Captain
Join Date: Jun 2012
Posts: 825
# 11
10-17-2012, 12:36 PM
A fun event, expansive map and nice enemy design.

There was one bug. Right near the industrial evacuation site, one of the Romulans got stuck in the ground.
Previously Alendiak
Daizen - Lvl 50 Engineer - Fleet Avenger
Selia - Lvl 50 Tactical - Fleet Avenger
Toval - Lvl 50 Tactical - Fleet Mogai
Starfleet Veteran
Join Date: Jun 2012
Posts: 2,455
# 12
10-17-2012, 12:40 PM
Quote:
Originally Posted by longasc View Post
Telling people to seek shelter is quite boring! The same for fortifying homes, it's not really that engaging. The occasional salt vampire popping up in this phase is rather irritating and feels a bit off.

Bottom line, should be more focused around the defense of citizens than clicking them or fortifying buildings.
I disagree, those sections build tension nicely. It is a zombie apocalypse scenario, after all.


I have one complaint: Each time we finished one of the phases, any remaining salt vampires went untargetable and sat down on the ground. I think a better way to clear the board between phases is needed. For that matter, why clear it at all?
Lieutenant
Join Date: Jun 2012
Posts: 60
# 13
10-17-2012, 12:41 PM
I only have one or two "problems" with it:

1.) The reward scale is kinda screwed up. I usually get around 50 Fleet Marks and 95 Romulan Marks from the Azula Nebula mission but only 14 fleet marks and 11 romulan marks from the Mine Trap Fleet Action. Something just seems off about it.

2.) There really should be accolades and titles for the M-113 vampires. Two suggestion would be "Salt Vampire Slayer" or "Salt Vampire Hunter".
Lt. Commander
Join Date: Jun 2012
Posts: 198
# 14
10-17-2012, 12:54 PM
fortify homes: respawn timer on the materials feels too high. having to run around 60 seconds before you find a non taken material container isn't exactly fun.

evacuating: it's hard to determinate when exactly the citizens are 'saved' or if they need another gentle push in the right direction.

salt vampire hold: no immunty when using a hypo to get out of it. (surprise)

rewards: while I cannot judge what the romulan marks will be worth in the end is the amount of fleet marks rather MEH. getting 10 marks out of a 20 minute effort (during fleet mark hours as well) just doesn't cut it. large events (i.e. greater than 5) require some kind of dummy bonus.

edit: I wasn't able to use my operational assets as well! ,c
Starfleet Veteran
Join Date: Oct 2012
Posts: 3
# 15 bugged market building
10-17-2012, 12:56 PM
when i was trying to put stuff like reinforce walls on market building 4 nothing happened but it took away my materials i have repeated this test 3 times and it has been bugged all the time.
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 16
10-17-2012, 01:03 PM
I like it. I have nothing to say about step 1.

Step two (fortifying) isn't easy to figure out but after a first run we know what to do.

Step 3 (defending homes) takes a lot of DPS. The mobs don't dps a lot but they are pretty resilient. Fortunately i was with my tac in full KHG Mk XII set and it wasn't too much! I needed evry single bit of dps i could get and my grenades made a difference here. I'm not sure what my sci could do in this part. People running anywhere. Didn't notice any teamwork attempt during our tribble testing event in that part, even if the map is obviously designed to make it easier.

Step 4 (escorting civilians) . This part requires a lot of organization, pugs won't do it efficiently that's a fact. Since most of them expect it to work like a solo mission where they can do their own stuff the way they want without caring about other players, it will be the hardest part of the game. There will always be 10 player heading to one spot while the rest of the group will struggle on the three last spots. Excellent DPS and heavy healing abilities will be required, but I guess that a good and experienced player in each team could do it.

Step 5 (waiting for the shuttle). A lot of very resilient mobs, I don't like being held while the two other players can't handle the protection of the area. This is quite frustrating in this part.

Overall: good job, I do like the fact that this mission requires a brain and cooperation, even if it also requires a lot of dps in some parts. It's not hard to predict that pugs will have very poor results in this instance though.

Last edited by diogene0; 10-17-2012 at 01:07 PM.
Starfleet Veteran
Join Date: Jun 2012
Posts: 2,455
# 17
10-17-2012, 01:23 PM
Re: PUGs: This is a lot like Starbase Defense on the ground. I think the "winning" pug strategy might be to abandon one (even two in a really bad group) branches and stack the other two more heavily. In the event group I was in, the last two phases worked fairly well simply because one we lost two districts in the previous phase. Can't speak for the reward scaling with only one run under my belt, but I've found coming out of Starbase Defense with three high health facilities is better than four low health ones.
Survivor of Romulus
Join Date: Jun 2012
Posts: 304
# 18
10-17-2012, 01:52 PM
Morlocks are fantastic.

But sometimes, it's hard to find the full box, maybe should be always full of tools for barricading.
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 19
10-17-2012, 01:59 PM
Quote:
Originally Posted by hevach View Post
Re: PUGs: This is a lot like Starbase Defense on the ground
Indeed, that was my exact thought. It's clearly easier though but cooperation is required. I'm not sure about good strategies, all I know is that there are 128 civilans to rescue according to farktoid5000, thus the score could be based on the number of rescued civilans with no further concern.

Last edited by diogene0; 10-17-2012 at 02:07 PM.
Empire Veteran
Join Date: Jun 2012
Posts: 1,032
# 20
10-17-2012, 03:00 PM
First, a new UI complaint. The new version doesn't show you how many people have queued already. if I'm the only person that enters the 20-man Mine queue and can't tell, i could have to wait quite a while before it is blindly filled by others til it's ready.

First bit about warning them was simple enough, but it seems odd that I have to tell 3 individual standing together 3 seperate time to get inside. Perhaps the "get inside" 'command' should be a short ranged AoE interact?

The fixing of the houses, did you know that those tall supply boxes don't like short characters? i had to jump around them to get the interact to pop up. And shouldn't the doors that need barricaded have an interact glow? It was hard to tell which needed fixed and which didn't.

The escape, the same suggestion with the initial warning. they would stop running and stand next to each other, why can't I "yell" at the group of them?

Quote:
Originally Posted by hevach View Post
Each time we finished one of the phases, any remaining salt vampires went untargetable and sat down on the ground. I think a better way to clear the board between phases is needed. For that matter, why clear it at all?
This^^ Why not just let us keep shooting them down while people escape? They don't have to attack the civilians, just keep coming after us. This would add a little bit of action to those acting as rear guard if some Saltys would follow after.
Quote:
Originally Posted by jkirk13 View Post
2.) There really should be accolades and titles for the M-113 vampires. Two suggestion would be "Salt Vampire Slayer" or "Salt Vampire Hunter".
"Salty the Vampire Slayer"
or just "Salty" to get a Naval reference.
Handle: @kirian_darkstar
Registered: Oct/2009 , LTS : Feb/2011
Fleets: Warriors of the Phoenix, Kirian Industries
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