Lt. Commander
Join Date: Jun 2012
Posts: 131
Ahoy, welcome to Season 6! Stick a code fork in it, it's live.
I haven't found any recent posts or threads talking about the Vault, so here's a fresh one.

Executive summary: The clear-all-enemy timers need to be extended slightly (~30+ seconds), depending on the area.
That's it, really. But now for the reasoning...

With all the Starbase stuff going on Tribble, I don't think that the new Vault adjustments were well tested. We knew large ships were going to be excluded. That's fair. Another thread discussed allowing Tier 1 ships to give them some love. But hey I like small craft, I like the Vault, and I like the Reman set. In fact, I'm one of the few people in my large FED/KDF fleets who actually tries to run Vault events. Hasn't panned out, but I'm not here to talk about time-gating. I just want my logs.

So without much flexibility to spec out small craft, I've been enjoying my Stalker with the Aegis set and Torpedo spread. That was working great, and with a minimum of 1 large ship sneaking into the map, I saw a failure rate of maybe 1 in 10 if people got complacent about healing the Rerik, or if a Scorpion got stuck behind a wall and couldn't be found in time.

Since S6 I've run it several times, and so far have a 100% time failure rate without even reaching the Generator room. That's a real bummer! And I can see that the other people on my teams know where to go and what to shoot. And their builds look fine. I enjoy the Stalker because of its reduced aggro and bigger punch. Not helping anymore... The maps are designed to split a group of 5, and in the past circling the room in formation wasn't a good strategy. Now it seems to be the only way to ensure one person doesn't have aggro to activate the triggers early enough, to stop enemy spawns and meet the time limit.

Are there any new strategies working well for others in this post-Cruiser workaday universe?

=/\= Transwarp 10.0 Victory Achieved on 26-July-2012, Six Months After F2P =/\=
Lt. Commander
Join Date: Jun 2012
Posts: 131
# 2
07-14-2012, 05:27 PM
Here's the horrible thing about shuttle missions...
Doing the Vault for an hour was already an exercise in frustration, because of power trays. Dstahl and Rivera rightfully say every chance they get, they're looking forward to systems tech that lets players set a default small craft. Awesome. Thumbs up. What needs to be verbally added to that is "and we'll fix the power tray layouts too". I'm a UI mod guy, and a HCI studies guy, and I have a combination of muscle memory and keyboard shortcuts to access all my power trays. Even if I had the dexterity for 100% keybinds I still need to glance at the tray to know my cooldowns.

The fact that switching ships resets the power tray layout every time is... well it should be embarrassing, but clearly not enough to make it a priority after 2 years. It's not as if the trays are suddenly empty every time. It's adding, subtracting, and moving buttons I may not even have used before, so it's populating data from somewhere. And the power list isn't sorted either, it's different every ship and every BOFF configuration. It all eats away at our time. We're F2P now, the point isn't to keep us busy fiddling with menus for a certain percentage of every month. The UI in this game is laggy and poor. Full stop. But I love playing despite it.

I'm getting off topic, but the point is there's a combination of many factors that make this particular mission and its rewards annoying to begin with. For people like me who actually enjoy playing it 4 or 5 times in the span of an hour, removing that accomplishment through a much greater likelihood of timed failure makes it a total write off.

=/\= Transwarp 10.0 Victory Achieved on 26-July-2012, Six Months After F2P =/\=

Last edited by brackynews; 07-14-2012 at 06:00 PM.
Career Officer
Join Date: Jun 2012
Posts: 17
# 3
07-14-2012, 07:30 PM
Perhaps a simple AI Difficulty nerf would suffice? Or as was suggested a slight extension of time. We've been used to being able to use larger ships (with move punch) but now we need to reorganize ourselves and I don't think the small craft can honestly cut it as is.
Survivor of Romulus
Join Date: Jun 2012
Posts: 175
# 4
07-16-2012, 01:58 PM
Unfortunately I have to agree.

I am happy that finally the "big ships" are banned from it. I like the challenge to finish it with small crafts. I did it several time with small crafts only befor S6. It was sometimes very close but at least we could beat it.

I really don't know if there's any change to the mission but today I did my 9th run in a row without even entering room 3.

Yes, I did it with PUGs. But the people did know what to do. The Rerik was healed when it was necessary and the things were disabled. But in this 9 runs every time we were running out of time for beating up all the enemies in the room.

I don't have a problem with loosing the challenge... but 9 times in a row is very frustrating.

So I wonder how many Vault events did other players finished since S6?
Commander
Join Date: Jun 2012
Posts: 479
# 5
07-16-2012, 02:32 PM
one of my favorite subjects. i decided i wanted the reman set upgraded to 12 and went to work. i have high hopes for the fully upgraded set.

before season 6 i typically won at least 3 out of 4 attempts; with or without big ships. as of now i need 7 measly reman datalogs to compete my last upgrade to shields.

i honestly think i lost more with big ships because players expected the big ship to win it for them and they did not work objectives or kill enemy fast enough.

i notice people are still trying to sneak in big ships, which get thrown out and then you only have 3 or 4 players to do an almost impossible mission. at least i discovered if you leave in these cases the timer penalty does not apply. i just start over and hope to get 5.

i have won the vault several times since season 6, but now the ratio is more like 1 out of 4. twice i have received 480 dilithium instead of datalogs. i was livid!! did not see that coming.

it is still possible to win but time is of the essence. i have lost several vaults by mere seconds before that last enemy ship could be destroyed. i am hoping players will get better at doing this mission or as some suggested extend the time or something.

i figure the guys that played only with big ships have to totally re-learn how to do the vault with a small ship. i like using a peregrine fighter with anitproton DHC and beam. the rapid cannon fire works great on turrets and the big BOPs.

and i use a 3 piece borg set with maco 12 shields (i borrow from a big ship), neutronium and mag gens.
http://startrek.44thfleet.com/

Last edited by rdm1958; 07-16-2012 at 02:39 PM.
Captain
Join Date: Jun 2012
Posts: 3,211
# 6
07-16-2012, 02:45 PM
Well, with the fix in place to keep cap ships out the vault is going in the right direction BUT the event timer that nerfs datalog payout in favor dilithium kills the entire event for me. It needs to go back to the way it was. The vault was hard (and it's SUPPOSED to be) but the current S6 configuration ensures that only trained teams will get the loot if they start the last run 10+ minutes BEFORE the event is scheduled to end.

50 minutes for a 60 minute event is NOT ACCEPTABLE.
KBF Lord MalaK
Awoken Dead

You're gonna upgrade my Chel Grett for FREE but charge me $30 to upgrade my Kamarag ?
Survivor of Romulus
Join Date: Jun 2012
Posts: 175
# 7
07-16-2012, 02:48 PM
Quote:
Originally Posted by rdm1958 View Post
i notice people are still trying to sneak in big ships, which get thrown out and then you only have 3 or 4 players to do an almost impossible mission. at least i discovered if you leave in these cases the timer penalty does not apply. i just start over and hope to get 5.
That happened to me as well. Unfortunately the queue wasn't full enough so noone was warped in. We tried it with 4 playes but again we ran out of time (even with shutting down the conduits).
Career Officer
Join Date: Jun 2012
Posts: 17
# 8
07-17-2012, 02:11 AM
Long time ago I have complained about how the shuttle system is lacking item content. Even now its still lacking the 360 degree beam arrays are lacking in diversity like ones with acc. or dam., just the 2 crit. mods. The shuttle system is just like PVP and the KDf faction, horribly implemented with content waved over it while important stuff are removed or nerfed while being supplied with horrible support, which in turn lowers player population causing even less development, and finally loaded with many bugs and glitches.

The reason the vualt was opened up from its original time gating was supposed to be to allow thoes with terrible schedules who always miss it to actually play it for the data logs but with that removed they end up with dillithium instead. Which many times they still don't get due to the horrible systems in place like a scorpion fighter cloaking and flying into a glitch which then cuases players to struggle to find a way to at least shoot at it before they loose which 9/10 they end up failing.
what the hell is up with the crappy "f" at the end of my name was never there on either website till the crappy change
Starfleet Veteran
Join Date: Jun 2012
Posts: 388
# 9
07-17-2012, 09:09 PM
A few more seconds would help, most of the time were are fighting the only enemy left in the room when the time just runs out . Hey even just 10 more seconds could boost my winning ratio from 1/6 to 3/4.
Commander
Join Date: Jun 2012
Posts: 479
# 10
07-18-2012, 07:56 AM
Quote:
Originally Posted by kaiserkacto View Post
A few more seconds would help, most of the time were are fighting the only enemy left in the room when the time just runs out . Hey even just 10 more seconds could boost my winning ratio from 1/6 to 3/4.
i would agree with that about the 10 seconds.

also, a little more cooperation would help. how many times have you tried to remodulate 1 or 3 while a BOP is all over you? where is the help?

i know the vault is going to be good when the objectives are done fast and others help me attacke the BOPs.

if i am fighting BOPs all by myself or going from one side to the other to get objectives, i know i am going to lose......and i hate that.

i just need 5 more datalogs and since season 6 they have been slow to come. i do think players are adjusting and are getting better at the vault.

pet peeve: they are still trying to sneak in big ships. sigh.....
http://startrek.44thfleet.com/
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