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-   -   Great work Cryptic!!! (http://sto-forum.perfectworld.com/showthread.php?t=205566)

Archived Post 03-05-2011 01:33 PM

Great work Cryptic!!!
 
Loved Cutting the Cord! :D

Allthough it felt a little bit...short.
Also had the misfortune of running into Hakeev jumping up on a building out of reach, but otherwise it went well.
Very nice job on the scenery though and i noticed that Orbital Strike got a slight FX tweak. :cool:

And guys..... could we please get the ability to cusomtize the apperance of our special BO's?

Archived Post 03-05-2011 01:36 PM

Quote:

Originally Posted by Alexraptor (Post 3409785)
Loved Cutting the Cord! :D

Allthough it felt a little bit...short.
Also had the misfortune of running into Hakeev jumping up on a building out of reach, but otherwise it went well.
Very nice job on the scenery though and i noticed that Orbital Strike got a slight FX tweak. :cool:

And guys..... could we please get the ability to cusomtize the apperance of our special BO's?

After last week's TREK through the desert - anything we made would have felt short imho :P

Agree with the other points though - there were some cool new things in this episode that were fun to see - the guide paths, the orbital bombards, the use of calling in reinforcements... etc..

Archived Post 03-05-2011 01:44 PM

I liked this 1. The orbital bombardment was a great touch; more of that please. The reinforcements also were a nice idea. It was good to be separated from the BOs for a change.

The virtual path was good, once it started working. Mine didn't work until after I dropped the forcefield.
I also had the Hakeev problem. He jumped around on the side of a building and died up there. Luckily I was within range to check him if I squashed up against the building in the corner.

All in all that was pretty fun. KDF point of view btw.

Archived Post 03-05-2011 01:52 PM

Quote:

Originally Posted by dstahl (Post 3409794)
After last week's TREK through the desert - anything we made would have felt short imho :P

Agree with the other points though - there were some cool new things in this episode that were fun to see - the guide paths, the orbital bombards, the use of calling in reinforcements... etc..

I'm very much of the same opinion. Still, a nice episode. I like smaller away teams and action missions where I'm solo. I hope we get options for that in The Foundry, eventually.

Archived Post 03-05-2011 01:55 PM

Great mission! Short but great! I had the same issue with Hakeev dieing on the roof, had to redo mission. (guess I'm glad it was short hehe)



*spoiler*


Calling down troops was awesome! More of that please :D

Archived Post 03-05-2011 01:59 PM

i normally complain that they are too short but i actually thought the length was just right on this one.

Archived Post 03-05-2011 02:03 PM

This week's episode was AWESOME! A full city... orbital bombardment... fighters attacking you overhead... optional objectives and accolades galore!

I really enjoyed it. I think the Environment Artists hit every episode out of the park. Great work, Cryptic! THANKS!!

Archived Post 03-05-2011 02:04 PM

I thought the pacing and length of this episode was ideal, for me anyway. It was filled with fun.

LOVED calling down fire from my ship. That was fantastic. I would like more of that.

LOVED calling reinforcements down from my ship, too. I always like to see the rest of the crew get involved. I have hundreds/thousands of people under my command, it's always nice to see them supporting me directly.

The environments and rewards were great. Not sure I like how one of the rewards will work in PvP (sad day for BoP/Raptor/Escort I think), but I love it for PvP. Even grabs those plasma torps. ;)

Great blend of space combat and not-painful ground combat. I was lucky not to have problems with superjumping Romulans, though.

Off to play it on some alts!

Archived Post 03-05-2011 02:24 PM

The ground combat through the streets was great. I loved how you could just observe if you wanted or get stuck in and help your crewman.

My liberated borg captain decided it would be more efficient to proceed un-distracted to the objective. However, my tactical captain alt decided it would be best to get stuck in with her rapier and eliminate any Romulans in the way!

Archived Post 03-05-2011 02:30 PM

Quote:

Originally Posted by dstahl (Post 3409794)
After last week's TREK through the desert - anything we made would have felt short imho :P

Agree with the other points though - there were some cool new things in this episode that were fun to see - the guide paths, the orbital bombards, the use of calling in reinforcements... etc..

Anyone else miss the specific rocky outcrop at the beginning? I tried two or three rocky out crops and figured the mission tracker was being vague and it took till I got to the cave (and couldn't progress) before I could say for sure it was broken (for some reason the objective markers on map don't work in that mission and while I appreciate the toning down of jumbo glowing markers - that map could use something).

So... I did the trek 3 times (to the cave, right back to the start, then all the way back to the cave again) - just to rub it in...

I agree the new features have been great though. The disabling of weapons - and of the tactical team beam in throughout - was particularly cool and would be great to see more of (and eventually as options in the Foundry).


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