Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
04-07-2010, 10:00 PM
Quote:
Originally Posted by Combadge
I have to point out that you're basically asking them to redesign the mission because, in your mind, players are incapable of doing the encounter correctly - when in reality it actually sounds like you have the wrong ideas about how this encounter actually works.

Here is a link you may find helpful:

http://forums.startrekonline.com/sho...d.php?t=148543

The developer may redesign this encounter one day, but I highly doubt it's ever going to happen based on feedback which is built upon a flawed foundation to begin with.
Apparently so. Thanks for the heads up
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
04-08-2010, 08:46 AM
Quote:
Originally Posted by Combadge
His natural regeneration rate is about 3% health every 30 seconds. If your group can't strip away more than 3% of his health in 30 seconds then you're pretty much stuck. From my experience, it takes about 10-12 players in the group who are focusing mostly on the Entity for that to happen.

If you're having problems getting past the 33% mark (where phase 3 begins) that's because someone (or several someones) on your team is screwing up.
One ship can out DPS the regen at any scaled level.

I can do it in a science - no reason a cruiser or much less an escort can't. Helps to be point blank range on it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
04-08-2010, 08:51 AM
The only things wrong with the CE mision are the griefers and those players who cant, or refuse, to follow simple instructions.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
04-08-2010, 09:54 AM
Quote:
Originally Posted by MooseOfWoe View Post
One ship can out DPS the regen at any scaled level.

I can do it in a science - no reason a cruiser or much less an escort can't. Helps to be point blank range on it.
Not sustained. At Admiral levels, sure, but you have to remember that ships have less and less options available as you scale down to Lt. Commander where the fleet action is first given. Soloing the Entity means tanking the Entity's beam weapon. That's not happening for very long without diverting power away from weapons and into shields, dramatically lowering your damage output. And even then a Lt. Commander is likely not to have enough BO abilities at his disposal to remain in the fight indefinitely. Without support, at some point they need to pull out beyond weapon range and give their systems time to repair. Meanwhile, the Entity is doing the same thing.

A Commander level Entity has 1,045,273 health. 31,358 of that is regenerated every 30 seconds. That means the commander ranked vessel has to put out 1045 DPS just to match the regeneration rate (and make absolutely no headway). A Commander can put out that level of DPS (barely), but again that's assuming full power to the weapons, which can't be maintained with so few BO abilities.

Even if you're not allocating additional power to the shields, with 75 power allocated to the engine to keep ahead of the Crystalline Fragments and firing 4 beam weapons you're looking at roughly 800-900 DPS with the reduced power to the weapons. That's not enough to overcome the regeneration rate, and even then it's assuming the player isn't drifting more than 1 km from the Entity (where their beam weapons begin to suffer from reduced damage). And yet, you *have* to expand out more than 1 km from the Entity during phase 3 or you'll cause the Large Crystalline Fragments to explode the moment they spawn at the Entity's location.

I'm not doubting you can do this as an Admiral, but younger ranks require more numbers. And I'm not even sure if you're going to be able to continue doing it as an Admiral once the new stacking changes from Tribble go live.

Anyway, when I say it takes 10-12 players to make headway on the Entity's health, I'm talking about your random assortment of players who have happened to show up at the same time as you. That has been my experience. With fewer players than that it never seems to work, because rarely is everyone attacking the Entity all the time in the most damaging ways possible.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
04-08-2010, 12:58 PM
Actually since the Fleet actions have been segregated by rank this mission have become all but impossible for RA because there just arent enough people. I'd be surprised if this were not the case with the other levels. Before there were easily 30+ people playing everytime I played the mission and even then it took 20 minutes to kill that beast.. Today I played it and there were 3.. not a typo there were 3 people in the mission.

That made the mission impossible, not hard, not difficult, not long, no amount of teamwork overcomes the impossible. this mission is the most extreme example of the fleet actions that suffer now that they are separated by rank. The Gorn and Klingon ones are just as bad. They are no longer fleet actions because there arent enough players to make them fleet anythings.

I have not bad mouthed cryptic yet but this is seriously lazy programming. The idea that what they have now is 'fair' is bull. Give Out 1 good reward to the highest scoring person in each match of each rank. Highest scoring commander gets a special, highest score captain gets special, highest lieutenant gets special. The fact that you did it the way it is now means that you have never even played the game.. No one wants to play a fleet action and see 30 of their class ship.. a fleet is made up of a multitude of ship classes. Thats why it is a fleet. Mix up the enemies in the fleet actions, toss in a lvl 35 Battleship. A good captain knows not to fly near him and to wait for backup.

Do not get lazy with the if and else statements cryptic.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
04-08-2010, 01:15 PM
I also agree the CE event should not have been split up into different ranks. Even though it was 18 or so levels below me, I never once won against it even when we had a great team going. Now it takes much longer to get it down to phase 3 and to make things worse, the normal crystals can no longer be taken out by a single High Yield II Quantum Salvo dealing over 15,000 damage.

I would also like to see fleet queues for the entity where a pre-made group or fleet can reserve time to try and take on the entity by themselves without the risk of some griever showing up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
04-08-2010, 01:49 PM
-Maybe Cryptic should consider modifying the tactical information as the current misinformation out there is making what is a doable pug action nearly impossible. Perhaps add in: "U.S.S Avenger stopped responding to hails after sending a brief transmission... "this entity seems to regenerate itself... as if the small fragments fed it after harvesting materials... We can't seem to counter it, we need more fire power as it keeps regenrating..." "Shields Falling below 15% "We have our engines at max and can barely avoid the fragments... hull integrity falling, the CE is firing on us!! "End Transmission".

-Then have the CE's difficulty scale roughly to the number of players in the instance at the time, such that while it can't be soloed, a small group of say 5 ships can down it at any rank. So maybe add in a multiplier for the health and speed of the fragments, the CE's total health, regen, and beam damage.

- I think it's wise to divide by ranks so that it can't be farmed, but it still needs more work.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
04-08-2010, 02:15 PM
Quote:
Originally Posted by Combadge
Not sustained.

Anyway, when I say it takes 10-12 players to make headway on the Entity's health, I'm talking about your random assortment of players who have happened to show up at the same time as you. .



One ship can beat the tar out of it it properly geared.

http://infernalravage.deviantart.com...ster-159020424 <--That's the Admiral level one. Went in and downed it in all of about ten minutes much to the confusion of the five or six in there who could barely scratch it.

This applies to T4 and T5. You're correct in that T3 and T2 (Is there even a T2 version?) would require two or more science ships to scramble lock it, therefore able to get point blank full power to weapons and obliterate the CE.



As for a Cruiser or Escort, they can outdps it at any tier easily so long as someone is SSLing .Full power to weapons, point blank, cannon spam, etc. Dead space rock.

Solo, however, would prove difficult as they can't shard scramble lock. Still, it's possible with their extra weapon/power options and abilities to out DPS the regen - they also need to remain vigilant around the shards..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
04-08-2010, 03:13 PM
Quote:
Originally Posted by MooseOfWoe View Post
This applies to T4 and T5. You're correct in that T3 and T2 (Is there even a T2 version?) would require two or more science ships to scramble lock it, therefore able to get point blank full power to weapons and obliterate the CE.

As for a Cruiser or Escort, they can outdps it at any tier easily so long as someone is SSLing .Full power to weapons, point blank, cannon spam, etc. Dead space rock.

Solo, however, would prove difficult as they can't shard scramble lock. Still, it's possible with their extra weapon/power options and abilities to out DPS the regen - they also need to remain vigilant around the shards..
Too many people are trying exactly this and causing one failure after another. I always see a number of ships parked and firing directly at the Entity, cannons and torpedoes blazing, only to have a half dozen Large Crystalline Fragments slam into them, exploding into three times as many Small Crystalline Fragments, and then successfully return to the Entity and restore nearly 20% of it's health.

Tier 2 is where you first get the Entity mission, actually. It's a level 17 mission.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
04-08-2010, 03:16 PM
Quote:
Originally Posted by Debonair View Post
-Maybe Cryptic should consider modifying the tactical information as the current misinformation out there is making what is a doable pug action nearly impossible. Perhaps add in: "U.S.S Avenger stopped responding to hails after sending a brief transmission... "this entity seems to regenerate itself... as if the small fragments fed it after harvesting materials... We can't seem to counter it, we need more fire power as it keeps regenrating..." "Shields Falling below 15% "We have our engines at max and can barely avoid the fragments... hull integrity falling, the CE is firing on us!! "End Transmission".

-Then have the CE's difficulty scale roughly to the number of players in the instance at the time, such that while it can't be soloed, a small group of say 5 ships can down it at any rank. So maybe add in a multiplier for the health and speed of the fragments, the CE's total health, regen, and beam damage.

- I think it's wise to divide by ranks so that it can't be farmed, but it still needs more work.
Instructions like these are actually sitting on everyone's screen the entire fight. It gives some general tips such as:

"..this entity appears to launch shards when provoked."
"..some of these shards will shatter."
"When this happens, the fragments can return to the large entity and assist in its regeneration."
"I recommend we don't allow it to use these fragments to rebuild itself."

Of course, somehow that got twisted into "all shards heal" and "don't shoot the shards".
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 10:47 PM.