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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 191
03-02-2011, 02:12 AM
Quote:
Originally Posted by Cryptic_Gozer
I'll take a look at this one more time. I may just have to make the transports unkillable after you loot them, as it's this logic that is the root cause of all the problems.

I didn't want to do this because I wanted to give you guys the option of blowing up the friegters after you looted them but at this point just pulling that option is the only way I think I can fix this issue for good.


Goz
TO CARRIER PILOTS:
The carrier problem does stem from lack of pet control, combined with pet AI going on a diehard vendetta is the need for finesse because if you get out too many squads they'll kill the freighter before you loot it despite it turning friendly torpedos en route destroy it. This mission was promised more optionals based on class, but they have yet to materialize.

TO GOZER:
Unkillable, no thanks. I am still wondering however if it is still counting dead freighters towards a fail like it was, because if four get away & two are destroyed before you finish scanning all four, then deaths counting towards failing the objective may still be the problem. Confirm I'm wrong then I'll leave you alone Gozer. Wait, one more thing when are we going to get those class based optionals on these? I'm tired of not getting it in my engineer cruiser because I can't AOE dmg as well as escorts or scis with grav. well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 192
03-02-2011, 09:59 AM
There has definitely been a fix in the last week or two (that I didn't see in patch notes) that most of the time lets you keep looting even after some have gotten away. On Erikisson I routinely now loot 2, miss the other 4, then get the last 2 from the shield bubble and get credit for the optional. There still seems to be some bug somewhere as I've failed the transport raid optional even with enough freighters left, but it is much better than it used to be.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 193
03-14-2011, 11:54 AM
Quote:
Originally Posted by Cryptic_Gozer
I'll take a look at this one more time. I may just have to make the transports unkillable after you loot them, as it's this logic that is the root cause of all the problems.

I didn't want to do this because I wanted to give you guys the option of blowing up the friegters after you looted them but at this point just pulling that option is the only way I think I can fix this issue for good.


Goz
Make them stay powered down and unkillable once we stop them, not just after we've looted them. Attack pets make this problem even worse, because when the freighter powers up, starts moving and is attackable again all the currently spawned pets swarm and blow it up before it can stop again. This caused me to have to try several times in Eriksson with the carrier before I gave up and switched back to my BoP just to complete this mission's optional objectives Ever time it was because my carrier's BoP wings would blow up one frieghter when it powered up again. Many times before I could loot them, because one of the escorts would fire at me and interrupt the interaction timer.

That's the other problem with these missions, the looting is constantly interrupted if the escorts aren't killed first. So when we stop the freighters and go to take out the escorts just so we can loot the freighters, they power up and start moving again by the time the escorts are dealt with. If we go after the escorts first, the freighters escape.

Both of these problems will be solved by making the freighters stay powered down and unkillable once they've stopped the first time.

Edit: If you want to give us the option to blow up the frieghter, how about making them return to enemy status and power back up after the optional objective is flagged as completed. In other words, tie their power-up to that flag state. So on the power up check, if Optional is still flagged as incomplete, the power-up sequence is halted. If it is completed the power-up sequence can continue. With this we can complete the optional objectives if we stop enough before they escape and still fail if too many escape before we've stopped them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 194
05-01-2011, 12:05 PM
Can't believe this still isn't fixed after so many months.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 195
05-01-2011, 12:59 PM
the Transport Raid and Erikson are doable... if you have 3+ people on your team. You for the transport raid you need to divide forces. One group, preferably with cloak, needs to go ahead and disable the group of transports at the front of the convoy, while slower/heavier hitting ships deal with the ones closest to the spawn point.

With Erikson you need to split between the two freighter forces. If you have enough you can designate someone to agro the escorts so that the freighter forces can better nab the freighters resources. FAW is actually good for this as you will agro everything. These missions are like STFs I guess, they're intended for teamwork.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 196
05-01-2011, 02:26 PM
Since the patch, I've had no problem doing the optional objective single-handedly or in a team of 2. (Haven't tried more teammates.)

For Erickson, just stop any 2 of the freighters outside the shields. Do this before deactivating the shield and you have plenty of time to get the 2 under the shield to complete 4. (In a BoP, I've been able to raid a total of 6 freighters)

For the transport raid, cloak and move to the forward most group (outside of range of the "middle" escort). By the time you raid the front freighters, then kill their spawns, you've got time to take on the following group.

I'd be happy to run it with you if you'd like! =)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 197
05-04-2011, 01:33 PM
It is easy to do now that they fixed the patch...so long as you know what you are doing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 198
05-04-2011, 02:12 PM
I was able to with my LTG TAC.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 199
05-04-2011, 03:36 PM
Quote:
Originally Posted by Aoav160 View Post
I was able to with my LTG TAC.
The only ship I have trouble doing the raids in would be the carrier...yup...timing aint too good when you sometimes lag...lolz. They need to make it carrier friendly...hahahahahaha
Ensign
Join Date: Sep 2012
Posts: 15
# 200
09-20-2012, 08:38 PM
2 yrs later and it's mesed up in my case I couldn't lock on to power conduits, same thing happened when I did the comet fragments as a Fed, seems whenever there are hostiles around you can't lock on to non-hostiles.
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