LOL well you couldnt be further from the facts on both of the said statements.
Then why even complain about not being able to complete Infected when your fleet chose not to do it and you somehow fail at doing it without them?
Again I have beaten Infected a few times by now and I always did so with random groups. Granted, there were a few rather painful tries on which I spent like 4 hours just to see the group dissolve because we couldn't defeat the final boss.
But it is doable, even if you don't have a fleet at hand that will do it with you.
As for The Cure, I haven't taken the time yet to try it. Thus I am also still excluded from Khitomer Accords.
I can't figure out how to even try it...the only system I can find is one called Veyga in Pi Canes...but that's not it.
Why are the things that should be easy in this game so difficult, and the difficult things so easy?
Something tells me that this gentleman here is either not even a rear admiral yet or... well, how shall I put it... maybe if he is RA he might not be up to the challenge if he already gets lost on the way to the mission.
It is more of a, his fleet doesn't bother with the Cure because the rewards are crap, and there are far more fun things to do instead that don't end with a single skittle after three hours. I did infected and it was so damn annoying, and when I saw that cure took the most annoying elements of infected, and took out all the fun elements of infected, I went... hmm.... guess I should finally get around to getting the Klingon half of Red Squadron up and running.
While I agree the end rewards are way too few, I thought The Cure was a HUGE step up from Infected in terms of challenge and balance. I could actually beat the final ground boss without having to rely on a glitchy map to do it, and the generator mechanic, while still annoying, wasn't nearly as bad as the "lake o' death" in Infected.
As for Khitomer Accord, I like that this one has a higher ratio of space content, but the first part definitely needs some tweaking. The waves making for the temporal vortex spawn too fast and/or too numerous, the spheres are just too strong for the groups I've tried it with. I even switched from my escort to my cruiser, and that only keeps me alive for about three seconds longer if two or more of them decide to play with me.
I'm not sure whether to loathe Cryptic for making the Borg so annoying to fight, or applaud them for making them canonically accurate.
I to have not done the Cure myself, but I have done infected and I have read reviews on the Cure.
Infected is not a hard run by any means, but it is a little tedious and you do not really get much in terms of rewards for running it.
Adding more tokens would probably help a lot as far as time versus reward is concerned.
I do consider myself a pretty solid player, and my only real issues thus far have only really been towards the level of tediousness in the STF group content.
From both what I have experienced myself and from what I have read.
While I do enjoy a good challenge, I just have disagreements on how those challenges are done and when certain challenges are presented.
The heart of the matter for me is that 5-player content should not feel as tedious as it does and not soo exclusive feeling as it does either, especially when there is nothing else to do other than roll an alt or run exploration missions at the moment once you are level capped.
I am alright with raids feeling pretty hardcore and pretty exclusive, but getting that level of vibes of exclusivity from 5-player content just bugs me and I cannot help that.
A mission with a storyline, more variation, some nice things to discover later on. I do not want to spoil the fun yet.
Actually the space part at the beginning is not that difficult, just use proper tactics. There is also more loot when passing the vortex. A tactic for the first space part you can use after you have killed the initial borg (without telling to much) is 1 spaceship with heavy weapons (e.g. tricobalt torpedo's) behind 1 gate (e.g. the left one).
4 ships kill the re-spawning borg probes always first (they are the only ones trying to enter the vortex) when gate opens the one ship parked in close range just behind the gate drops torpedo and preferably the one in front of the gate does the same ,fire at will in the brief moment the shields gate is down( 1 in front 1 behind gives flanking damage).
Depending on proper execution gate can be destroyed in 5-10 borg re-spawn loops. When gate is destroyed do the same with the other gate (when 1 gate is down borg cubes will spawn to make it a bid harder). If team fails the question will be who let that probe enter the vortex changing timelines?