Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
04-20-2012, 10:33 AM
Quote:
Originally Posted by BearODice View Post
So you're saying it's okay to penalize a particular class because of your personal perceptions of the rewards? I don't think the loot tables ever rewarded one class more than any other. All classes are grindinding STFs for EDC and borg salvage/tech drops. I don't see any of those as being class specific.

As someone else stated, escorts provide the biggest dps at the expense of being the most fragile of ships. Somehow I don't think Engis or Scis can fill the gap in the dps loss. To this point I haven't seen it and I doubt even you can prove me wrong on this one.
A sci or eng in an escort can good do good dps but not as good as a tac to tell the truth. A sci in a sci ship as it stands now is ****ing pointless cos craptic have shafted scis the most and they could not give a **** about them engs on the other hand now have a use to be able to tank and try and keep escorts A live
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
04-20-2012, 10:46 AM
Quote:
Originally Posted by Roach View Post
Those players roll the STFs becuase that have little else to do and have become good at STFs.
Um, if they're so good at STFs, what's the issue as if they're that good, it follows they won't die when running STFs. Just saying.

IDK - I don't mind a bit more challenge as IMO the endgame content is a little too casual friendly. I actually like the new Vault event because it's not just another 'spam spacebar and loot the rewards' srtup. I'm not looking to return to encounters on the level my old EQ raiding days; but seriously, having events where players might have to actually start paying a little more attention to what they're doing IMO isn't a bad thing.

I will say, as far as teh timer change goes, I think it's fine for ground STFs as you have a ressurectyion power (and again it promotes teamwork and communication as you may have to actually plan a bit and talk about who'll rez, etc. In space it is a lot nastier as there's no player ship rez power; so IMO 15 seconds after the first is a bit much for Space STFs. If they either added some sort iof 'Ship Rez' power; or reduced it to a smaller interval for Space (like 5 seconds, still topping off at 2 minutes), I don't think it would be so bad; but overall, if you ARE supposedly really good at STFs (annoying Borg one shot invisible torps nont withstanding and it would have been good if they verified an instituted a fix before this went Live); then (again, assuming the Borg one shot bug is resolved), it's not a catastrophic change.

YMMV.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
04-20-2012, 11:00 AM
Quote:
Originally Posted by Kyuui View Post
THEY, did it, and THEY put them blame on the players.
They also added invisible instant-death (They pop cruisers too, tank folks) torpedoes that exceed the torpedo maximum range limit. (Case in point, disengage via evasive in PVP, torpedoes in flight will eventually stop tracking you. Do it to the borg? They'll just hit you five minutes later) Devs CLAIM it's a bug, but it's been in the game so long that I can only assume it's intentional.

I can only assume the STFs are intended to reach some sort of artifical difficulty singularity (Read: Not actual difficulty) where it's not actually possible to complete the optional objectives, and the designers won't actually notice this, because it probably won't be tested to see if it's still possible.

I exaggerate, but that is where it seems to be headed. Still has a way to go, though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
04-20-2012, 11:32 AM
[quote]
Quote:
Originally Posted by Armsman View Post
Um, if they're so good at STFs, what's the issue as if they're that good, it follows they won't die when running STFs. Just saying.
Everybody dies on elite STF runs, or so the saying goes.
Its not the great STF players that will be impacted harshly by this DP, but those whom are new or still learning.
Secondly the STFs are out of balance as far as one-shot torps and other mechanics that take the challenge into ridiculus even for the experienced player. Though the recent 4/19 patch notes say some adjustments have been made and this may change.
I still find a 2 minute cap of timer that will automatically reset at 3 minutes to be a bit much for the player to swallow, especially with Ship damage being a factor on Elite runs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
04-20-2012, 07:13 PM
Quote:
Originally Posted by Roach View Post
As I said in Tribbles in ecstasy I think it sucks the targs ridges and is a silly idea that has no purpose that I can fathom to increase the fun of gameplay.
If the Devs are doing it to slow down the ease with which many players roll through the STFs, then thats doubly silly. Those players roll the STFs becuase that have little else to do and have become good at STFs.
Make more content and that would not happen but don't punish the players for becoming good at one aspect of the game becuase they have nothing else to do.
I actually think thats what they are doing.. making it harder on the 1% and damn near impossible for alot of the others. just because they cant remove their heads from a certain nether region.. Personally the ground changes dont effect me in the slightest.. I do not pug i do stf's with friends and people I am familiar with. however the space respawn timers are ridiculous with the one shots.. and with no way to revive a fallen teammate in space.. it is basically griefing the player base.. again it hasnt effected me much but I can see how a mediocre player would basically be screwed in stf's.. IMHO the space changes shouldnt have been added without a way to revive a ship in space.. Oh and I would love some of what the devs have been smoking.. seriously i really would..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
04-20-2012, 11:29 PM
Quote:
Originally Posted by BearODice View Post
And the biggest recipients of the down side of the timer will be Tacs in Escorts. Yes, the highest dps class is a glass cannon, and usually the most likely to die. So a Tac dies, he has to wait to respawn, the whole dps for the STF suffers and it becomes less and less likely to reach an optional.
I never played a MMORPG before where 5 glass canons characters can go into high end conent and simply win it by eventually respawning over and over again. This is a bad concept, but that's how STO space STFs worked before.

The timer was a good change towards a more team centric play style, but, unfortunately, cryptic should have bring alot of more changes along with it to overhaul this current awefull STF concept.

Things that should have to come along with this change would be:

- Threat control (taunt) abilility that comes for free for everyone
- In general, better and logical thread control
- Fixing one-hit-kills
- improving team support abilities and healing
- Reviveable teammates in space encounters
- increase the optional timer to 20 min
- A STF queue were you can pre-define which role you want to take (healing, dmg, tanking) to autobalance teams
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
04-20-2012, 11:49 PM
[quote=Roach;4173417]
Quote:
Everybody dies on elite STF runs, or so the saying goes.
Its not the great STF players that will be impacted harshly by this DP, but those whom are new or still learning.
Secondly the STFs are out of balance as far as one-shot torps and other mechanics that take the challenge into ridiculus even for the experienced player. Though the recent 4/19 patch notes say some adjustments have been made and this may change.
I still find a 2 minute cap of timer that will automatically reset at 3 minutes to be a bit much for the player to swallow, especially with Ship damage being a factor on Elite runs.
Other than the respawn timer, and KA ground has anyone actually noticed the other changes? Cause gotta say haven't noticed a thing other than those, which isn't helping.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
04-21-2012, 12:45 AM
Quote:
Originally Posted by wolfmoonstar View Post

What I mean by this, for instance the new timer for STFs. You die you wait 15 sec to respawn. Die again, 30 sec, and again and so on until you are waiting 2 minutes. If you don't die with 3 minutes the timer clears. Seriously? Are you so far out of your heads you can't see something this blatant is a direct assault against your players? Another, the current way questions and worries are answered. This 'deal with it' response you send out, not cool. In fact it is the exact same thing as saying 'quit playing our game moron' and if you can't see that, again sell the game to someone who cares.


1) Revert the death timer to its previous function in stfs

I played 6 Elite STF space PUGs today (2x of each map). I got the optional of in 5 of them (we missed the KASE timer by 10 seconds because the damage from the other 4 players was absolutely pitiful, including 2 rainbow boatsl), and completed all 6 of them. If anything, it was easier than normal because everything is doing less damage.

There is no reason to revert the death timer. Learn to play the damn game and stop being terrible.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
04-21-2012, 12:50 AM
Quote:
Originally Posted by Roach View Post
Everybody dies on elite STF runs, or so the saying goes.
Its not the great STF players that will be impacted harshly by this DP, but those whom are new or still learning.
Secondly the STFs are out of balance as far as one-shot torps and other mechanics that take the challenge into ridiculus even for the experienced player. Though the recent 4/19 patch notes say some adjustments have been made and this may change.
I still find a 2 minute cap of timer that will automatically reset at 3 minutes to be a bit much for the player to swallow, especially with Ship damage being a factor on Elite runs.

How often do you people die? I might die 2-3x in an entire match, and I'd consider an abnormally bad one. I'm a Tac/Escort on top of that, so I should be dying more than anyone. What exactly are you people doing that is causing you to die multiple times in a 3 minute span?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
04-21-2012, 07:41 AM
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