Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Khitomer Accord; Broken
04-14-2011, 09:17 PM
This is not a complaint or a rant after one failed run of KA, nor two, but several, over a period of months. Three of which occurred over the past few hours.

The first space portion itself is bugged, badly, in a manner that I'd consider a show stopper. The most recent runs involved three tacs (two Tactical Retros, one fleet escort), an Engineer (Star Cruiser), and a Science (Long Range retro). DPS was not an issue, healing was not an issue, coordination was not an issue, we were all on Teamspeak, all coordinating together. The issue lies in the mission itself.

First, is the general OP'd nature of the Borg. Especially in regards to spheres and cubes. Spheres tractor beams are the first thing I'd like to address. I run a tactical escort. When I pop Evasive, Alpha, and Omega I expect to break free of the tractor. This happens, temporarily, but when I sphere has managed to maintain a tractor lock on me after I've moved 20km away there is an issue. A lock needs to break at 10km, when my buffs wear off and i'm not within even sensor range I should not be dealing with a tractor beam and sniper beams.

Cubes have always been an annoyance in STFs, their benign appearance in normal PvE is a deception. But the biggest issue I'd like to address that occurred in this mission was the shield neutralizer. This ability can cripple anybody not equipped with hazard emitters. But it is not to OP'd, till they start launching them every 5-10 seconds. You get hit by one, pop HE, then get hit by another, and then a third. Then there is their DPS. A plasma beam weapon on a cube does 400 something damage (not counting DPS) per hit. While our Mark XI purple dual heavy cannons are doing 20-25 damage per hit.

And now for the bugs;

Spawning. Spheres spawn randomly throughout the map from time to time. They spawn by the transwarp gates and the vortex gate most often. The ones by the transwarp gates are an annoyance. They target, and destroy any mines we've planted to damage the gate we've opened and accost us with their tractor beams not allowing tacs to bring their weapons to bare on the gate.

The ones that spawn near the temporal vortex however, are mission breakers. They appear, and then enter the gate. They don't give you a chance to target them, there's not even a chance to hit a tractor beam. They do this frequently, so frequently that by the time the second gate opening happened, despite having had the left gates spawns destroyed by the Tac cubes explosion, we had this.

Kill's not counting. This, is perhaps the most annoying thing we faced in our runs. We would destroy probes, who would list, explode, and then continue lazily on into the temporal gate. They count against you, despite having been sent to that big alcove in the sky. We have it hard enough dealing with random spawns and a near ridiculous amount of enemies on the map at one time with a very very low counter, that having enemies we've destroyed count against us is not acceptable.

I did not park here. This was the rarest of our bugs, but none the less annoying. Our primary tactic was to, after dealing with probes and getting the spheres occupied. to have the DPS park near the gate we were focusing on so when it opened we could hit it with Cannon Rapid Fire, Tricobalts, and if we're lucky, our tricobalt mines if any survived the random spawns. But this sometimes wasn't possible.

Why?

Because the gate would open and suddenly we've been launched into the center of the map where we have a charlie foxtrot of spheres merrily blowing the living hell out of anything not part of their collective. These are serious issues that need to be addressed badly. End game content is lacking badly, and having what is available constantly broken is not acceptable. This STF is your baby Gozer, there is no excuse for it not being doable without being a Dev.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-14-2011, 11:35 PM
Hmmm. I've run KA at least 2 dozen times, and have never encountered any of the bugs you've mentioned. Most of the bugs that I've encountered are later in the mission on the ground, and in the final battle with Donatra. I would say that the first space part of KA is probably the best part of the mission.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-14-2011, 11:44 PM
It can be fun, when it works, our second group managed to get through it, though they had the map reset at one point causing them to start over on the ground. They managed a run without these bugs. And a few of these bugs, namely the launching, and dead but still counting, didn't occur until today's runs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-22-2011, 11:18 AM
Quote:
Originally Posted by Latinumbar
Hmmm. I've run KA at least 2 dozen times, and have never encountered any of the bugs you've mentioned. Most of the bugs that I've encountered are later in the mission on the ground, and in the final battle with Donatra. I would say that the first space part of KA is probably the best part of the mission.
I agree with Latinumbar. Those are no bugs, but sounds more like a failed attempt.
Spheres do not spawn randomly in map. If a team at one gate dies, the Spheres from that gate will go over to the other team at other gate or the Spheres goes to the middle.
Not only Probes can go into Vortex, but the Spheres as well if you do not aggro them.

Quote:
Originally Posted by Latinumbar
Alastor_ForthrightCubes have always been an annoyance in STFs, their benign appearance in normal PvE is a deception. But the biggest issue I'd like to address that occurred in this mission was the shield neutralizer. This ability can cripple anybody not equipped with hazard emitters. But it is not to OP'd, till they start launching them every 5-10 seconds. You get hit by one, pop HE, then get hit by another, and then a third. Then there is their DPS. A plasma beam weapon on a cube does 400 something damage (not counting DPS) per hit. While our Mark XI purple dual heavy cannons are doing 20-25 damage per hit.
If you do not have enough healers/heals in your team, you can use very easy tactics on Cubes/Tactical Cubes.
One of them is:
The player who is targeted by a Cube stay away at least 11km from the Cube.
The rest can keep shooting on the Cube without getting a lot of damage.
If the Cube target some other player, then this player will go to a distance of at least 11km of Cube. And the rest of team keep shooting the Cube.
If your team can keep this up, you can destroy a Cube easily.

Good luck and have fun
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-14-2011, 11:58 PM
Amen. I've tried this portion about 7-8 times now, and every time ended in failure despite having a group that knew what to do, stuck to the plan, communicated well and was even outfitted well for the job. In my last run before I had to give up to get ready to go to bed, we managed to destroy one gate and get the other to 40%, but there were over 25 spheres on the map at that point (I think there should be a limit to how many spheres should be allowed on that map at once - 10 at most), and we were being slaughtered so quickly that nobody could destroy any of them. We (or I, in this case) would just make suicide runs on the probes, hoping to destroy them or at least spray them with warp plasma before I got blown up by all the spheres tractoring me.

I didn't notice any of the bugs, though, unless you count being overrun by spheres a bug (which I certainly would, if what you say is true about them spawning everywhere - I didn't notice, though, as I was too busy trying to deal with the legitimate spawn).

The thing I think is the lowest blow is that when a borg probe or sphere blows up next to you, you're in serious trouble. If you blow up next to one of them, they pretty much laugh it off. Totally unfair. At the very least, our deaths should at least make any ship nearby wince, if not stop to scratch.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-18-2011, 02:12 PM
Maybe what we need to do is catch Gozer on a day that he isn't busy... And do some STF runs to point out errors or bugs!
I would love the opportunity to roll with Gozer myself just to thank him for making group content at ALL!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-19-2011, 11:42 PM
Quote:
Originally Posted by Greatmaker69 View Post
Maybe what we need to do is catch Gozer on a day that he isn't busy... And do some STF runs to point out errors or bugs!
I would love the opportunity to roll with Gozer myself just to thank him for making group content at ALL!
We can wish.

@0Gambit0 - My fleet have done Infected in as little as 35-45 minutes. Infected in 2-3 hours. KA, well of the two teams we were running and several runs, the other team did it in maybe 3-4 hours. Not counting the ground map resetting. I've never been able to do it on any of my tries, so I can't complete the borg set.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-20-2011, 05:07 AM
Agreed and signed.

All the STFs have their bugs and some of them can be real mission-stoppers and even the most experienced teams will be shred to pieces if they land is such instances. Turbo-Drones or random shutdowns for the Transformers on The Cure are annoying, but the random Spheres counting as Probes for the Vortex in Khitomer can screw everything up. It's just something you have no chance to get control over and nobody knows which Sphere might have that problem.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
04-20-2011, 09:11 AM
Just last night I was part of a successful KA run that worked fine right up until the final space battle with Donatra. After we disabled the first wave of probes, everyone except me was given the option of following Donatra. So, I basically had to sit on the sidelines while they took her out, and the mission still counted as completed for me, so it wasn't a huge deal. It was odd and anticlimactic, though. I couldn't do anything to get to them, either. I couldn't respawn since there was nothing there to kill me (and self-destruct was grayed out), leaving the map and reentering didn't work, and logging out and back in didn't work either. I did file a bug report, though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-21-2011, 05:25 AM
Quote:
Originally Posted by decker999 View Post
Agreed and signed.

All the STFs have their bugs and some of them can be real mission-stoppers and even the most experienced teams will be shred to pieces if they land is such instances. Turbo-Drones or random shutdowns for the Transformers on The Cure are annoying, but the random Spheres counting as Probes for the Vortex in Khitomer can screw everything up. It's just something you have no chance to get control over and nobody knows which Sphere might have that problem.
... all i have to say on that : BUGGING OUT THE BUG ! You know what i mean .....
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