Lt. Commander
Join Date: Dec 2007
Posts: 120
# 81
04-13-2012, 01:24 AM
Death respawn penalties??? Why are you making these MORE difficult???

I've pretty much stopped doing STF's because I got tired of so much painful stick and not enough carrots... (or at least a carrot that I will simply never be able to earn even after months of doing STF's on a consistent basis)

I have a feeling that once again the dev's are more concerned about the handful (IE very small number) of "Elite" players/groups/fleets who organize everything down to perfection in order to do STF's, while the rest of us casual players are punished.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 82
04-13-2012, 01:33 AM
Quote:
Originally Posted by BorticusCryptic
Changes to the damage output of Cubes and Tactical Cubes have now been made internally, and will go live at the same time as Gozer's change. This will not completely eliminate the Borg's ability to one-shot you. However, the -only- ability they possess that should be capable of doing this, is the High Yield Plasma torpedoes, which can be destroyed prior to impacting you thus allowing players the option to negate/avoid this source of damage if they are vigilant.

Our FX guru is investigating possible causes of the reported invisible torpedoes, and is hoping to be able to get that repaired in time for this same patch.
That is very much appreciated. I never knew those "one-shots" could be destroyed. Time to re-slot the defense turrets. Not a fan of removing one of my damage consoles, but that damage will be easily made up by DPSing during a time when i would normally be dead instead.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 83
04-13-2012, 01:54 AM
Yes! Finally all those so called expert Escort captains that kamikaze the cubes will be penalized. Also people who don't carry repair items and keep dying will finally learn. And all those Captains who brag about doing STFs on normal then entering Elite only to be one shotted by the standard 100k torpedoes will be forced to look at thier equipment loadout/ skill builds and see what they are doing wrong.

Ever since they removed the 100k torpedo's ability to crit I've never been killed by those torpedoes, and that's on the Anniversary Odyssey and Sovereign. I'm actually glad that the standard Borg plasma beams do 6k damage otherwise it will be boring again.

However I see that the damage output will be adjusted again, please don't lower it anymore. As it is, the only time I die is when I'm too busy chatting to pay attention to what's happening (happens more often then you'd think ^_^) or I lose situational awareness and blunder beside a gate while dueling with a Cube, or blunder too close to a cube in Cure while dueling with the Negh'var and Raptor that spawns when an upper nanite probe is killed. 3 on 1 sometime ends in death, but not always. ^_^
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 84
04-13-2012, 02:31 AM
I like the increased drops, very nice. The respawn timer update; I can live without. In my escort, if the tactical cube targets me in Infected Space Elite, I am going to die, it's a fact. Now I'll be waiting for 30 seconds if I die a second time? With a 15 minute limit to get the optional, 30 seconds can more than make or break the team getting that. I don't know if you've seen many of the community in elite STFs, but you're almost guaranteed to get 1 self proclaimed "expert" who flies off the handle if not getting the optional is going to happen.

Also, what of the science captains? Their hulls aren't much more than my escort, and they have less DPS. This is going to make thinks even harder for science ships in STFs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 85
04-13-2012, 02:33 AM
Quote:
Originally Posted by BorticusCryptic
Changes to the damage output of Cubes and Tactical Cubes have now been made internally, and will go live at the same time as Gozer's change. This will not completely eliminate the Borg's ability to one-shot you. However, the -only- ability they possess that should be capable of doing this, is the High Yield Plasma torpedoes, which can be destroyed prior to impacting you thus allowing players the option to negate/avoid this source of damage if they are vigilant.

Our FX guru is investigating possible causes of the reported invisible torpedoes, and is hoping to be able to get that repaired in time for this same patch.
Would be nice to have those invisible torpedoes stopped especially when using that b'rel bomber mode your healing up after getting away so you've been out of combat for a minute and all healed up and then bam hit for like 600k damage in a 27k ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 86
04-13-2012, 02:38 AM
Quote:
Originally Posted by Strykerr
I like the increased drops, very nice. The respawn timer update; I can live without. In my escort, if the tactical cube targets me in Infected Space Elite, I am going to die, it's a fact. Now I'll be waiting for 30 seconds if I die a second time? With a 15 minute limit to get the optional, 30 seconds can more than make or break the team getting that. I don't know if you've seen many of the community in elite STFs, but you're almost guaranteed to get 1 self proclaimed "expert" who flies off the handle if not getting the optional is going to happen.

Also, what of the science captains? Their hulls aren't much more than my escort, and they have less DPS. This is going to make thinks even harder for science ships in STFs.
I hadn't considered this... it seems like tactical ships especially will be penalized this respawn timer thing the worst, because it is "normal" to die multiple times in a STF apparently (BS), and I am tac cap with an escort.

I swear they are intentionally making it so people don't do STFs anymore, I think they wanna phase em out entirely and they have to ween people off them with changes here and there...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 87
04-13-2012, 02:47 AM
As an FYI, this will make KAGE almost impossible to get the optional for.

There are a few points to consider:

1) The upper level of the map is very large, expecting both sides to be cleared will add another few minutes to the run.
2) These mobs patrol so you can't tell if you missed any
3) The only way to complete the last room in time is to ignore the borg spawns, this often means that people die and respawn because if someone tries to revive them they end up dead as well
4) You'll make it harder to teach people how to do the runs with the added timer, especially on infected (LMAO!!!)
5) And for all that crap we get a small increase in the drop chance. Since you've never told us what the percentage is in the first place, this does not mean anything at all.

Personally speaking, the chance of getting a tech drop should be much much higher than it is atm, 1 in 10 to 1 in 5 would be better. Then you can make them much harder if you wish.

TBH, getting the optionals as it is requires a lot of co-ordination, skill and gear, so perhaps with these changes to KA, make the optionals give each PLAYER a loot bag which can contain tech, or at least prototype salvage.

Then, add some extra PVP maps so we can actually use this stuff to kill each other with in more interesting settings rather than grinding the same maps over and over again. And the argument about running out of content for high level players to complete is rubbish, as I would quite like to play my other characters on ground and level a klingon without playing with gimped gear for an eternity until I grind the EDCs. I dare say that's one of the reasons people don't play klingon, most people invested so much in their fed chars that the barrier to switching is just too high.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 88
04-13-2012, 02:56 AM
Quote:
Originally Posted by Strykerr
Also, what of the science captains? Their hulls aren't much more than my escort, and they have less DPS. This is going to make thinks even harder for science ships in STFs.
Actually, sci ships have less hull than escorts. Great fun!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 89
04-13-2012, 03:06 AM
The respawn timer should not increase in boss fights on ground. If the whole team is killed, the fight is reset anyway, and having to wait a minute or two before you can try again is just annoying, serves no purpose (the optional is done by then, and you can't revive people because of the forcefield) and it's going to make people quit. People in pugs quit after failing to kill Armek or Manus a few times, it's annoying already especially in infected to have to redo the whole generator stuff, with the respawn timer forcing you to twiddle your thumbs it's going to be super annoying and people will just not bother after failing a few times.

Otherwise I'm not totally against it, guess I'll have to try it first. On ground you should be reviving, not respawning anyway. In space, you have access to more healing abilities no matter what your class is. And this change might just make cruisers and science vessels more viable, since they can stay alive longer and heal allies.

And I just switched to an MVAE from the Sovereign... great.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 90
04-13-2012, 03:26 AM
It seems to me that they're quite happy to increase the drop rate for MkXII tech but they've also made the missions a lot harder so we don't get them.

Craptic strikes again!!!

Have you fixed the Borg one shot kills yet???

No??? Didn't think so.
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