Lt. Commander
Join Date: Dec 2007
Posts: 120
First; let me say that i understand that cryptic may not even read this thread but if they do and consider any ideas stated here....awesome.

Couple tweaks to borg in general:

No more of the invincibility abilities that elite/advanced tactical drones have. Frustrating waste of time when there is one mob up and you can't touch it; could be changed to a damage resist skill instead.

Could the "slow to hold" ability receive a nerf? Less time held, no holds but longer slowed down, resistance to these holds. Anything to take this down a peg. (The assimilation tubule move is fine; borg wants to assimilate you, this is how they start it.)

Tweak to Infected:

A change to allow only the team leader to activate the gate-way would be a truly great addition. Gets frustrating when players press continue after the leader specifically tells them not to...

A major tweak to "The Cure":

For the "reconfigure the console" bits, would i the possible to change this to a "race" like event? Where you activate a console, survive/wipe out all the borg, then proceed to the next console while having a set time limit to do so before it resets.

As it stands, the best strategy is to have everyone use single target weapons/abilities that have a knock back effect. Engineer turrets/drone and tactical escorts should not be used for they run off and pull a group that can be avoided

I haven't done KA, so i can't comment on that
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-24-2010, 06:29 PM
I would also like to see some tweaks made to the ground borg. The constant rooting they can do is insane; I run with Quick Fix and Equipment Diagnostic as an Engineer and even these abilities slap on at the same time can't remove the rooting at times due to 5 being proced at once. Please tone it down to just movement debuff or allow engineer abilities to proc an immunity for a while. As it stands, even a single hit from the root while quick fix is active will temporarily stop you for half a second.

Also, please turn off the running for the Patrol. It is not borg like for them to be running and is quite overpowered with their already long range assimilation and root abilities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-24-2010, 08:27 PM
Would like to see the invincible on elites go as well, it doesn't make much sense and just extends the fights.

Staking of abilities could do with a nerf as well. Including beam in pt in space, 3 probes shouldn't be able to completely lock down your ship for 30+ sec with 0 counters. Tac team doesn't remove enough of the groups in these situations, the ability could do with a range nerf (something like Tractor and/or beam-in weakened or removed on probes, 3km range beam-in on spheres, 5km on cubes and 8~10km on Tac cubes would)

The hold > wears off > hold > wears off > hold stuff needs to go as well because there isn't much you can do to prevent it and it goes on for ages, the root > move > root > move isnt annoying but nowhere near as bad.

Without more ways of removing hold, ie split timers for hypos (even if a new item is made that does nothing but remove hold/root type effects), the hold spam can get a bit bad. Will there ever be a change to make the bar mean something in these stupidly long holds?



And yeah, a bit of a change to The Cure gates, its either a messy zerg where you try and tank the groups while bat'leth/kb the workers or a ranged fight where you never touch the beam-in groups.

imo this would be improved a ton by removing the invincible effect on elites, it would be fairly quick/easy to kill the first few groups without that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-24-2010, 10:58 PM
I think they already "nerf" the borgs in STF missions. For me it seems like they are much easier to kill now on RA level, I have not tried it on VA yet tho...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
12-24-2010, 11:53 PM
sorry to say but all you need is to learn to play. Tactical Elites don't get immune to physical damage. So when you can't pew pew it because its immune to your phaser rifle.. bat'leth it. Also, the reason people get rooted so much is they neglect to kill the infected drones first. The infected drones spam you with gravimetric shift and thusly root you. The order you should kill things is infected and drones and medical drones first. They generally cause the most grief to your team thru the gravimetric and also tend to stab your team from across the map and assimilate them.


I love the challenge the stf's provide. That level of challenge isn't found anywhere else in the game and watering it down into an easy mode is doing a disservice to all who enjoy a challenge as a group. If its too hard for your team then simply do some research on what you're doing wrong and don't be afraid to try out new tactics. The stf's don't need tweaking..... just your play style.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
12-25-2010, 12:26 AM
Quote:
Originally Posted by JohNyNorMuS View Post
sorry to say but all you need is to learn to play. Tactical Elites don't get immune to physical damage. So when you can't pew pew it because its immune to your phaser rifle.. bat'leth it. Also, the reason people get rooted so much is they neglect to kill the infected drones first. The infected drones spam you with gravimetric shift and thusly root you. The order you should kill things is infected and drones and medical drones first. They generally cause the most grief to your team thru the gravimetric and also tend to stab your team from across the map and assimilate them.


I love the challenge the stf's provide. That level of challenge isn't found anywhere else in the game and watering it down into an easy mode is doing a disservice to all who enjoy a challenge as a group. If its too hard for your team then simply do some research on what you're doing wrong and don't be afraid to try out new tactics. The stf's don't need tweaking..... just your play style.
Thanks for your shortsighted opinion and assuming I am just a scrub that can't get through the stfs. Smarten the F up, I felt that these changes would make the borg stfs more enjoyable for the community. I'm not asking for a nerf to damage, the amount of borg or even the assimilation holds. Just some tweaks that could really streamline the runs without compromising the overall difficulty
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-25-2010, 12:42 AM
Quote:
Originally Posted by Dahm_bomb View Post
Thanks for your shortsighted opinion and assuming I am just a scrub that can't get through the stfs. Smarten the F up, I felt that these changes would make the borg stfs more enjoyable for the community. I'm not asking for a nerf to damage, the amount of borg or even the assimilation holds. Just some tweaks that could really streamline the runs without compromising the overall difficulty
I stand by what i said. the stf's don't need tweaking... just your play style. Dumbing down the only challenging content found in the entire game (3 missions - 4 if you count terribledome) isn't doing the community a service. Actually it accomplishes quite the opposite.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
12-25-2010, 10:07 AM
Have to Agree with Johnny... The Learn to Play Better Mantra is Full of Win Here...
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