll want to end up at the right tree, so that the team can snipe from above the wall.. If that fails, the Devidian weapons is nice, as it can jump through his covershields. In any case, do not shoot within 20m, as that can trigger an AOE attack.

1 person should melee him, with a medic dedicated to healing him.. The person should be prepared to

A: jump in and melee the boss, if the tac falls.. Do *not* res, have someone else do that, or simply have the Tac respawn and run back

B: Move around a lot when he starts putting up his CC (covershields at 66% Domes at 33%) - It can be quite difficult to get LOS for healing.

The Tac should use a Batleth (obviously) and close combat kit - The armor should be with as much kinetic and Physical defense as possible.. Also get a nice stack of Large Hypos, for when the Medic cannot get LOS

If a second medic is present, a nice kit would be the one with the Dylovene (SP?) buff.. It increases melee damage and resists.

Archived Post
01-05-2011, 01:35 AM
If a second medic is present, a nice kit would be the one with the Dylovene (SP?) buff.. It increases melee damage and resists.

I'm curious, have you tried the second sci with the borg medical kit? It offers heals, which have resists enough and tachyon wave (think that's the name, the damage to shield, possible knockback one), which is supposed to destroy force fields. It comes at the cost of the group heal, I believe, which shouldn't be a big deal if he's up in the tree.

If the description is actually right for a change, that should instantly pop the cover shields.

Guess I'm mostly just curious if it actually does what it says it does :)

Archived Post
01-05-2011, 01:48 AM
I'm curious, have you tried the second sci with the borg medical kit? It offers heals, which have resists enough and tachyon wave (think that's the name, the damage to shield, possible knockback one), which is supposed to destroy force fields. It comes at the cost of the group heal, I believe, which shouldn't be a big deal if he's up in the tree.

If the description is actually right for a change, that should instantly pop the cover shields.

Guess I'm mostly just curious if it actually does what it says it does :)

Nope.. To be honest, Im a space player.. Not even specced for this - Still find it simple though.

*Edit* I think its useless though.. It might drop a covershield or dome, but he kinda spam those (and I somehow doubt its a lingering effect)

Archived Post
01-05-2011, 01:56 AM
The fleet I am in does this STF constantly. It does take a little work and planning, but you can get though it in about an hour in a half on a good day.

Tactical is actually the best to put with the batleth when it comes to Armek. When are fleet does is pump up are tact with science and engineering buffs. Dovalene is one of them. That can be found in the physician kit. For science the best kits to bring are medic and physicians at least.

Archived Post
01-05-2011, 01:57 AM
Yeah, it isn't hard if people play as a team, come prepared, and have some clue as to strats, though the Cure is the worst of the three (with borg stuff).

I've got the borg kit myself, haven't tested it for 3 reasons:
1. When I run it, I'm the guy tanking.
2. I'm the only sci often enough.
3. I consider the STFs, and the Cure in particular, some of the worst designed group content I have ever experienced in a multitude of MMOs. And I'm a guy that's all about single group content. Couple that with a complete lack of personal incentive to run it more than once (45 version...5 marks, 70 to get a kit, while it takes 24 exploration marks for the same kit, 51 version, sorties are a much better return on time invested), I don't run it often enough to counteract #1 and 2. :)

But it does seem like a kit to try, as its powers seem like they are suited almost perfectly for the fight.

Archived Post
01-05-2011, 04:31 AM
This STF shouldn't take more than 2 hours. However it is true that the second gate is a real pain in the neck. Sometimes a random patrol will spawn which makes it impossible to do it on the first pass. The third gate is the easiest of them all if everyone is in position. Not a single worker should get even close to the second transmitter.

Terradome is another story altogether. If you die (or if Sulu dies) in the last room you're screwed. Eventhough you're supposed to respawn just outiide the door it won't open. You have to start the ground part from the start... I have never completed it to this day.

Infected: 30 to 60 minutes

Cure: 1:30 to 2:00

KA: 3:00 to 6:00

Terradome: 4:00 if done right (never completed it):mad: