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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 101
02-19-2010, 04:43 AM
I think I might have died ONCE getting my second character to cap with PvE missions.

No single ship ever even touches my shields, jam sensors takes care of that. The only 'challenge' are the 3-5 smaller, frigate sized ships.. this actually requires me to reroute my shield power and even use Science Team... woooo. Good thing we don't have autofire... I get to spam the space bar to feel like I'm being challenged.

It's all pew-pew and go in my Escort. The game actually gets easier as you level up... if you focus on strengthening your already strong - strong points.

EDIT:
They really need to fix the [Full] bonuses on impulse engines.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 102
02-22-2010, 12:19 AM
After playing a bit as captain I can actually understand some of the people complaining about the game being too hard. Once you reach captain the enemies actually start to do proper damage which seems to come as a surprise to many.

Using proper BrOff abilities and ship equips actually seems to matter now, as I'm seeing people who fail on space encounters during storyline missions and the DSE ones.

Just today when I got on I went into a DSE encounter and the first thing I see is an T4 escort +1 level higher than me getting blown up by a Mirror Majestic Battleship -1 level higher than me. That escort leaves and another escort enters, engages another Mirror Majestic Battleship and they shoot at each other for over 2 mins and he's at 90% hull no shield with the Battleship at 75% hull 80% shield sides.

My escort can just usually sweep in and kill it (or any other mob for that matter) faster than rapid fire runs out for me (15 seconds)

And klingon BoPs also start to make a difference, spawning in groups of 3s they'll all launch high yield I at you dealing 4800 damage per hit. 3x2x4800 = 28800 or (2880 hull, 6480 shield) assuming that you had enough shield to take it all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 103
02-22-2010, 12:41 AM
Quote:
Originally Posted by sresk View Post
For those of you still posting that the difficulty is too hard please help me understand where you're coming from. I see posts about group, about solo, and about ground, about deepspace encounters etc. This just makes no sense to me, there are times I walk away from my key board and come back and I've killed several objectives. And no I'm not trying to troll or flame you I'm dead serious. I turn on auto fire of two weapons drop speed and walk away just because I can. Sure it takes 5 times longer to kill something than if I'm behind the helm but I'm in no danger of dieing.

If if I'm providing absolutely no input into the game and come away with a win that doesn't even threaten my ships hull, on even level cons at all levels from 5-25 how is it that you are being challenged or dieing? Are you actively turning open shield facing toward your enemy? Are you leaving full power in engines? have you trained all ground and no space abilities? Seriously what is it that you're doing different.

There are reports of players removing their shield emitter entirely, and reports of players ranking up without spending ANY skill points, intentionally gimping themselves to make the game more challenging.

Now I am a gamer and I do enjoy PvP and yes I'm good at it. I'm not great and I'm not a hard core power gamer. Yes I recognize that there are some areas that have finally offered a challenge 29+ hirogen are fun to fight but they still haven't managed to drop a shield facing, Getting spawn camped in a deep space encounter forces me to flee and then return, but even in the act of flying away shields don't drop... I could probably stay and take the crowd it would just be tougher.

But when I can turn off my weapons and just fly circles for an hour and act as target practice with only the occasional use of a Boff power how can you possibly say the damage NPCs deal needs to be reduced. me being a target and not being capable of dieing is not an example of my uber skills or power gaming ways its an example of game play that is too easy.

I would be happy to group up with you in game or join you on a vent server and discuss why our gaming experiences are different. But please help me (and all of the rest of us on this side of the fence) understand why you are still saying the game is too easy.
Go and do CE afk. You'll die after first shard spawn fest.

I've never had troubles with any mission either, it's dead easy, and I never lost my shield. The problems are in DSE, where you can lang in +10, +11 area. And you'll not survive without serious running, and quitting, so in this case what you're saying is ********. Go to Psi Velorum, as Cmdr 1-6, find encounter saying -1 hirogen, with "Destroy mirror universe vessels" mission, and watch yourself die, as a bunch of +11 runabouts is pumching a hole in your facing shield in a second.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 104
02-22-2010, 01:13 AM
Quote:
Originally Posted by Lotti
After playing a bit as captain I can actually understand some of the people complaining about the game being too hard. Once you reach captain the enemies actually start to do proper damage which seems to come as a surprise to many.
Still find it very easy myself as a captain, especially as either a science ship or escort. The escort at this point has rapid fire and APB. Between the two of them, no solo sized group survives the first strafing run. 3 smalls go pop, pop, pop. Big ships go boom. The only annoyance are ambushes, where mobs start up close. That can usually be solved with an EPtEngines or Evasive Maneuvers to open the range.

The science ship has it easy as well. 1 beam, 3 turrets drop shields easy. A big ships get VM'd and is dead before it wears off. Popping APB right before shields drop on the mob makes for a tissue paper hull. The small ships lack special abilities, so are no more annoying than before.

Cruiser found it slightly more annoying, mostly because a cruiser is inferior offensively to both other ships. No risk of death though.

Mind you, I can see how people could have trouble. Not all BOff powers are created equal. The beam (and torp, for that matter) tactical powers, for example, are subpar compared to Cannon: Rapid Fire and Attack Pattern Beta. The right science powers, used properly, be they defensive like Science Team and Hazard Emitters or more debuff/CC like Viral Matrix, Scramble Sensors, and Jam Sensors can make a huge difference.

And I think a lot of people that have trouble try to play defensively, start putting more power into shields, less into weapons. But really, solo, you are almost always better off with max weapon power, barring a quick swap for certain aux based powers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 105
02-22-2010, 01:36 AM
I have a 3 man static group I play with in a cruiser, and on those characters (Captain 3) we have yet to feel challenged in the least. The enemies are actually able to shoot at us for the first 5 seconds or so, then they spend the rest of the fight scrambled (that ability really needs a nerf, if you coordinate you could theoretically take on any number of enemies by staggering your launches).

Even when we don't scramble, either because we forget or don't care, the enemies can't beat us because we make a triangle of extend shields (p1 -> p2, p2 -> p3, p3->p1). The joke over vent is that half our torps and abilities get wasted because the enemy goes from full shields/hull to dead in the time it takes our torps to travel to it.

I have a science vessel I play as well, and I've never had a problem with it. Only death in a mission that I can remember came from my first trip to Romulan territory before I knew about the horrors of Viral Matrix. Picked up science team after that and it was never an issue again. My science vessel is loaded out with 2 dual beams and a quantum torp launcher on the front, with 3 turrets on the back. Hazard Emitters, Science Team, Scramble 1 and 2, Tractor Beam Repulsars, Beam overload, high yield 2, emergency power to shields, and extend shields. I know I'm forgetting a skill there...

Usually start a fight by queuing a high yield before the battle, launching it at 10k along with a scramble probe, hitting them with beams until the shields are down and finishing with an overload which hits for 4k around the time the 3 quantums hit for around 7-8k a piece. This generally kills whatever I use it on right off. If not, the follow up high yields does. This generally wipes out whatever big guy is there. Then I pick off whatever is left, alternating probes until the group dies.

It's very rare that I ever have a shield facing drop, let alone die. Part of this comes from fully outfitting my ship with the highest mk gear the second I pick up a new ship, but I honestly don't think I'd have that much trouble even if I didn't have top of the line stuff.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 106
02-22-2010, 03:07 AM
Quote:
Originally Posted by Acidpunk View Post
Funny thing is I've been trying to train one of my cats to press space bar so I could get my Cat to do STO combat and beat the game but Alas they don't seem to enjoy it enough, Maybe mark can get his dog to do it lol.

Otherwise I'll buy one of those things Homer simpson had the drinking birds, See if I can win with that lol
DAMN YOU! i spilled tea on the floor DAMN YOU!! LOL

i have the image stuck in my head of the vigorous starfleet training of a house cat.

but please if it happens post a pic of it.


on topic the only time i have had a real tough time was when i was still a captain and i encountered dominion ships that where laying siege do DS9 and i first encountered weapons that could go through your shield.

going afk from the keyboard can be done midway commander and up, at least thats how it was from me, i am in a tac/cruiser configuration.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 107
02-22-2010, 05:31 AM
I tend to get my alliance members to gang up with me that way the mission is set to 2-3 ppl and is a bit more challenging solo.............
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 108
02-22-2010, 07:38 PM
At Admiral, things are a little harder than compared to early on, naturally.. I think the difficulty there could still be upped a little bit though, I'm still never in any danger unless I don't pay attention.

But all of this is moot if there's no death penalty, why should you care if it's a challenge? Just die, respawn, and do it again until you win. It's lame as hell. Enemies are weak, there's no death penalty, and it's impossible to fail missions. Cryptic, come the **** on. That's ridiculously easy. Did you design the gameplay around the idea that 10 years old would be the majority of your playerbase?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 109
02-23-2010, 08:29 AM
Well, I just reached the first grade of rear admiral last night - and I can honestly say that the only time combat has been hard - discounting being ganked by a fleet at spawn point in a dse - is when I get complacent, don't pay attention, and use crap tactics. If you can take down a photonic fleet spawning Keldon without using torpedos (damn bug, please fix this btw, cryptic) I don't see how anyone can claim that space combat is too hard. And my ship isn't a dps behemoth escort, or anyting either. During the Keldon encounter I was running a T4 science vessel with the following weapons:

1 fore phaser dual beam array
1 fore phaser beam array
1 fore quantum torp
1 aft phaser turret
1 aft phaser beam array
1 aft quantum torp

So taking out my torps removes a huge part of my dps. But through all the missions up to Rear Admiral, if you can't stop your shields being shredded in the first enemy attack... well, it's not the game, it's you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 110
02-23-2010, 08:39 AM
The only time I find space combat hard is when I forget to switch from def (to regen the last sliver of shields between battles) or speed. After I realize the enemy's shields aren't going down, I click back to my battle preset and everything goes smoothly again. And by smoothly I mean 3 +3 Keldons stand literally 0 chance vs my sci ship.
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