Eriksson and the Transport Raid had a problem with the mission logic, making them extremely hard to compete.
Long story short... when ships "warp out" in STO the server actually kills them to get rid of the ship from the map. This "kill" was being counted as a player kill and failing the mission.
I've fixed the missions internally, the fixes should be headed out to Holodeck shortly. Keep an eye on the patch notes.
Hooray! Now I can actually complete "Path of the Warrior" in my Negh'var!
By the way, any chance of getting more purple than orange anomalies in the transports at Lt. General? I'm trying to accumulate materials for crafting Mk XI stuff, but I'm having difficulty getting anything other than oranges (Mk X gear) from the transports. Or at least you can make the distribution of anomalies among all tiers of materials, with the highest chance of getting purples (and at lower levels you would not be able to get higher tiers and you would be most likely to get particles for your level). The scanable anomalies in the systems are fine, though.
Gozer, if you could make it so the Transports are disabled around 50% instead of 25% Hull, that would be awesome. 25% hull is usually an unlucky crit away from destroyed.
Also, annoying is when you try to disable the freighters, then take out the attack ship. That attack ship likes to die near the disabled Freighters and take them out too. I dunno, from a logical standpoint the first thing I should hit is the attack ship. Since it's there to defend the Freighters, it shouldn't be lallygagging around while I disable 2 or more freighters before it decides to join the fight.
As far as Erikkson goes, what I've found works okay, is to pull up on the closest set of Freighters, at max range, and start firing until the Escort gets in range, and take it out, then finish up on the Freighters. Avoiding pulling in the 2 Civilian Escorts flying around the station. Then zoom around and over to the 2 Freighter and Escort group on the back side of the map. However, there are two problems here, at max range my Cannons are weak, so it takes a while to disable the first set of Freighters. On the second set I can move closer, but since I'm usually trying to be extremely delicate with the Freighters, it takes a while to disable them. Usually, I disable the last one as it's passing by the beacon.
I've been able to solo them all, as a Tac Captain in a Raptor, but I'm definitely looking forward to the fix though, as it's frustrating trying to get the optional objective more than once a day if I happen to fail it. I play for entertainment, not stress and frustration. >.<
Aside from the server killing bug I metioned earlier.. I've also updated two additional things for the Pi Canis Transport Raid and Eriksson Mission.
1. The freighters will stop moving and lower thier shields at 50% health (it used ot be 35). The freighters have always switched to a friendly faction once disabled which would automatically stop beam weapons from firing on them, just watch your torps and cannons. This should also help keep carrier pets from destroying them since they switch sooner.
2. I've increased the wait time the ships need to get back underway if you have disabled but not looted them.
And because I like Klingons I'm going to set the token rewards back to the higher level they originally were. This means you'll get two emblems\tokens each on Alpha and Beta and five for Path of the Warrior. This was thier original amount when i first put them on Tribble, and you guys told me they were way too easy.
Let that be a lesson... (grin) be careful what you ask for... you just might get it....
Changes may take a week or so to get to Holodeck... keep an eye on the patch notes.
what about the bug we get on the erikson mission, where there are 6 transports the optional mission is to loot 4, it fails if 2 get away, even if there are 4 for you to still loot. I have looted 4 and still failed because 2 of the 6 got away, ie. it said looted 4/4 and still failed.