Khitomer Accord Issues
I feel that the second space battle at the beginning of Khitomer Accord is designed poorly. This encounter requires serious dps to do it effectively so you sacrifice survivability to get it then get one shotted while doing it. I do not play this game to get hit for 52K plus 3 times a minute while fighting a Tac Cube, while my shields are up.
Then after that painful experience you get to a fight where you have to race the clock to kill ships that can kill the required ship in 10 seconds when they focus fire, which is frequently.
I am about to return to another MMO because this one requires me to fly an escort to be effective and I want to be in my cruiser and still play the end game content. I cant do both so why play? I do understand that some flexibility and adaptability is required in situations. But needing 5 escorts in one mission is really stupid. So what do Science officers do?? (no im not a science officer)
Missions should be designed around a team effort and using various skills not a race to kill faster, thats what PvP is for and im not a PvP player.
I also did The Cure on the test server, did not successfully complete on Tribble server, but felt even with the failure on the Tribble server that it was at least do-able with a team that can work together. We did it the first day it was live for our first time and nearly daily since. The Cure is well put together and requires a variety of skills from a diverse group, well put together with a few monotonous spots.
I thrive on challenge, but a do-able challenge. The second fight in Khitomer, after three weeks of attempts has left me feeling as though the mission is not scaled for avid players but more for those that are OCD about squeezing every little thing for highest DPS.
An idea to **** off the DPS junkies that are going to blast me for this post, make an encounter where you have to stay alive for say 10 min as a team effort, and let me bring my cruiser.
Khitomer Accord can be fixed with one very simple change, tie the Transwarp Gates shields dropping into the number of Borg ships there are alive, just like in Infected. When the last one dies the shields drop, thats all it would take.
In a PUG, we successfully, easily did that space part. Two escorts, Two Science, one Cruiser. And everyone participated and each person was quite useful. The cruiser can tank the Spheres, the Escort and DPS the Probes down quickly, and science vessel can slow everything down. Actually, we split into two groups, so a single escort each gate was more than enough dps to down the gate and Probes. If your group is having problems, you guys are doing something wrong.
I play a Science Vessel. I find Viral Matrix, Scramble Sensors, Tykens Rift were all very useful to reduce enemy dps and slow down the vessels.
Escorts are obvious, just DPS.
Cruiser, stack damage reducing consoles, and tank the Spheres and Cubes. Yes, you may be destroyed, everyone is, but you can still draw fire and aggro so everyone else can take out the Probes ASAP.
Also, if you didnt get it by now, take out all the Probes first. Anything else will aggro and wont go through the timeportal. Probes just beeline there. Take them out.
I guess I will add my QQ to this. And yes we got to the power switch room where it bugged out but more about that later.
First space bit, its rough a little bit to rough and to forced to dps for my liking. It would be alot more fun (atleast in my point of view if one of the spheres would become a probe aswell)
The second space bit, well hello big zerg of borg cubes, probes and spheres. We didn't have any real problems here after we switched tactics.
First ground bit, someone recognised this? :>, also if ya do nto rerun the tutorial and run to where the scannable rocks are. I think you will see an interesting easter egg there.
Second ground bit. The only thing i can say is it is pretty, well designed but feels way to zergy (just like the first space bit) it would help tremendously if:
A. the ammount of interlink nodes get reduced especially on the beam on the second beamin group (as the other borg around it got a really nasty tendency to agro you whatever you do and than bug around ontop of the node). And there are a few other points aswell where nodes could be removed and making it well play better.
B. Reduce the ammount of heavy tactical drones, 4 in a group is just not fun, especially with the insane ammount of interlink nodes coupled with them. Reduce it to 2-3 and add a lower health drone instead and i think it would be fine already.
The powerlink puzzle, its nice and i like it (even tho we managed to figure it out pretty fast). There is a massive but tho, it bugged out for us and well it sorta makes it completly impossible for us to complete. This is what we did:
- We cleared the room of most of the borgies and nodes
- We than tried to trigger 2A, which we failed miserably after which i started triggering random nodes
- We than killed of the rest of the borg
- We decided to try it from the top on off, triggering 1A. no borg beamed in and we killed it (after extending the shield).
- We than tried one of the other but never got the extend shield button to show again
I will add my QQ also, this is the worst pos that cryptic has come up with yet. it is not that is hard, not that you can fail. not even that you need dps, what makes me frigging sick is how frigging boring it is. I now have 50 % of end game that is just plain boring. This STF was poorly thought out, I will never even try it again.
The first part of "Khitomer" is somewhat difficult in my opinion, maybe not for Fleet Groups who knows each other capabilites excatly but for the other 66%. A lot of groups are forced to add random members or are totally random and with that always comes additional problems.
But difficulty is not always the problem. The worst problem with the raids is that you have a hard time progress there even if only little by little. Not many and sometimes poorly arranged respawn points and very bad conditions to continue raids at a later time within other groups, e.g. we got a sudden server maintenance right while doing Armek in Cure and lost 80 minutes worth of gameplay and are forced to redo the hole ground part (in other groups the next day).
Regarding the respawn points:
I know you normally cannot place them every 100m or so with the current behaviour because it would be exploited. Just do it anyway and put a respawn timer of 30-60 secs to it which might persue players to get revived instead of just respawn (and give players more health after revival - it makes no sense to revive someone which is shoot down again after that by just one shot - and the healer with him). And bind the respawn points not just to the reach of a certain location so that it can be exploited bind it to the progress, e.g. last killed group/last node/shield/raid step. Which would also make exploits impossible or at least no longer considered a good idea, e.g. by passing groups of borg instead of cleanup up.
And regarding the total progress of a raid:
Make more segments for the raids not just 2 or 3 and make the cuts after progressing through long tedious parts and before possible difficult parts (where most of the groups might fall apart due to time or loss of intrest). So that groups can split up for whatever reason and continue another time maybe with others. And allow player to always join their (possible new group) at any point earlier so that noone is forced to drop/retake the mission just to be able to help their team in earlier parts of the mission. You should also force a hole group to start or continue a mission at earliest progress step all players share together, which would make a stop to any attempts to circumvent earlier parts of the raid.
Regarding Khitomer Ground/Riddle:
Well there seems to be a bigger bug somewhere. Yesterday we got stuck because the middle console in the control room was no longer offering the "symbol selection" after extending the power redirect time for the first time. Or you forget to mention important facts to the player. Which is BTW never a good idea because not all player take the time to actually read the texts. It is always better to force the rules by gameplay not by instruction.
I liked the [first] space part of KA. We did it with 4 sci and 1 escort. Perhaps instead of an emphasis on dps you could try something like control?
Edit: No vent, PUG
Double edit: First try with the group, second try overall (we read stop borg from getting to the gate", and stopped reading to get on it asap. Learnt the second time to read things and not rush)
The first space part isn't bad at all. After figuring out a good way of doing it yesterday after one failure, we got it today with no probes getting through on the first try. The key is dumping everything you have into one gate and knocking it out as fast as possible. We had 2 sci ships, 2 escorts and a cruiser today. Took 2 tries to knock out the first gate, 2 tries to knock out the second.
After doing all the damage you can to the gate you've decided to knock out first, 2 ships break for the probes coming from the opposite side (those 2 should route power to engines and use evasive maneuvers to speed up since full impulse will be unavailable at first) while the other 3 take out the probes from the side they're already on. Ignore the spheres from both sides til the probes are all confirmed down, then gather up in the middle and take out the spheres and move back to the gate. Repeat that same process til the first gate is down.
After you've destroyed the first gate, you'll start getting 2 cubes along with spheres and probes, all from the remaining gate. Focus on the probes, then spheres, then cubes. Repeat until the second gate is down and a winner is you.
All that said, the ground part, in the puzzle room is bugged (console that lowers shields on the nodes becomes inactive after destroying one or more nodes) making progression beyond that point impossible, unless you just get lucky. Correct me if there's some way to avoid that bug. Please.
My second run through:
First space bit is fairly easy now, our setup: 4 escorts (mix of fleet and advanced) all equiped in (mostly) purple dual heavy and dual cannons. And a 4 dual antiborg beam with antiproton turrets cruiser (lucky ******* kept getting purple dual beam drops of infected and the cure boss). It really is a dps fight, and if ya start by pulling the tactical cube in the gate where the dps-ers will be it will hurt the gate and almost wipe out all mobs that spawn there.
second space bit:
3 cubes are nasty still but with the cruiser dragging them away from us it well became alot easier as on our first try
Zerg, zerg and more zerg. Again with a slightly more heavy dps group it was fairly doable but I see any pug groups whitout full anti borg weaponry having problems here and even with.
Got bugged out for us again and we couldnt brute force it due to our group setup (3 engis/1tac/1sci)
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