Captain
Join Date: Jun 2012
Posts: 1,360
# 251
01-02-2013, 07:21 AM
Quote:
Originally Posted by starboardnacelle
Cryptic has taken the artificial route, where NPCs are equipped with abilities so powerful that they overwhelm the player's ability to resist them. To put it bluntly, this is a terrible solution that reeks of laziness.
I'm not sure it's fair to call it "laziness." I doubt there's any time where they all sit in the Cryptic office doing nothing. My guess is that they are constrained by a list of priorities, and revamping AI tactics takes a back seat to adding resource grind and microtransactions. Thanks, Perfect World!

Last edited by hanover2; 01-02-2013 at 07:31 AM.
Career Officer
Join Date: Sep 2012
Posts: 558
# 252
01-02-2013, 07:28 AM
Quote:
Originally Posted by mb52 View Post
You know.. its ok to make the borg more powerful.. but please lets tone down the 1 shot kill weapons. These do not make gameplay more fun.. nor challenging.. just frustrating.

A single torpedo should no be able to rip through 100% shields and 100% hull with no problem
Agreed. The Borg being uber powerful is fine with me, it only makes sense and is canon. But being killed by some invisible torp with full shields and 100% hull integrity is a bit much and not very realistic. The fact that I cannot even see these things coming too is a tad too unrealistic.
Career Officer
Join Date: Jun 2012
Posts: 120
# 253
01-02-2013, 07:41 AM
Quote:
Originally Posted by starboardnacelle View Post
I've been into this before, and I'm going to bring it up again. In game design, there are two kinds of difficulty you can offer to a player, artificial (bad) and natural (good). Cryptic has taken the artificial route, where NPCs ignore the rules of the game and are equipped with abilities so powerful that they overwhelm the player's ability to resist them. To put it bluntly, this is a terrible solution that reeks of laziness. They should instead give the Borg Hazard Emitters III an AI that promotes cross-healing other Borg ships. This has already been done with the Regeneration Probes, so we know they're capable of it. To balance this out, give them higher sustained DPS (as of now, even with spikes, it's sub-1,000) and remove their ability to spike so outrageously high.
They did do something similar with the Defender they released which, whilst still having a lot of HP, it healed and resisted attacks with (IIRC) Science Team, ASIF3, EPtS and HE (I'm sure there was more too) but the whining from those that think the Spacebar is the most powerful ability in game got it removed. If they'd just given it a couple of extra BA's or increased the weapon power of that particular NPC it would have been an interesting NPC to deal with: It wasn't perfect by any means, and was still easy to defeat due to the low damage it dealt but it was a good start none the less.
I was hoping it was the start of decent NPCs that weren't just bags of HP with the occasional one shot thrown in, but the whining seems to have put a stop to all that, which is a real shame.
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Career Officer
Join Date: Jul 2012
Posts: 1,127
# 254
01-02-2013, 10:59 AM
Our group plays Hive Onslaught on elite a lot, often a few times a day. Is it ultra difficult? Not really, but you need to be disciplined. 3/4 times we get all 3 optionals.

You need to pull a set of spheres and a cube and eliminate them, stupidly the spheres are a more serious threat then the tac cube. You can do this until you eliminate 3 sets and then start pouncing on the last bunch. Where HOSE goes wrong can be many many places, no real tank is an issue, people that don't heal others is a problem as well, and people using AoE firing without thought can cause major problems. There is one massive problem out of the players control which needs the dev's attention and that is the Houston, that ship can agro 5 sets of cubes/spheres and wipe your whole team. Didn't they learn from Sulu in Terradome? We need to have some control over this ship, or allow us to call it in before part 2.

90% of the deaths in our group come from one thing... torpedo spreads. The unimatrix ships torp spread can be survived often, an escort with EPtS1 up most often dies, EPtS2/3 will survive. The queen's torp spread is far worse than the unimatrix ships, it one hits cruisers almost always. There really is no defense to the ability either, you can see the buff icon on the enemy, but it fires more often than brace for impact is available. So unless you never look at anything else its going to kill you over and over and over, the visual display of torp spread occurs after you take the damage. It needs to be stepped back to make HOSE not full of one shots.

The bug that makes you respawn without any ship movement controls for up to 2 minutes needs to be fixed as well, you have no control of where you can fly. In any STF that is a major problem, from running into cubes, gates or unimatrix ships.
Captain
Join Date: Aug 2012
Posts: 3,553
# 255
01-02-2013, 11:42 AM
Quote:
Originally Posted by nicha0 View Post
Our group plays Hive Onslaught on elite a lot, often a few times a day. Is it ultra difficult? Not really, but you need to be disciplined. 3/4 times we get all 3 optionals.

You need to pull a set of spheres and a cube and eliminate them, stupidly the spheres are a more serious threat then the tac cube. You can do this until you eliminate 3 sets and then start pouncing on the last bunch. Where HOSE goes wrong can be many many places, no real tank is an issue, people that don't heal others is a problem as well, and people using AoE firing without thought can cause major problems. There is one massive problem out of the players control which needs the dev's attention and that is the Houston, that ship can agro 5 sets of cubes/spheres and wipe your whole team. Didn't they learn from Sulu in Terradome? We need to have some control over this ship, or allow us to call it in before part 2.

90% of the deaths in our group come from one thing... torpedo spreads. The unimatrix ships torp spread can be survived often, an escort with EPtS1 up most often dies, EPtS2/3 will survive. The queen's torp spread is far worse than the unimatrix ships, it one hits cruisers almost always. There really is no defense to the ability either, you can see the buff icon on the enemy, but it fires more often than brace for impact is available. So unless you never look at anything else its going to kill you over and over and over, the visual display of torp spread occurs after you take the damage. It needs to be stepped back to make HOSE not full of one shots.

The bug that makes you respawn without any ship movement controls for up to 2 minutes needs to be fixed as well, you have no control of where you can fly. In any STF that is a major problem, from running into cubes, gates or unimatrix ships.
The only catch here being that 90% of players who do ESTF and then proceed to complain about HSE have never done Terradome. And that control bug is easily countered. You respawn, you select a target, then you deselect the target. All of a sudden, your ship works again
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
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Captain
Join Date: Jun 2012
Posts: 891
# 256
01-02-2013, 01:04 PM
Quote:
Originally Posted by nicha0 View Post
90% of the deaths in our group come from one thing... torpedo spreads. The unimatrix ships torp spread can be survived often, an escort with EPtS1 up most often dies, EPtS2/3 will survive. The queen's torp spread is far worse than the unimatrix ships, it one hits cruisers almost always. There really is no defense to the ability either, you can see the buff icon on the enemy, but it fires more often than brace for impact is available. So unless you never look at anything else its going to kill you over and over and over, the visual display of torp spread occurs after you take the damage. It needs to be stepped back to make HOSE not full of one shots.

.
Keep your ships in her 90 degree and the spread will spread damage amongst multiple ships instead of one-shotting a single ship that eats the brunt. The same thing with any torp spread.This is a common MMO mechanic, and one of STOs greatest failings is that it's player base seems to refuse to be able to handle even the most basic of teamwork exercises. Instead of saying "how do we beat this?", we scream for it to be nerfed. Frankly it's embarrassing.

Also, if anyone can show me a vid where you legitimately get one-shot where I can't point out something blatantly wrong with what you are doing that could have prevented it, I'll give you an Internet cookie. Resolution must be high enough to see buffs.

Last edited by xantris; 01-02-2013 at 01:08 PM.
Career Officer
Join Date: Jul 2012
Posts: 1,127
# 257
01-03-2013, 01:26 PM
Wow, you don't even know how torp spread works, do you? It doesn't spread out damage, its a damage multiple on an ability with a maximum number of targets. Since the torpedo damage is already buffed to crazy levels the added damage multiplier to spread is worse.

Yes, I have seen 5 very experienced players go down all from one torpedo spread. But I'm sure you'll come up with some other reason for how bad these people you don't even know. One was our cruiser built to tank in Hive Onslaught.

There is nobody who can keep out of the queen's 90? range for torpedo spread, you can't be closer than 6k or you die, and being so far away with an enemy that can spin around quickly means you are always at risk. The flaky agro she runs is also an issue because it targets anyone and anything, it had a fixing a couple nights ago for the repair platform some KDF was using, which was funny.. but so buggy.
The gate one hit me last night, just boom.. EPtS3 up, full hull and shields, usually I can tank it at point blank range, but it gets lucky and it criticals even though its ability to critical was removed some time ago. Using the blind spot and firing from 9.5k away isn't a valid way to fight, using broken game mechanics is not how the game should be.
I've been hit by Donatra enough times on torpedo spreads, the game lagged severally, one hit.. dead. I had no agro but couldn't control my ship during the lag, thats why one hits are junk.

The spawning bug has never seemed to clear that way for me, I've smack the keyboard, did everything I can think of and flew straight into a unimatrix a few times, others report the same problems. I'll pay more attention to it, but I'm 100% sure I have changed targets with no affect before.
Lt. Commander
Join Date: Jun 2012
Posts: 203
# 258 The invisible torpedo
01-17-2013, 11:21 PM
I know this has been stated before, but I'm going to beat this dead horse some more because it's the only thing making me feel better right now.

I'm sick and tired of that effing invisible torpedo that seems to be laying waste to not only myself, but countless other players. I got it, it's an Elite STF, it's supposed to be hard, but exploding for no freaking reason when you're not in enemy range is the most rediculous and asanine thing I've ever heard of in a game.

I'll admit this thread is a direct result of getting pasted multiple times in Infected Space Elite just a few minutes before the servers went down (all by the invisible torpedo I might add), but it doesn't change the fact that there is not one single good reason for this particular "feature". The first time ok, but the second time I popped every buff and heal I had (hazard emmiters, brace for impact, engineering team, etc.) and I still got blown up. Rage doesn't quite cover the way I feel about this. It makes me want to take my laptop and beat it across the head of whatever bonehead that came up with this idea in the first place.

It reminds me of the first Mercenaries game on the original Xbox where you would be driving over a bridge and, for no reason at all, suddenly find yourself launched right off the bridge into some water to die.

If you're not going to fix this soup sandwich of an idea, at least explain why it happens, and give us a way to defend against it. How about we leave Sudden Death Syndrome in real life m'kay?
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Rihannsu
Join Date: Jun 2012
Posts: 811
# 259
01-17-2013, 11:55 PM
they've already explained that this isn't intentional. Maybe Borticus or someone could pop in and explain it better, but as I understand, the torpedo's graphic is being dropped by the engine because there are too many things going on at the time, its the same as the normal borg oneshot plasma torpedoes that you can see, but it's just not being rendered because of a limitation in the graphics software. Apparently it is already at the highest priority for the engine to render, but in the STFs there are so many things at that same level that the torpedoes can get lost in the clutter.

Last edited by f9thaceshigh; 01-17-2013 at 11:58 PM.
Captain
Join Date: Jun 2012
Posts: 530
# 260
01-18-2013, 12:49 AM
Im pretty sure bort thinks we are all talking about invisable high yield torps i.e the big balls. Yet i think they are ok now its just them small omega torp type ones that they seem to fire the very tiny ones. They are the ones i think are causing the very high damage i.e when hy is applied to these small torps they do not convert to large targetable torps. I know they can be hy ones because the combat log states it.

Also i have a feeling about the gates. Im wondering about the cutting beam they use and tractors. We know the combo deals severe damage when players use the borg tractor and a cutting beam (getting nerfed soon i hear) but is there a similar issue with the combo when the borg gate or cubes use them too causing over the top damage, while shields are up imo as well tho it shouldnt work when shields are up but im thinking it does.

Would like to know if bort as A investigated the tiny green blob torps as the problem and not the HY targetable ones and B about the cutting beam and tractor beam combo that can happen with the gate in ISE and the cubes "sometimes".
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