Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Great work Cryptic!!!
03-05-2011, 02:33 PM
Loved Cutting the Cord!

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.

And guys..... could we please get the ability to cusomtize the apperance of our special BO's?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-05-2011, 02:36 PM
Quote:
Originally Posted by Alexraptor View Post
Loved Cutting the Cord!

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.

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

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..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-05-2011, 02:44 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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-05-2011, 02:52 PM
Quote:
Originally Posted by dstahl View Post
After last week's TREK through the desert - anything we made would have felt short imho

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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-05-2011, 02:55 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
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-05-2011, 02:59 PM
i normally complain that they are too short but i actually thought the length was just right on this one.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-05-2011, 03:03 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!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-05-2011, 03:04 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!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-05-2011, 03:30 PM
Quote:
Originally Posted by dstahl View Post
After last week's TREK through the desert - anything we made would have felt short imho

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).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-05-2011, 03:34 PM
when on a team of 2 or 3 calling in reinforcements doesnt work. your stuck doing mission with just the members of team.
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