Starfleet Veteran
Join Date: Nov 2012
Posts: 66
# 61
11-05-2013, 03:18 PM
Question: Are the cannons surrounding the Integrity nodes supposed to hit you from outside of 10k?
When playing the other night I was getting hit when I was 12-15k away.
Career Officer
Join Date: Jul 2012
Posts: 6,240
# 62
11-12-2013, 01:18 PM
Originally Posted by borticuscryptic View Post
We're still in the process of tuning it, but it currently teleports a random target (no preferences) every 15-20 seconds. We're thinking of making it trigger more frequently, but with a much lower change of chain-targeting a single team member repeatedly.

If you want to avoid it, you can bring abilities the render you immune to teleports to this fight: Polarize Hull, Reverse Shield Polarity, AP:Omega, to name a few.
Teleports are totally harmless. No biggie.

Overall, I really love this mission! Especially since it's clearly a step up, visually, from anything you guys have done before. Few small things, though:

-- It should be a bit more clear what ships to save. Instructions, in general, leave you rather disoriented.

-- Escape run, at the end, feels a bit lame, and is frankly undoable unless you're fully specced for 'full impulse' speed (including Driver Coil skill, in which I have 0).
Join Date: Jun 2012
Posts: 541
# 63
11-12-2013, 01:52 PM
It would be nice if the Dyson Marks we earn show up in our Inventory Assets (not just the Dyson Commendation.)
Join Date: Sep 2013
Posts: 6
# 64
11-13-2013, 01:07 AM
dont know if it matters any more or not since its live now. but ill throw my 2 ec in the pile any ways.

i've ran it once so far, before the server came down for a quick patch. i enjoyed the mission never saw where to save the shuttles at though. but some body in the group appreantly new so we still go them.

rescuing the 2 ships was kinda of a bugger but we pulled it off. lol i tried to get inbetween the core an those walls that rotate and block your attacks. man that was a no no wont do that again thats for sure.

died on the escape from lack of own personal knowledge for the right path. so cant say if its tuned proper for slower ships or nots.

but still all an all it was pretty damn fun. really enjoyed the turbo flight speed at the beginging hated when it would ware off. so good job guys on making some thing new and differnt for space adventure.
Join Date: Jun 2012
Posts: 289
# 65
11-13-2013, 07:09 AM
A couple of the changes that went live when it hit Holodeck made it much more doable. The ships you need to rescue can now be interacted with while in combat, in earlier versions you could not beam over crew till you were out of Red Alert. They also removed the interact time so that its just "fly up and use", instead of "fly up and wait 3 seconds"

Exiting is a fairly short run if you don't get turned around. From the Core room go out the door opposite the one you came in on. Go straight to the far end and turn left and you are out. Its a fairly short run. The main danger is getting the two doors mixed up and making the right turn instead of the left at the end.

When you enter that breach and clear that first room everyone likes to gather at the door at the top of the room. That door actually leads to the core room and is the one on the far side from where you come into the core area.
Join Date: Jun 2012
Posts: 339
# 66
11-17-2013, 04:02 AM
Being blown up when trying to escape is irritating, especially for a normal difficulty mission marked as easy.

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