Empire Veteran
Join Date: Jun 2012
Posts: 5,925
# 171
11-04-2012, 10:39 AM
Quote:
Originally Posted by borticuscryptic View Post
Instakills are not part of the design, and will be addressed and removed as quickly as possible.

The mission is supposed to be challenging. Instakills are not a challenge, they are a frustration.
the best way to do this is to take away their plasma torp's ability to crit. not the HY torp, if you get hit by that its your own fault, but just the standard launch. as far as i could tell, because they weren't always drawn because so much was happening on screen, it was this that was 1 shoting me over and over.
______________________________________
Quote:
Originally Posted by lordlalo View Post
I just wanted to say, I've never seen a more disturbing avatar
the pvp build and help thread
gateway links(should actually work now) -->Norvo Tigan, Telis Latto Ruwon, Sochie Heim, Solana Soleus
Career Officer
Join Date: Jun 2012
Posts: 1,247
# 172
11-04-2012, 10:40 AM
A good bud and I were discussing what needs to changed...

The instakills do need to go away... but sustained damage needs to be amped up... enough to cause a tank some challenge (which means it could seem like an insta-kill to an escort).

The problem, as we saw it, is that the inst-a-kills are meant to really lay the smack down on a tank... (i've seen some really good tanks take the last jump of the iso, or drop their hull to 10%)... but in the end, it destroys all other members on the team. Thats were sustained damage comes into play. An escort under direct fire should have time to get out of dodge... repair and re-enter (if they try to stick it out... they die... and quickly). The tank should be able to draw agro and hold it (although not permanently not die).. the healer should be able to extend the tank/escort... or hasten the healing of escort so it can reenter faster.

This is how i see Onslaught shaping up... Like I said in another thread... I havent been seeing the inst-a-kills so much as tremendous incoming damage from multiple sources (i fly a Fleet Patrol Escort), and drawing the attention of multiple cubes (tac or otherwise) is not a recipe for long life for me.
-----------------------------------------------------------------------Star Trek Online, Now with out the Trek....
Lieutenant
Join Date: Jun 2012
Posts: 48
# 173
11-04-2012, 11:04 AM
After playing Elite the first time I think the Problem is actually the sheer number of possible instakills and that you can't avoid one of them.

We got the phaser lances that instakill you, but we can supposedly avoid them by getting close to the queen, this exposes us to both Vgar ships however and thus makes the other two options even worse.

The Plasma balls can be shot down, but there will be four of them at the same time, little, if any room to maneuver away and if you are particularly unlucky, regen Probes that heal them (I really think they shouldn't)
If your team is watchful this is less of a problem, however, the high def value of the bolts means that shooting them down is less a matter of reaction time and spotting them early, but more a thing of pure luck and thus a possible scource of frustration.

The Real problem are the Plasma Torpedo swarms, though. They can target your entire team, there is no chance to stop or evade them, and they will instakill every escort, sci ship and most cruisers unless you get "Brace for impact" up in time. The problem is that with two ships, you usually have two Torpedo swarms in short succession, so your "Brace for impact" is likely to be on CD when the second one hits.

There is also the problem with the cutscene where the Houston is destroyed. The Command ships begin shooting you and releasing Bolts while the scene still plays and you can't react. In my first game 4 of our Team died during or 2 seconds after the cutscene, scrapping the optional. (not that we would have gotten it to begin with ^^')
Maybe adding a script that keeps the ships from shooting during it would help there.

Aside from that the whole STF seems to be fun alone for finally requiring a well rounded Team instead of DPS teamed with more DPS. It'll likely be more of a thing for organized Teams and Fleets to tackle (At least on elite) instead of Farming it with Pugs like ISE, Kase and to a lesser extend CSE. This, however, brings us to my last point: The rewards.

It's kinda a letdown to beat the hardest content the game has and the reward is a handfull of marks that will, in a few months and only if you invest money and Dilithium into it, allow you to buy some stuff. Few will tackle it just for bragging rights alone, after all.
Empire Veteran
Join Date: Nov 2012
Posts: 7
# 174 recycling award
11-04-2012, 11:16 AM
so a new STD? cool I thought finally ... and hoped for something new!

But hej, cryptyc you are so good in recycling: a little but from kerrat a little bit from the borg deep space encounter, minus probes ... new STFs?!

omg I can vomit borges meanwhile, allways the same same same same ... can't see them anymore.

Why no Undine STF por example? or any other. I do not care for any timlines whatever ... but please no more borgs. PLease!
Ensign
Join Date: Jun 2012
Posts: 13
# 175
11-04-2012, 11:48 AM
Anyone else tried it on Friday and again more recently? It seems like the sphere and cube damage has been lowered and the cigars' abilities nerfed also.

On Friday when we completed elite it was hard but just about doable, only missed the first optional by a little time so fairly confident that would be fine with a couple more runs to get practice in. But the cigars no longer seem to use the beam ability at all, I positioned by the queen but others didn't yet no insta-deaths. Queen was the same though, easy enough provided you keep your distance and pop brace for impact when torpedos are headed your way.
Career Officer
Join Date: Jun 2012
Posts: 3,390
# 176
11-04-2012, 01:17 PM
Quote:
Originally Posted by johnny111971 View Post
A good bud and I were discussing what needs to changed...

The instakills do need to go away... but sustained damage needs to be amped up... enough to cause a tank some challenge (which means it could seem like an insta-kill to an escort).

The problem, as we saw it, is that the inst-a-kills are meant to really lay the smack down on a tank... (i've seen some really good tanks take the last jump of the iso, or drop their hull to 10%)... but in the end, it destroys all other members on the team. Thats were sustained damage comes into play. An escort under direct fire should have time to get out of dodge... repair and re-enter (if they try to stick it out... they die... and quickly). The tank should be able to draw agro and hold it (although not permanently not die).. the healer should be able to extend the tank/escort... or hasten the healing of escort so it can reenter faster.

This is how i see Onslaught shaping up... Like I said in another thread... I havent been seeing the inst-a-kills so much as tremendous incoming damage from multiple sources (i fly a Fleet Patrol Escort), and drawing the attention of multiple cubes (tac or otherwise) is not a recipe for long life for me.
Agreed.


In general, I think all elite content should be balanced like this:


1) General spawns with enough consistently high DPS, not giant spikes, to challenge a good Cruiser Tank build and keep escorts very much on their toes.

2) Boss spawns with enough consistently high DPS to seriously stress the healing reserves of one tank + one ship to support it and likely outright kill an escort.



Ultimately one shot kill spikes would be gone, as they make being a tank or healer irrelevant.

Sustained NPC DPS would be constant and high (higher than it is now in all elite STFs on holodeck), enough to stress healing reserves of a singe tank or healer.
Ensign
Join Date: Nov 2012
Posts: 1
# 177
11-04-2012, 01:31 PM
hive onsluaght (easy) was very good, the level of difficulty seems just right though there are a few instakills and following the advice of staying near the borg queen to avoid the lances seems to work but instead you get hit by the torpedo spread and shield drains so doesnt seem to make any difference. the map itself looks great. its good to be in the unimatrix.

also enjoyed the azure nebula (easy), though it could be harder, even on the easy setting.

like the changes to the pve window though an indication of how many people are in the queue needs added.

the rep system seems a little over complicated but perhaps i will find it easier once i have got my head round it.

overall very pleased so far with the new content though i would like to see more new stfs, and am looking forward to the release.

Last edited by cptpaxo; 11-04-2012 at 01:37 PM.
Ensign
Join Date: Jul 2012
Posts: 27
# 178
11-04-2012, 01:33 PM
I tried Hive Onslaught normal twice today. The first attempt was cut short when team members left and new ones did not appear to take their place... it resulted in the typical 1hr cooldown warning. The second was frustrating but we managed to finish it (sans optional) with a 4 person pug.

My concerns:

1. The level differential of the guard ships is +1. This is /normal/ difficulty and there are many guards clustered together. Please lower to 0 to make it "normal" or at least equal in level to the players.

2. Without factoring in the probes, the two unimatrix (if that's what they're called) ships seemed a bit stronger and more resilient than those in red alerts. As for the probes... I did notice that the probes of one ship helped the other, and eventually it did lead to a horde of regenerative probes... and that's nasty on its own, considering that they heal more in one go than any healing ability that I can get my hands on. Interestingly enough, in both sessions the ship on the left seemed easier to kill than the ship on the right.

3. I greatly dislike the idea of having to hug the queen while fighting the above mentioned ships. Torpedo spread fodder, anyone? Not great for the optional.

4. The lance (or whatever) attacks are laughable. I had a few come my way and they didn't do a thing (that I noticed). Actually, I think they missed every single time. I'll have to log it the next time I try this.

5. The queen... Ouch. If she's that tough on "Normal" I'd hate to see her on Elite. Fighting her was a guaranteed trip to a [ridiculously long] respawn. Her torpedo attacks were deadly when they hit. That sensor scramble or whatever became very frustrating after the second time. Most importantly (that I noticed)... Why, oh why, does she have isometric charge? It struck for 2 consecutive hits of 60k+ damage? Not fun. Her feedback pulse seemed stronger than a player's feedback pulse. One volley of DHC's took down a shield facing and took my hull to ~60%. Ouch! To sum it up: fighting her is about a 99.9% chance of having to respawn at least once, which is fine considering that there isn't a time limit or anything during that segment... but the subsequent respawns get very frustrating when you have to wait almost a minute. If she's going to be a guaranteed respawn then the respawn timer should be removed for fairness. Afterall, she can spit out power after power after power at full strength and not suffer a bit...

6. The cut scene. Please allow for exiting or something. I'd hate to sit through that every single time I did this mission.
Lt. Commander
Join Date: Jun 2012
Posts: 243
# 179
11-04-2012, 01:37 PM
played on normal:

At the beginning it's just turkey shooting, perhaps reduce the mobs but make them stronger.

The 2 borg tubes didn't fire lance at me, I didn't even know you are supposed to hide from them in the middle. Plasma bolts are cool. You have to shoot or avoid them which adds tactic. Regeneration probes were weak. Tractor probes didn't do anything as far as I can tell.

Someone said there are no triggers in this STF, so maybe we could make it that you have to kill the 2 tubes within 10sec of each other (core hounds) to add a little coordination. Otherwise you just focus one, then the other. If you don't kill the other fast enough it's regeneration probes resurrect the other tube or some other penalty until you get it right.

Queen:

The Feedback pulse should be stronger but shorter. Everybody just kept firing and got a little dot. You should be forced to seize fire or die after 5-10sec from the feedback. To add a little reaction tactic into it.

Fast moving Queen is cool. All other Borg in other STFs just sit there. It was really fun to fly besides the queen through all the structures. Epic! Not sure why she did it though, maybe someone had aggro and flew away. That gave me an idea: Have the queen follow a path through the structures in a circle patrol. And we have to follow her to shoot at her. That would make a neat different approach to bosses. On that path there could be turrets or warping in Borg that have to be defeated on the run.

5km death aura should be a dot that kills you slowly (5-10sec), so you have time to move out or heal.

And generally: There should be something to counter ships (escorts) just standing still and shooting full frontal cannons and turrets on the Borg. One idea: 360? plasma scatter volley, that spawns plasma field on impact that kill in 5-10sec unless you move out of it. This should force escorts to fly around and not just stand there.
Captain
Join Date: Jun 2012
Posts: 855
# 180
11-04-2012, 02:18 PM
Quote:
Originally Posted by borticuscryptic View Post
Instakills are not part of the design, and will be addressed and removed as quickly as possible.

The mission is supposed to be challenging. Instakills are not a challenge, they are a frustration.
Please look into fixing "instakills" on other space STF maps as well... Most notably Cure (and possibly Infected). Not very fun to get hit by an invisible torpedo that does 75k+ damage, while your shields are at 100% and hull at 100%.
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