Cryptic Studios Team
Join Date: Jun 2012
Posts: 125
Please use this thread to report bugs or feedback for our new 5 man queued event Viscous Cycle on Tribble.

Viscous Cycle:
  • This is a 5-man Queued event where mixed faction teams execute a surgical strike into Fluidic Space to destroy Undine Planet Killers that are being constructed in huge bio-organic shipyards.
  • These Proto-Planet Killers are contained within impregnable maws found at three locations, designated Alpha, Beta, and Gamma.
  • These maws must be opened before the team can attack and destroy the Proto-Planet Killers within.
    • The most likely scenario is that you will need to beam over commandos who will do whatever they can to open the maws.
    • Occasionally, there will be weak points on the shipyards that can be destroyed to open the maws instead of beaming commandos.
  • A random optional objective occurs after you have destroyed the first Proto-Planet Killer. Bonus marks are available for completing this objective.
  • After you destroy the second Proto-Planet Killer another optional objective is available: A Planet Killer begins to flee Fluidic Space by traversing to a rift to Normal Space where it can wreak havoc. You must destroy this launched Planet Killer before it can escape. Bonus marks are available for completing this objective.
  • Each shipyard is also home to unhatched Undine Larvae.
    • Players who are exceptionally speedy at destroying a Proto-Planet Killer at a shipyard will be rewarded with a number of these Larvae hatching.
    • Bonus marks are available for destroying these larvae before they can escape.
  • Since this takes place in Fluidic Space, the ebb and flow of the tidal forces will be exerted upon your ship throughout the entire event.
  • Rewards for this event are Fleet Marks or Undine Marks.
  • This is still a work in progress.
Career Officer
Join Date: Jul 2012
Posts: 454
# 2
03-19-2014, 07:50 PM
Overall, I rather enjoyed this PVE mission. However, one major downside is preventing it from being enjoyable.

But first the Pros:

Pros:
+ Nice use of the M.A.C.O.s as the assault team leading the attack against the Undine's ground forces.
+ Very nice tie-in to the MACO story in The Needs of the Many.
+ Undine ships are quite challenging opponents without being OP (with one exception I'll get back to)
+ Graphics are beautiful and not as hard on my PC as I expected they would be.

Cons:
- One major one: The bloody Undine Gravity well/Fluidic Space spitter attack. This is a two fold problem:

1) The fluidic space bubbles they launch cause massive slowdown on my machine. And before anyone says "You need a new PC" my computer is a gaming PC thats still relatively new and has above average market stats atm. I can play this game typically on max settings. These bubbles are the only thing in game that drives my FPS down to about 20 FPS at most. They are causing massive lag because of how they are rendering. IF this was the only problem, I would say "get it optimized and then we'll talk."

2) They bring absolutely NO benefit to gameplay. Only frustration. They are, to be blunt a Chain Hold with extra sides of Chain Holds. First, there is the singularity that pulls you in like a Grav well. Which is fine. Except that if you try to escape it, you hit these bubbles and they stop you and they continue to stop you even after you escape from them, which sends you right back into the Singularity. Do you see the issue? These are non-escapable grav wells that when you try to escape are like smacking into a brick wall. Now, as I see it, even Dueterium Surplus, evasive manuevers won't help me. Maybe the Impulse Capacitant cell but thats takign away a console slot to counter a very specific threat and that's literally Pay to Win just to escape one ability.!

Please remove this ability from the Undine. Its a frustration, a graphics hog and does nothing but make me not want to grind this reputation and I'm one of the players who supports the Rep System.

During this Foundry Bonus Weekend, don't just choose the shortest missions, choose to play the best missions. Have more fun, get more marks!

List of great missions: http://sto-forum.perfectworld.com/sh...d.php?t=286621
Captain
Join Date: Dec 2012
Posts: 947
# 3
03-19-2014, 09:13 PM
Those bubble thingies make the Romulan hyperplasma torpedo completely useless. Looks like a lot of people are going to have to swap it for a different weapon and possibly lose their 2 or 3 piece bonus, or suffer through the mission without the use of a 6th/7th/8th weapon as the case may be.

I'm not sure if either this or what the first poster described* are bad things. Finally there's an anomaly that even player ships have difficulty escaping from. Grav wells are a joke. This actually makes it a little challenging to get to the beam in points for the commandos.

That said, I've only played it once on normal difficulty so I need to feel it out some more before my opinion is really worth anything.

*(his second point; it goes without saying that performance killers are always bad)
-----------------======== Joined: January 2009 ========-----------------
Hate the look of the new Arc site? >>>Check out my redesign concept images<<<
Career Officer
Join Date: Jul 2012
Posts: 454
# 4
03-19-2014, 09:57 PM
Quote:
Originally Posted by mightybobcnc View Post
Those bubble thingies make the Romulan hyperplasma torpedo completely useless. Looks like a lot of people are going to have to swap it for a different weapon and possibly lose their 2 or 3 piece bonus, or suffer through the mission without the use of a 6th/7th/8th weapon as the case may be.

I'm not sure if either this or what the first poster described* are bad things. Finally there's an anomaly that even player ships have difficulty escaping from. Grav wells are a joke. This actually makes it a little challenging to get to the beam in points for the commandos.

That said, I've only played it once on normal difficulty so I need to feel it out some more before my opinion is really worth anything.

*(his second point; it goes without saying that performance killers are always bad)
They are. :/

During this Foundry Bonus Weekend, don't just choose the shortest missions, choose to play the best missions. Have more fun, get more marks!

List of great missions: http://sto-forum.perfectworld.com/sh...d.php?t=286621
Rihannsu
Join Date: Jul 2012
Posts: 2,957
# 5
03-19-2014, 10:50 PM
Quote:
Originally Posted by sirboulevard View Post
- One major one: The bloody Undine Gravity well/Fluidic Space spitter attack.
Oh yes, problem is there are no counters to it and its just a GW on super steroids and considering some objectives are "press f and wait until the bar is finish" its like you never going to do that because of those things.

Honestly I want ti point out Transporting being interruptible is major pain in the ass because if I get hit by anything there goes any progress and I find the entire interruptable mechanic a massive "screw you" to the player, its worst in the current Mirror event since you pretty much are locked out of trying to do your job because "interrupted".

Quote:
Originally Posted by mightybobcnc View Post
I'm not sure if either this or what the first poster described* are bad things.
They ARE bad things because there is no counter, GW have a counter ... those DONT.

Would you like that Viral Matrix completely shut down your ship without you having any means to cleanse it? this is worst because its a root that disables movement that cannot be countered at all, we can cancel the damage effect with HE but no means of movement gets you out ... because it kills movement entirely.

Here a thought since you want challenge ... make player GW I have this pull and lets see how long until PvPers cry OP ... if its not fair for players to have it, its certainly NOT fair for NPCs to have it, enough with the cheat mode.
Romulans ...
You start your career off as a simple farmer... then you launch yourself into a galaxy filled with intrigue, power plays, and high stakes games of interstellar conflict, as your career careens upwards onto your final destination ... a level capped Dilithium and Fleet Mark Farmer!

Last edited by f2pdrakron; 03-19-2014 at 10:55 PM.
Ensign
Join Date: Feb 2013
Posts: 10
# 6
03-20-2014, 07:37 AM
Dear coldsnapped,

As promised here is my feedback of yesterday's game.

I was in my Multi-Vector Advanced Escort with 2x Fleet Phaser DHCs, 2xQuantum Torpedo launchers MK XII (maybe fleet) FWD and 3x Fleet Phaser turrets AFT.
Boff powers: RF, HY, beta, TT and some heals.
Difficulty: Normal

First impression was TOO EASY especially the planet killer, but if we look at it as normal difficulty I would say it's OK. My SCI in reconnaissance would have to pound a lot longer to kill it.

Larvae where very fast I think I killed maybe 5, but I was surprised to see at the end we got 44 larvae killed. But with RF and HY I am not equipped for fast little squids. For this task my SCI with good timed FAW would kill a lot. I like that they are fast and that we do not manage to kill them all. For me personally would be great to see if a team managed to kill one more each run. Also it is nice to see like they are trying to hide in anemones (hope that was intentional, that they did not just stuck).

Opening hanger bay doors in the middle of the fight is also refreshing and welcome change. I was very lucky I got a window to transport a team and did not take that long. I think my brain first registered the transport sings on the last shipyard…

Thumbs up for the currents in fluidic space.

Last two points consider the space battle zone as well:

Fluidic GW: There is two possibilities' I got hang on it how to escape it with evasive maneuvers or I was just lucky (I think I was lucky). FluGW right now can't say that it needs to be nerfed. Will need a lot more runs to say something concrete.

Plant killer shields indicators first impression is imminent failure of the shields and not immune shields. I thought we nocked fwd shields down so I maneuvered to take advantage of exposed hull but then I saw that the shield are not coming back online. It is nice to see the arc where to fire but I don't get the need to hold us in the fwd firing arc. There can be lot of explanation why do planet killers have 3 impenetrable shields and fwd shields are constant offline but still it feels a little odd.

No shields fwd, torpedoes here we come

Thank you.

BR
Cryptic Studios Team
Join Date: Jun 2012
Posts: 1,053
# 7
03-20-2014, 08:46 AM
Re: a few topics that have come up in this thread (and others, in some cases) --

1) Fluidic Rifts / Bubbles

We are observing all of the feedback players are giving on this new ability, and are considering tuning possibilities to make it slightly less penalizing, mechanically. The FX issues a few have mentioned are also under review, but that's not my area of expertise so I can't really offer any info.

Those things being said, the Fluidic Rift is designed to do exactly what players are seeing it do -- it doesn't have much pull on its own, but if you get caught by a bubble (or "puddle"), the pull becomes much more significant. The counterplay to this is to try and avoid the puddles as they wander around nearby. If you can do that, the rift should not cause much (if any) disturbance in your gameplay.

2) Planet-Killer Shield Rings

These are very much a Work In Progress. We are attempting to define a visual language for an "Immunity Facing" and currently working with our established Shield Ring FX to see what we can come up with. I'm glad to hear that most players like and understand the placeholder cue already, and will quickly fly to the front of the PK to deal damage.

But we're still tuning it. The side/rear immunity on the PK is not Shields technically, so we're not certain that the current visual language is appropriate. Also, the color pink was purposefully chosen to be vivid and a little obnoxious, and is not likely to be the final color of whatever Immunity FX we come up with.

3) Interruptible Interacts on Missions

Many, if not all, of these such interacts that have been used lately are intentionally inserted into content in order to bring additional utility to a playstyle that has been sorely neglected in STO -- Tanking. The combination of a solid Tank that can pull and hold aggro, plus any other ship, makes these interacts a complete walk in the park.

The frustration being experienced by some players is perfectly normal, but it is more-or-less intentional. If you are being interrupted by attacks, then you must either shed aggro on your attacker (and a friendly Tank can do wonders to help with this), or destroy them. This is by design.
-=-=-=-=-=-
Jeremy Randall
Cryptic - Systems Design
"Play smart!"
Quote:
Originally Posted by Me
Kurland here...
Rihannsu
Join Date: Jul 2012
Posts: 2,957
# 8
03-20-2014, 09:04 AM
Quote:
Originally Posted by borticuscryptic View Post
If you are being interrupted by attacks, then you must either shed aggro on your attacker (and a friendly Tank can do wonders to help with this), or destroy them. This is by design.
Problem is and I am going to stress this, AoE attacks were you can do nothing about it, FaW will hit you because its a AoE attack, doesnt matter what aggro you or anyone else have.

Those rifts are AoE attacks so if it decides to spawn on top of a transporter area you screwed because it WILL pull you and it WILL damage you and therefor it WILL interrupt you, doesnt matter if there is a full aggro specd Cruiser doing FaW and you flying a cloaked T'varo, it will pull you and it will interrupt you.

I rather being prevented from using abilities that being forced into "losing aggro" when that is impossible because AoE attacks.
Romulans ...
You start your career off as a simple farmer... then you launch yourself into a galaxy filled with intrigue, power plays, and high stakes games of interstellar conflict, as your career careens upwards onto your final destination ... a level capped Dilithium and Fleet Mark Farmer!
Captain
Join Date: Jun 2012
Posts: 1,742
# 9
03-20-2014, 10:19 AM
Quote:
Originally Posted by borticuscryptic View Post
3) Interruptible Interacts on Missions

Many, if not all, of these such interacts that have been used lately are intentionally inserted into content in order to bring additional utility to a playstyle that has been sorely neglected in STO -- Tanking. The combination of a solid Tank that can pull and hold aggro, plus any other ship, makes these interacts a complete walk in the park.

The frustration being experienced by some players is perfectly normal, but it is more-or-less intentional. If you are being interrupted by attacks, then you must either shed aggro on your attacker (and a friendly Tank can do wonders to help with this), or destroy them. This is by design.
I assume this is also the reason for the interrupt with closing rifts and powering the station in Mirror Invasion as well? That would be a great mechanic if every NPC in the group wasn't using Torpedo Spread and Beam Fire at Will.
--------------------------------------------------
Real join date: March 2012
PvP Veteran since May 2012 (Ground and Space)
Career Officer
Join Date: Jul 2012
Posts: 454
# 10
03-20-2014, 10:20 AM
Quote:
Originally Posted by borticuscryptic View Post
Re: a few topics that have come up in this thread (and others, in some cases) --

1) Fluidic Rifts / Bubbles

We are observing all of the feedback players are giving on this new ability, and are considering tuning possibilities to make it slightly less penalizing, mechanically. The FX issues a few have mentioned are also under review, but that's not my area of expertise so I can't really offer any info.

Those things being said, the Fluidic Rift is designed to do exactly what players are seeing it do -- it doesn't have much pull on its own, but if you get caught by a bubble (or "puddle"), the pull becomes much more significant. The counterplay to this is to try and avoid the puddles as they wander around nearby. If you can do that, the rift should not cause much (if any) disturbance in your gameplay.
I think there are lingering issues that still need to be addressed:

1) It shoots out about 3-4 of these bubbles meaning that while a smaller ship like an Escort or a Bird of Prey can dodge it, larger ships like cruisers basically get out of one bubble into another bubble. If it shot out one of these bubbles only it might be tolerable, but as is, its penalizing people for bringing heavier starships into the match. In addition: once you're hit with the bubble, you get a temporary disabled effect, this also hurts the larger vessels because as soon as they're out of the bubble, they're not going anywhere. In addition, it does not take into effect intertia (Which seems to be instantly negated).

2) Because of the mechanics (like a Grav Well, its a targetted attack) this is not an avoidable obstacle. These things *will* get plopped down on the places the players need to be. Its also got a very large AoE making this an overly effective territory control option.

3) This is nitpicking, but I think its important nitpicking, this mechanic should probably be disabled on any map where the battle is occuring in Fluidic Space. In normal space it makes sense the Undine might try to bring some of the Fluidic matter into our universe to slow us down. But my head goes "Uhhh!?" when I see a bubble of fluidic space in fluidic space. Instead it might make more sense to give a debuff to speed and turn rate when in Fluidic Space maps.

Quote:
Originally Posted by f2pdrakron View Post
Problem is and I am going to stress this, AoE attacks were you can do nothing about it, FaW will hit you because its a AoE attack, doesnt matter what aggro you or anyone else have.

Those rifts are AoE attacks so if it decides to spawn on top of a transporter area you screwed because it WILL pull you and it WILL damage you and therefor it WILL interrupt you, doesnt matter if there is a full aggro specd Cruiser doing FaW and you flying a cloaked T'varo, it will pull you and it will interrupt you.

I rather being prevented from using abilities that being forced into "losing aggro" when that is impossible because AoE attacks.
This is the biggest problem with this attack. In addition, the Undine will toss it down on top of the area players are trying to interact with. Because, that's precisely where the player will be. Its AoE is "Where the Player wants to be" because of its range.

During this Foundry Bonus Weekend, don't just choose the shortest missions, choose to play the best missions. Have more fun, get more marks!

List of great missions: http://sto-forum.perfectworld.com/sh...d.php?t=286621
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 04:01 PM.