Lieutenant
Join Date: Jun 2012
Posts: 41
# 1 bring old mine trap
12-02-2012, 10:59 PM
Please get the old mine trap back as it was in the beginning. You can make it harder, but not in the way as it is now. It is mindless shooting festival (especially the house protection part and the escort part), neither with much atmosphere nor is it fun to play.
GIVE US THE FLEET HEAVY ESCORT (without CARRIER)!
TYPHOON! Enough said...
Lieutenant
Join Date: Jun 2012
Posts: 59
# 2
12-02-2012, 11:08 PM
Hear hear! Agreed!
Captain
Join Date: Jun 2012
Posts: 589
# 3
12-03-2012, 09:36 PM
Two changes i'd like to see to make this mission run better.

1. Make people respawn in there assigned zone, not on the other side of the map like they do now.

2. Something to remind people who refuse to read the briefing what zone they are supposed to be in, maybe a warning message that they have been out of there zone for 30 seconds, or maybe an electric shock sent through there keyboard. Apparently the message at the beginning and my yelling at them to get back to there damn zone isn't enough as most teams end up scattered all over the place.
Rihannsu
Join Date: Jun 2012
Posts: 12,703
# 4
12-04-2012, 08:59 AM
my suggestion to add to this.... make Alphas spawn less often (or not at all) in the building defense phase. The only way to take them out is concentrated fire, and that doesn't happen often. Usually what happens is they run rampant and take out half the team. then we get over run because you can't protect the buildings AND fight the stupid alphas....
HAIL HYDRA!

-=-=-=-=-=-=-=-=-=-
I can haz joystick!
MMOs aren't charities. Corporations are supposed to make a profit. It's what they do.
Captain
Join Date: Jun 2012
Posts: 1,941
# 5
12-04-2012, 10:01 AM
I would be interested to know who decided it would be "fun" for us players to add 2.1K shields to already very tough Alphas. The Alphas (or any of the salt vampires for that matter) did not have shields two patches ago. Not only do we have to fight unending swarms of salt vampires, we must also take down heavily shielded salt vampires. This map used to be fun because it was different. Rather than fighting one very tough opponent, we fought overwhelming swarms of weak enemies that overran our position if we did not act quickly. Now when those two mechanics are combined... overwhelming swarms of weak enemies with multiple very tough NPCs...the map ceases to be fun. Please, revert the personal shield generator changes.

Last edited by majortiraomega; 12-04-2012 at 10:05 AM.
Career Officer
Join Date: Jun 2012
Posts: 437
# 6
12-04-2012, 10:22 AM
Haha this mission is always a roll of the dice.

4/5 times I end up with only 3 people staying in the assigned zone, no matter how much I plead with them to stay.

Wish this was a 5 man mission or something, because this cluster f**k 20 man mission just sucks.
Captain
Join Date: Jun 2012
Posts: 1,941
# 7
12-04-2012, 10:41 AM
Quote:
Originally Posted by vinru821 View Post
Haha this mission is always a roll of the dice.

4/5 times I end up with only 3 people staying in the assigned zone, no matter how much I plead with them to stay.

Wish this was a 5 man mission or something, because this cluster f**k 20 man mission just sucks.
This mission is probably nice for fleets with 200+ members that can get teams of 20 together. Such teams would be very well organized and they would ideally be capable of working together as a team.
Rihannsu
Join Date: Jun 2012
Posts: 12,703
# 8
12-04-2012, 11:49 AM
Quote:
Originally Posted by majortiraomega View Post
I would be interested to know who decided it would be "fun" for us players to add 2.1K shields to already very tough Alphas. The Alphas (or any of the salt vampires for that matter) did not have shields two patches ago. Not only do we have to fight unending swarms of salt vampires, we must also take down heavily shielded salt vampires. This map used to be fun because it was different. Rather than fighting one very tough opponent, we fought overwhelming swarms of weak enemies that overran our position if we did not act quickly. Now when those two mechanics are combined... overwhelming swarms of weak enemies with multiple very tough NPCs...the map ceases to be fun. Please, revert the personal shield generator changes.
The shielded Alphas are fine in the landing zone where you have a small army using focus fire tactics on them, but in the building stage they're ridiculously hard to kill since every player needs to guard a single building and can't change focus to deal with them.
HAIL HYDRA!

-=-=-=-=-=-=-=-=-=-
I can haz joystick!
MMOs aren't charities. Corporations are supposed to make a profit. It's what they do.
Lt. Commander
Join Date: Jun 2012
Posts: 209
# 9
12-06-2012, 05:53 AM
As someone who likes running Mine Trap a lot, I agree with those who think shielding the salt vampires is a tad too much. I don't want to see these vampires morph into unkillable tanks of destruction. We have ground STF's for that flavor of play.

Mine Trap, in its origional conception reminded me so very much of one of my favorite sci-fi movies, Aliens. We need to be able to dispatch vampires quickly during the building defense phase or else a lot of the hectic enjoyment will be lost.
Career Officer
Join Date: Jun 2012
Posts: 6,416
# 10
12-15-2012, 03:43 PM
Cryptic really needs to redo Mine Trap


1) Cut back on the Vampire Spawns so they aren't Zerging

2) Have a counter so you don't get constantly being sucked on.


3) Players NEED to know which area they are assigned to.

4) Give clearer directions, like in the Escape part, which direction for that team to go.
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