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Originally Posted by ZeroniusRex
- The Gold Ferengi Lock Box is now Bind on Pickup.
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Good.
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Originally Posted by ZeroniusRex
- Federation Ferengi outfit packs can no longer be opened by KDF characters.
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Again, this is good. Ferengi trash should not pollute the Empire.
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Originally Posted by ZeroniusRex
- All STFs now feature a respawn timer that gets progressively longer every time a player dies and respawns, up to a max respawn time of 2 minutes.
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This is excellent. This will promote actual teamwork and less mindless Zerging.
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Originally Posted by ZeroniusRex
- The time stack will clear after 3 minutes of play without a death.
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I thought I read somewhere that the timer was supposed to be 5 minutes. I think this is where it should be instead of 3.
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Originally Posted by ZeroniusRex
- Mission completion loot bags on Space STFs will now spawn at the player’s position on the map, instead of central location on the map.
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This is also awesome. And this will also promote survival. If you don’t want to go hunting around for your loot bag, you shouldn’t be dying.
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Originally Posted by ZeroniusRex
- The drop rate for Mark XII Borg Tech has been increased.
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I hope this will not be increased TOO much. Some of us worked hard for our gear. It would not mean as much if literally everyone is running around with it on. When you increased the rare tech “slightly” I now get spammed with it constantly. I have in upwards of 30+ rare techs in my inventory at all times that I cash in regularly to max out my 8k dilithium per day.
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Originally Posted by ZeroniusRex
- Players must now clear the majority of the the upper levels of the underground facility before they can proceed deeper into the base.
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Good. This creates more of a challenge. The ONLY thing I can see with this is when tested on tribble, the Borg tend to respawn in the upper areas after a while. As long as respawns do not screw with the timer, we will be all right.
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Originally Posted by ZeroniusRex
- The Optional Objective timer starts after leaving the first room.
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Finally . . . KAGE will actually be somewhat of a challenge. Right now KAGE is WAY too easy. Try to form a group for CGE or IGE and its slow going. Put a single call-out for KAGE and you get spammed with 50,000 replies from lazy folks who want to do nothing BUT KAGE. I am hoping this will even things up a bit and not make KAGE such a lazy gathering point for EDC farmers.
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Originally Posted by ZeroniusRex
- The pets will now properly attack the transformers.
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Nice. I might actually start using my pets in STFs now. I never launched them before because they never attacked gates. It will be good to get a little more DPS on such tasks.
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Originally Posted by ZeroniusRex
- Slightly reduced damage output of all classes of STF Borg.
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I do not think this was needed. The Borg Collective is already so easy to fight that there are no thought processes or strategy put into it. We just run through plowing over them as if they were nothing.
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Originally Posted by ZeroniusRex
- Cubes and Tactical Cubes saw a slightly greater reduction, percentage-wise.
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. . . Why? Have you SEEN how fast we can take a cube down? It takes a simple KDF Raptor with hardly any defenses 3.2 seconds to take down a standard storyline mission cube. According to my parser, it takes the same Raptor only 10 seconds to completely off an STF cube solo, without any help from teammates at all. I can’t solo a TAC cube, but the team is usually on that anyway, and it goes down insanely fast. I honestly believe the ONLY thing with cubes that needed addressed were the invisible 1-shot torpedoes, which the Devs did already say they were addressing in this next patch, which is awesome. Other than that, PLEASE quit reducing the Borg’s damage. They are already boring enough to fight.