Not all sources of +stealth are treated equally with the interaction of the 2pc set bonus. Some powers trigger the set bonus for the full duration of the ability, while others only last as long as the cloak lasts. Also some sources of stealth are excluded, like phasic shroud. Please have a look at this set and its set-bonus interaction.
Perhaps it's far too late to say this, but I find this mechanic of encouraging people to grind through the newest content repeatedly does a disservice to the designers.
With this mission, as with previous missions, I enjoyed it on the first run-through, and was impressed with the detailed environment, on a second run-through, I was just clicking through the dialogues as fast as possible; on a third, I was barely looking at the screen. This isn't really replayable content: it's linear and obvious, so there's no variation in tactics to try out and no secondary puzzles to solve (that I could see, anyway).
Of course, no one's forcing me to do this, and I had to stop and realize that aside from the bonus skill point, I'm not really interested in the rewards.
But it should be obvious that this is not content that it makes sense to repeat over and over. I may enjoy watching my favorite ST: TNG episode again, but if I watch it three times in a row, I'm not going to enjoy the experience. So why encourage this?
I wish you'd work in some alternate paths more often, some mechanisms such as exist in CRPGs that you get a different perspective if you play a different way.
We have *two* firefights with the titular survivor that we're trying to rescue, which doesn't make sense.
There are other enemies to fight during the ground mission, which do make sense, by general CRPG standards anyway. So the "ground combat" box was ticked, reasonably well.
In the TV series, it's generally well established that high-tech weapons are incredibly powerful, that one hit from a phaser on stun will knock out a normal opponent. Of course, the weapons are not that effective in the game, for gameplay purposes, and that's somewhat justified with the body armor and personal shields.
But it pretty well breaks immersion that we've got a defenseless person who's just cowering as a squad of soldiers is pounding her with high-energy weapons, grenades, mortars, and orbital strikes for several minutes, before we get the dialogue where we try to reassure her we mean her no harm. Twice.
Why not have a challenge where we talk her down, using details we learn from clues in the scattered PADDs, rather than combat that makes no sense, thematically or mechanically?
But it pretty well breaks immersion that we've got a defenseless person who's just cowering as a squad of soldiers is pounding her with high-energy weapons, grenades, mortars, and orbital strikes for several minutes, before we get the dialogue where we try to reassure her we mean her no harm. Twice.
But it pretty well breaks immersion that we've got a defenseless person who's just cowering as a squad of soldiers is pounding her with high-energy weapons, grenades, mortars, and orbital strikes for several minutes, before we get the dialogue where we try to reassure her we mean her no harm. Twice.
Comments
With this mission, as with previous missions, I enjoyed it on the first run-through, and was impressed with the detailed environment, on a second run-through, I was just clicking through the dialogues as fast as possible; on a third, I was barely looking at the screen. This isn't really replayable content: it's linear and obvious, so there's no variation in tactics to try out and no secondary puzzles to solve (that I could see, anyway).
Of course, no one's forcing me to do this, and I had to stop and realize that aside from the bonus skill point, I'm not really interested in the rewards.
But it should be obvious that this is not content that it makes sense to repeat over and over. I may enjoy watching my favorite ST: TNG episode again, but if I watch it three times in a row, I'm not going to enjoy the experience. So why encourage this?
I wish you'd work in some alternate paths more often, some mechanisms such as exist in CRPGs that you get a different perspective if you play a different way.
We have *two* firefights with the titular survivor that we're trying to rescue, which doesn't make sense.
There are other enemies to fight during the ground mission, which do make sense, by general CRPG standards anyway. So the "ground combat" box was ticked, reasonably well.
In the TV series, it's generally well established that high-tech weapons are incredibly powerful, that one hit from a phaser on stun will knock out a normal opponent. Of course, the weapons are not that effective in the game, for gameplay purposes, and that's somewhat justified with the body armor and personal shields.
But it pretty well breaks immersion that we've got a defenseless person who's just cowering as a squad of soldiers is pounding her with high-energy weapons, grenades, mortars, and orbital strikes for several minutes, before we get the dialogue where we try to reassure her we mean her no harm. Twice.
Why not have a challenge where we talk her down, using details we learn from clues in the scattered PADDs, rather than combat that makes no sense, thematically or mechanically?
My character Tsin'xing
GET A HOLD OF YOURSELF T'NAE!
My character Tsin'xing