Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
04-19-2012, 03:35 PM
Quote:
Originally Posted by sean2448
new timer sucks when gets to 110 at end when you cut close to running out of map time left
needs tweekage why was this needed hmm

This is a serious issue everyone.

People are going to get screwed out of drops.
Lt. Commander
Join Date: Dec 2007
Posts: 120
Okay the extending of the the death timer is another problem that has arisen from people who think it is too easy to do STF's.

I got news for you newbies....

Those that suggested this idea, you are going to grind even more.

After giving things a whirl I am puzzled why the DEVS even went this route. I know you folks live in San Francisco, but guys and gals... stop smoking what ever you are smoking, drinkning and or taking and get us back to the normal count downs.

If you want hard get off STO and go to EVE... there when you do die you lose everything. PERIOD.

I enjoy the game that STO was, and though I am likely beathing this as a dead horse; please remember if you make it too frustrating to play it will eventually lose player base.

SO please fix this mess. I am flabbergasted that I am going to have to endure this mess across NINE chracters.

Eddie Ballermaris
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
04-19-2012, 03:57 PM
Again, just to reiterate, i'm in a MVAM with a hull of 30,000 and shields between 5-6k. When the Borg are dropping torps that hit for 40k non crit than i find i have an issue with the respawn timer simply due to the fact that the borg often ignore the rules of the game. I know elite = harder but harder doesn't equal cheating and cheap tactics. Until i see the rate of one shots dropas well as an actual noticable increase in Prototype tech drops, than the death timer really just seems to make STF's less worthwhile. It will cause too many problems in pugs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
04-19-2012, 04:04 PM
Lets face it, the more people in a team that have their respawn extended the more handicapped the team becomes, making the STF progressively harder to get through. As if it's not bad enough that the respawn points are so far apart, now people will not only have to wait for their teammates to make their way all the way back to them, they also have to wait on extended timers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
04-19-2012, 04:12 PM
This countdown timer is a complete waste of time LITERALLY!

I have just endured over an hour of gameplay on the Khitomer Accords Space Elite.. Denatra's ship has become far too overpowered and all of my team racked up to at least a 2 minute respawn timer! Because of this Denatra was healing faster than we could take her down. I really dont understand what you guys were thinking. Gamers will not appreciate this change as it becomes frustrating to play these missions. If you frustrate these people they will leave the game and stop spending money on it... And seeing as you have just released a new lock box to tempt people out of their hard earned money I take it you dont want once loyal players to leave?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
04-19-2012, 05:01 PM
I am not a fan of the new timer.

Also, whenever I died, I used to hit "U" so I can bring up my ship component screen and repair my damage. However, since this went live, now when I do that it shows the ship I have TARGETED in that repair window instead of my own, and won't let me repair my ship. So now I have to wait until I actually respawn, make sure I have no target selected, and then implement repairs. No big deal, I guess....but with that new timer, every second is going to count...especially when you are dealing with a PUG.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
04-19-2012, 05:20 PM
Sounds for me like: bye bye elite optionals.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
04-19-2012, 05:40 PM
For space STFs: The timer doesn't really do much, and anyone complaining about the space optional obj were probably only barely completing them in the first place anyway. Entirely possible to do all 3 with none to minimal dying and get all the optionals with time to spare.

For Ground STFs: KA optional is alot more strict on timing, but everything else feels easier due to the lower borg damage since my team I run this with almost always brings a Science Officer.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
04-19-2012, 05:43 PM
Quote:
Originally Posted by 1nONLY_DRock
I


From what Gozer's been saying on the PvE forum, it's being worked on.
you should see all the stuff thats been promised/said its being worked on in the pvp department...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
04-19-2012, 05:48 PM
Quote:
Originally Posted by Wilv View Post
Lets face it, the more people in a team that have their respawn extended the more handicapped the team becomes, making the STF progressively harder to get through. As if it's not bad enough that the respawn points are so far apart, now people will not only have to wait for their teammates to make their way all the way back to them, they also have to wait on extended timers.
I agree, I couldn't had said this any better. Also to add this if you do die Muti times the SMART thing would be to Standdown for a few mins again the above will happen. Not to mention a very long STF run.
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