Just played Elite... Oww. Near instant via Torps of doom kills out the back end, though I think part of that is me needing better tactics (I survived one volley by doing some adjustments). I'm envious of your run azurianstar, people started leaving after the first total party kill against the Queen.
My system slowly dropped FPS as the battle went on, until it was single digits and stuttering with the UI up, but 40+ and smooth with UI off (Alt-F12). I kept turning things down and the only thing that seemed to help turning off as many damage indicators as I could (couldn't turn some off). But, I'm on an un-supported OS(Linux), so it may be a glitch with how WINE handles things, but the map on Normal worked well.
Going back over what happened in the last Elite in my mind, the player that lasted the longest typically was in an RSV. The torps seem to be fairly normal, being that shields stopped most of the damage, but there were just so many that it ate through my Armitage's shield facing and then my hull very fast. A high shield mod ship should be able to take them a lot better. However, the RSV couldn't deal much damage against the Queen ship. If only that RSV had Dual Heavy Cannons and giant Phaser that shot out of it's deflector...
I'd like to see some Elite runs, particularly good ones, if anyone puts any up on Youtube.
One request to Cryptic: make the spawn a no fly zone... After the first attempt at Zerging it (bad idea), two cubes and 4 or more Spheres ended up flying into the spawn zone, quickly killing most of us. We ended up having to Buff and run as soon we spawned to draw off the Borg group.
Originally Posted by aussieastro
LOVE the new game play, had multiple instances of loss of helm control though
only way i could get it back was BLOW up and respawn.
and in the end only one team member got the rewards.
really looking forward to non bugged Season 7 version
Hit Esc when this happens. It's some sort of target locking feature gone awry from what I can tell (when my ship is not moving, my ship will point at the target as it moves).
Last edited by tom61sto; 11-02-2012 at 10:42 PM.
Reason: more ideas
Lots of times when the tac cubes seem to get stuck on stuff, sometimes preventing them from being targeted.
Loving the need to bring along healing and sub-nukes in PvE content!
Another thought; make sure to give the Unimatrix ships & Tac cubes a decent Power Insulators score, otherwise the tactic of choice will be to simply get two dedicated energy drain / siphon carriers and shut down the ships before killing them since NPCs are completely helpless against energy drain attacks.
BIG PROBLEM: It can become impossible to target the regen probes when they are too close to the unimatrix ships, making controlling them difficult. You click on them, and nothing happens; you target the unimatrix ship instead.
I think that the concept of the mission is cool. The mission starts out well balanced and challenging. Then comes the Queen. It's satisfying to fight her, but she is way too overpowered. Perhaps they wanted to challenge the way overpowered players with something to match them, but it's way to much for the usual player, even on normal.
Given that there's no timer on the Queen fight the best strategy for getting the optional there on Normal is to just kill her with 4 chars while the 5th sits in a corner well away from battle cooling their heels. Might want to incentivize all players getting involved at that stage, regardless of the chance or the whole team getting one-shot ISO'd.
In cool down waiting to respawn on elite. I think this mission is doable with some interface corrections.
First, and surely this is known, the lack of control at spawn is killing us. Even when we respawn we can't join the fight till our conn officer gets out of the latrine.
Second, and probably the most important, is targeting. We need to be able to select the target masked by another ship's frame. Many times the targets are unselectable because they are hidden by another ship, but we have LOS. Common with regens hiding on the horizon of a unimatrix. "Next target" button cycles through all the pre-debris on the map before we get the target of choice.
Third, auto targeting is acting a fool. While targeting a plasma ball of death, running for my life, the beams start firing at a probe that meanders in the way or near the ball of unhappy greetings.
Finally, Tac Cubes are parallel parking. The Tac cubes are trying to mate with all the structures on the map and it makes them untargetable regardless of facing.
My fleet mates are all excited about having to actually balance out a team to conquer this thing, and on our first elite attempt it was a lot of fun, with only intermittent cursing over the mic. I anticipate a lot of PUG rage when this comes out, but don't dumb it down. Make winning elite options a real challenge. We just don't lose them in an organized team any more, it is clock work. All the spit and teeth flying past the view screen rocks.
I played this on normal to get a feel for the mission and I have to say, I very much enjoyed it. I will try it on elite when it comes out as well! I think the mission was pretty well balanced. It's a little bit more difficult than the other STFs currently offered and I think it fits the story well (it is the Borg queen's lair afterall!) and the added challenge from greater difficulty means strategy (gasp!) is actually needed to succeed. My team worked together well and we didn't have too much trouble with deaths (we were all in escorts). With brace for impact active I took hardly any damage from a heavy torpedo spread. I anticipate it would be much greater in elites but no more difficult than Donatra's spreads.
On a more general note, I do very much appreciate the built in time at the beginning of the mission to read a mission summary. Yeah it gets tiresome after the first few times but hey, for the people who actually care about how to properly run a mission it helps a great deal. Even if most people skip by it and ignore the suggestions it gives you a chance to learn what to do before the fighting starts.
During my Elite round, the group I was with we ended up unable to finish it. We kept getting one shotted between the Plasma Bolt and the Plasma Lance. I think we get the picture that the borg are 'superior' but using the nuke option (644,000 damage) is a little excessive imo.
[Combat (Self)] Vessel Two of Two Unimatrix 01 deals 644417 (949517) Kinetic Damage to you with Plasma Energy Bolt Explosion.
[Combat (Self)] Vessel Two of Two Unimatrix 01 deals 188045 (291296) Plasma Damage to you with Plasma Lance.
[Combat (Self)] Vessel Two of Two Unimatrix 01 deals 165921 (273899) Plasma Damage to you with Plasma Lance.
-- The Plasma Energy Bolt seems to have a fast reload time.. Seemed faster than the Unimatrix in the Borg Sector alerts.
--For the love of God please get rid of the stupid respawn penalty. It serves no purpose except to make the players more frustrated.
--Invisible loot drops. All I see is a popup to collect loot but no Icon seen in space to let you know.
--Played a round on normal and got no Omega Marks.
--Queen in normal round is tougher for normal imo.
--IF there's is suppose to be any sort of dilithium and loot at the end--there wasn't. And if it's been taken out--bring it back. Otherwise--what reason would i have to play STF's when i get all my Omega Reputation maxed out. Which I will when things get converted.
--No optional loot that I saw.. Again, there should be if its been taken out. The point of the option is obtain using team work. Not rewarding the 'team' for working extra hard is plain STUPID...
--The optional timer is set for 10mins (instead of 15min). Whereas all the other STF's (elite or normal) were set at 15mins. Is this purposeful??