Career Officer
Join Date: Jun 2012
Posts: 163
# 141
11-03-2012, 08:52 PM
Normal was a bit TOO easy for my pug group. knocked out the whole thing with minimal issues.
Empire Veteran
Join Date: Jul 2012
Posts: 5,587
# 142
11-03-2012, 10:37 PM
Did it earlier today with 3 other fleet mates and one pug on elite. Got through the whole thing, including two optionals.

First part, the Tac Cubes weren't terrible. Honestly, aside from just dealing with several at once, they're just as big, dumb, and slow as they've always been. Spheres tended to be much more annoying because they would focus a lot, or so it seemed. Even with points in Power Insulators, when several spheres hit you with tachyon beam, you're gonna lose a lot of shields.

The Cubes themselves, again, just as big and stupid as ever, no real issue. Honestly, the Houston itself tended to be a problem since it would aggro them before we were ready. The pug did too, but we were expecting that. But one at a time, no trouble.

The V'gers...are annoying. Even focusing fire on one still took awhile, mostly because they spat out Regen probes so fast. Tractor probes and normal probes are a joke and barely even worth a mention. Still managed to get through them though.

Queenie took awhile, but while annoying, her ship itself, even as quick as it was, wasn't the issue. It was all her abilities she kept firing off constantly, same rather applies for the V'gers.

We got the timed optional, and the optional on the queen, since we always kept at least one person alive. Though like others have said, the loot was gotten for only one person.



Now, I feel the main problem here (aside from bugs) is that there is just 'too much'.

There is too much spam from the V'gers, they launch probes at an incredible rate, to the point it's a bit ridiculous. The plasma balls are tolerable, used to those from Red alerts.

There are too many instant-death attacks. We had this same issue with Cure Space, and massive Isometric charges. I want the Borg to hit hard, not an issue, but having SO many 'boom, you die now' attacks isn't hard, it's annoying and un-fun, and will make people just stay away from it in the first place, mitigating the point of having a new STF in the first place.

The Borg Queen has way too many abilities she can seem to use without cooldown, or very short ones. So she was able to use her stuff over and over, again, making her extremely annoying and while tough, not really and truly difficult.

Too many ships in general all at once. Having a lot of ships is fine, it's Unimatrix 01 of all places, but spreading them out wouldn't hurt. Have it go in a much more 'wave' like function:

1. Start MUCH further back than we do now, and the starting respawn point will be here at least. The first wave will consist of all those Borg spheres. Annoying with the dozen or so, but workable, just focus fire, and bring em down.

2. Wave two, the cubes/tac cubes. Instead of that rough diamond shape they were in (which caused a lot of clipping issues btw), have them be in lack a wall, or in rows. Such as a 2 cube tall, by 3 cube wide wall of those 6. It'd look VERY intimidating against such a group, or in rows, something like that.

3. Keep both V'gers, just tone down their insta-death attacks (or at least their lances and number of probes they spawn at once).

4. Borg queen is tough, and needs nothing else, but again, her insta-death is just a bit too high to be challenging without some mild toning down.

I don't think toning the insta-death down would ruin it at all. Hardly so, but if it isn't toned down, the mission will barely be played when it hits Holodeck (past the first week or so it's released).

Also, I feel the rewards (aside from being fixed of course) should at least be double any other STF. This one is longer and much more time-consuming, and the reward should show that as such. If another elite gives 50 marks and one Borg Processor, this should give 100 marks and two Processors, plus optional bonuses on top of that.

If it's meant to be hard and challenging, it is. It's meant to be the real 'end all' of the Borg story, and I like that, but if it's nothing but masses of instant-death, people are simply going to ignore it.

Captain
Join Date: Jun 2012
Posts: 702
# 143
11-03-2012, 10:44 PM
Theres only one thing I have to wonder about the "story" tied to this STF...


This is Unimatrix 01... how did the Borg not detect 5 (or 6, if you count the Houston) full sized starships approaching... and even if they did miss the ships, how did they miss the transporter signatures?
Captain
Join Date: Jun 2012
Posts: 989
# 144
11-03-2012, 11:08 PM
Quote:
Originally Posted by captainrevo1 View Post
Played on normal and liked it. balance seemed very good.

during the cutscene. when the command ship turn up there is a little animation of it firing its lance and then my ship exploded.

then when the cut scene finished, my ship was in once piece. unless it was a generic npc ship that just happened to look like mine, why was my ship blowing up?
It wasn't you ship in the cutscene, it's Adm D'vak's ship.
Ensign
Join Date: Nov 2012
Posts: 2
# 145 Hive Onslaught Normal
11-03-2012, 11:50 PM
Playing through this mission with Fleet 4 + 1 PuGger on NORMAL mode, I have noticed that this STF is perhaps a full order of magnitude more difficult than the normal STFs from Season 6 and down.

This, unfortunately, makes the STF nearly impossible to advance through. (Especially the 1 and 2 of 2 section) where the barrages are too frequent, the plasma charges move too quickly, and the borg lances are too deadly, particularly for a Normal STF.

Another issue, as others have mentioned, are the frequency of the regeneration probes which seem to regenerate plasma charges making them extremely difficult to kill. Also I am uncertain how plasma charges being 'healed' in flight makes sense...

The Borg Diamond seemed straightforward, although I noticed at some points I was getting hull heals, even though none of my teammates were healing me. I have no clue if this was intentional, but it appeared to be coming from the diamond itself.

Overall, this STF will require much toning down before it's made into Alpha material.

Last edited by captainsamsa; 11-07-2012 at 01:09 PM.
Career Officer
Join Date: Jun 2012
Posts: 152
# 146
11-03-2012, 11:57 PM
Finally got to run this on Elite with a proper pre-made team (two support cruisers, two escorts, and a healer sci ship), and I love it. This mission is going to be horrible to do in pug groups on Elite, but offers a very satisfying challenge to fleet groups.

Only things to tone down would be the torp spread of doom, and maybe provide a visual warning of some sort for the Queen's AoE plasma sphere.
12th Fleet | Sad Pandas | Starfleet M.A.C.O.
Career Officer
Join Date: Jun 2012
Posts: 1,711
# 147
11-04-2012, 12:20 AM
Quote:
Originally Posted by sonulinu2 View Post

Lot's of things I like about it. You need a balanced team, and hey, a real tank is required.
..... Communicate, read the suggested tactics, agree on who will be doing what. Be methodical and follow the lead of the tank instead of being a one ship deathstar, which most people are probably used to because the rest of the game can be played that way.
.
You say all this like its a good thing. In its current state I foresee this STF being less played than Cure. No pugging on this one, and it WILL cause lots of drama when a lot of tank cruiser pilots that "think" they know how to play realize they do not. As soon as its clear the tank(s) and/or sci vessels are not being played right we'll see a lot of warp outs.

Unlike others that love their rose colored glasses, I despise being tied to a specific team composition to get through content so my first impressions may be more negative than most.

What really worries me is that this feels a lot like the Gravitar fight in CO. For those unfamiliar with that fight, its meant to be an extremely challenging encounter. Fair enough I said. But instead of being challenging its a "build check" style of fight. If you can't take a certain amount of damage, you will fail. If you can't deal damage fast enough, you will also fail as people make more and more mistakes. There were some debuff powers the players were using to get through the fight but Cryptic decided that using debuff powers to debuff was just not right and made Gravitar immune to the debuffs. I bring this up because a lot of people are thinking that proper use of sci vessels is the key here, but of those sci powers are found to be effective at all we might just see the Borg NPCs become immune to them.... or worse yet, the sci powers might get nerfed again.
Career Officer
Join Date: Aug 2012
Posts: 60
# 148
11-04-2012, 01:27 AM
I like the Hive Onslaught. My Captain tier Assault class fed cruiser is useful against the Diamond Borg. It was a pleasant surprise.

Into the Hive Ground mission, bug#1: One time, the instance when I got revived by my teammate, a drone borg zapped me and held me permanently. But, my toon was missing and I couldn't move at all until the Scorpion Borg killed me.

bug#2: Borg Queen fell off the ledge. No game over. Someone else had already reported this.

Annoyance #1: The mobile Borg Queen shoots slower than Cure-Ground-Elite borg Armek, but has equally powerful shot, and this is in Normal difficulty.

Annoyance #2: The ground is so dark that it makes the 3D ledge looks flat so it is easy to step off the ledge.

Overall impression: Very nice UI and missions but I will only play this new, long mission on my day off.
Career Officer
Join Date: Jun 2012
Posts: 4,513
# 149
11-04-2012, 01:40 AM
Quote:
Originally Posted by mimey2 View Post
Did it earlier today with 3 other fleet mates and one pug on elite. Got through the whole thing, including two optionals.

First part, the Tac Cubes weren't terrible. Honestly, aside from just dealing with several at once, they're just as big, dumb, and slow as they've always been. Spheres tended to be much more annoying because they would focus a lot, or so it seemed. Even with points in Power Insulators, when several spheres hit you with tachyon beam, you're gonna lose a lot of shields.

The Cubes themselves, again, just as big and stupid as ever, no real issue. Honestly, the Houston itself tended to be a problem since it would aggro them before we were ready. The pug did too, but we were expecting that. But one at a time, no trouble.

The V'gers...are annoying. Even focusing fire on one still took awhile, mostly because they spat out Regen probes so fast. Tractor probes and normal probes are a joke and barely even worth a mention. Still managed to get through them though.

Queenie took awhile, but while annoying, her ship itself, even as quick as it was, wasn't the issue. It was all her abilities she kept firing off constantly, same rather applies for the V'gers.

We got the timed optional, and the optional on the queen, since we always kept at least one person alive. Though like others have said, the loot was gotten for only one person.



Now, I feel the main problem here (aside from bugs) is that there is just 'too much'.

There is too much spam from the V'gers, they launch probes at an incredible rate, to the point it's a bit ridiculous. The plasma balls are tolerable, used to those from Red alerts.

There are too many instant-death attacks. We had this same issue with Cure Space, and massive Isometric charges. I want the Borg to hit hard, not an issue, but having SO many 'boom, you die now' attacks isn't hard, it's annoying and un-fun, and will make people just stay away from it in the first place, mitigating the point of having a new STF in the first place.

The Borg Queen has way too many abilities she can seem to use without cooldown, or very short ones. So she was able to use her stuff over and over, again, making her extremely annoying and while tough, not really and truly difficult.

Too many ships in general all at once. Having a lot of ships is fine, it's Unimatrix 01 of all places, but spreading them out wouldn't hurt. Have it go in a much more 'wave' like function:

1. Start MUCH further back than we do now, and the starting respawn point will be here at least. The first wave will consist of all those Borg spheres. Annoying with the dozen or so, but workable, just focus fire, and bring em down.

2. Wave two, the cubes/tac cubes. Instead of that rough diamond shape they were in (which caused a lot of clipping issues btw), have them be in lack a wall, or in rows. Such as a 2 cube tall, by 3 cube wide wall of those 6. It'd look VERY intimidating against such a group, or in rows, something like that.

3. Keep both V'gers, just tone down their insta-death attacks (or at least their lances and number of probes they spawn at once).

4. Borg queen is tough, and needs nothing else, but again, her insta-death is just a bit too high to be challenging without some mild toning down.

I don't think toning the insta-death down would ruin it at all. Hardly so, but if it isn't toned down, the mission will barely be played when it hits Holodeck (past the first week or so it's released).

Also, I feel the rewards (aside from being fixed of course) should at least be double any other STF. This one is longer and much more time-consuming, and the reward should show that as such. If another elite gives 50 marks and one Borg Processor, this should give 100 marks and two Processors, plus optional bonuses on top of that.

If it's meant to be hard and challenging, it is. It's meant to be the real 'end all' of the Borg story, and I like that, but if it's nothing but masses of instant-death, people are simply going to ignore it.
Definitely agree on all points, but I feel that the biggest 'enemy' on this mission is the blasted RESPAWN TIMER!!

Seriously - if you're going to give the Borg uber-oneshot insta-death powers that they use VERY frequenly, don't smack us with a respawn timer that keeps us out of the mission for literally minutes at a time - it makes NO sense!
Quote:
Originally Posted by robdmc View Post
Remember, this place [Captain's Table] is so desolate that upon entering the Aenigma Nebula you will be prompted with a warp out box because the game thinks you flew there by mistake.
Empire Veteran
Join Date: Jun 2012
Posts: 2,202
# 150
11-04-2012, 01:49 AM
The problem with the reomoval of the queen's iso charge is that it's her only serious attack. Without it she's inoffensive and puny. It would need some serious beam attacks to compensate the loss of this ability to make this boss interesting. I don't know why devs didn't make heavy but somewhat tankable damages instead of a deadly 5km zone. People are stupid, we'll always have someone not understanding this very elementary fact: don't get into the deadly zone. I've never seen a boss using beams dealing serious and dangerous damage amounts. Is it that hard to code? I'd say something wiping out poor builds and barely tankable by excellent players.

Last edited by diogene0; 11-04-2012 at 01:53 AM.
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