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What Did You Think: Core Assault

ambassadorkael#6946 ambassadorkael Member, Administrator Posts: 1,925 Community Manager
As with Survivor, we're going to make new threads for new content, so you guys can give us your feedback!

What did you think of the War Games Queue: Core Assault?
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Comments

  • jaredza#2872 jaredza Member Posts: 80 Arc User
    I enjoyed playing it, I've enjoyed both of the new queues so far.
  • risian4risian4 Member Posts: 3,709 Arc User
    Fun mission. Figuring out what to do was relatively easy.
  • causeikancauseikan Member Posts: 2 New User
    Goes from being fun with teamwork and enjoyable to being all about PVP and a Damned mess. I came here for PvE queues not for surprise PVP to get my face shoved in by some wallet warrior who busts his fancy C-store goodies all over my face.

    Turn the PVP off and i'll reconsider ever doing that queue again, the ground is fine. but man the pvp is not wanted.
  • snix#6028 snix Member Posts: 11 Arc User
    War games train forces to become proficient in battlefield scenarios that they might encounter. For Star Trek (in space), that's likely fleet maneuvers, starbase assault or defense, plantary blockades or relief.

    My point is, this felt very gimmicky and not really suited for starships. I'd love to see a map with two NPC fleet carriers loaded with assault teams that you must beam up and and then deliver to a central star base that is being contested by another force. Think Counterpoint, but with a central starbase being fought over and the two DS9's being the NPC fleet carriers. The interaction mechanic for beaming up and beaming down these teams has already been taught, and even the graphic for carrying an assault team is already in the game.

    Please provide something that feels more canon to the Trek conflicts, even if these are now just war games.

    -snix
  • misterlozmisterloz Member Posts: 126 Arc User
    "Someone else will do the donkeywork" seems to be the ethos of the players I've queued up with.

    One run was totally failed because two DPS heads simply refused to do anything other than shoot. This was fine until we drew the doorkey stage which was lost because neither bothered to assist.

    However. That being said I enjoyed the mission. The focus on doing something other than just DPS is quite refreshing. But ultimately let down by a playerbase who can barely work together.

    Sorry for the rant.
  • isthisscienceisthisscience Member Posts: 861 Arc User
    misterloz wrote: »
    "Someone else will do the donkeywork" seems to be the ethos of the players I've queued up with.

    One run was totally failed because two DPS heads simply refused to do anything other than shoot. This was fine until we drew the doorkey stage which was lost because neither bothered to assist.

    However. That being said I enjoyed the mission. The focus on doing something other than just DPS is quite refreshing. But ultimately let down by a playerbase who can barely work together.

    Sorry for the rant.


    Same here. I think the door key one needs a warning flashing, maybe an audio prompt every 60 seconds, making it clear that people need to be on the keys. One heroic member of our team did a good job at getting equidistant between two keys to get it open though. Despite that, it took way too long and our core was destroyed the second we entered the chamber all because we had two people who didn't realise what was going on and didn't have chat open.
  • mustrumridcully0mustrumridcully0 Member Posts: 12,422 Arc User
    I think you must ensure that the mission still progresses when not everyone does his job. It's too easy to grief a team otherwise. Maybe every door auto-opens 30 seconds after the other team beat it, or after a certain duration (5 to 10 minutes, whatever you targeted the regular play time at).

    The scenario has really nothing to do with any realistic space battle scenario, and the PvP component is minimal. It's not really immersive.

    It's also a lot like shooting fish in the barrel with the massse of enemies that swarm around and can't go anywhere. if GW wasn't such a good damage power, you wouldn't even need it to catch enemies in AoEs.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • reyan01reyan01 Member Posts: 12,557 Arc User
    misterloz wrote: »
    "Someone else will do the donkeywork" seems to be the ethos of the players I've queued up with.

    One run was totally failed because two DPS heads simply refused to do anything other than shoot. This was fine until we drew the doorkey stage which was lost because neither bothered to assist.

    However. That being said I enjoyed the mission. The focus on doing something other than just DPS is quite refreshing. But ultimately let down by a playerbase who can barely work together.

    Sorry for the rant.

    This. As I posted elsewhwere:
    reyan01 wrote: »
    Not enjoying Core Assault much. Though I hate to sound insulting, it's too complicated for your average PuG. Every instance I've played I have been the only one doing anything to open doors! I keep finding myself teamed with players who either have no idea what they're doing (i.e skipped the mission tutorial) or can't think beyond 'shoot stuff'.

    Now to be fair, as @shadowfang240 stated:
    Keep in mind that matchmaker thing is in effect for that queue, so keep at it until you succeed a few times - you'll quickly find yourself being paired with people who actually know what the hell they're doing​​

    Whilst this is obviously correct, I have to say that I've yet to play an instance of this where I wasn't the only one doing the donkeywork. I tried posting a plea for assistance in team chat but pretty much knew that the sort of player who ignores the mission tutourial (and doesn't know how to do anything that doesn't involve mindlessly shooting stuff) wouldn't pay attention.

    I hate to say it, but I'm not sure that there is a lot of point in introducing missions that require players to put thought/effort into what they're doing. It should be obvious by now that, for various reasons, a large percentile of the playerbase only want to play the old (and preposterously easy) garbage (ISA & CCA).
    3U3C0SJ.jpg

  • regenerderegenerde Member Posts: 23 Arc User
    edited April 2017
    causeikan wrote: »
    Goes from being fun with teamwork and enjoyable to being all about PVP and a Damned mess. I came here for PvE queues not for surprise PVP to get my face shoved in by some wallet warrior who busts his fancy C-store goodies all over my face.

    Turn the PVP off and i'll reconsider ever doing that queue again, the ground is fine. but man the pvp is not wanted.

    +1 not going to touch any PvP related content here.
    When there is a PvE version of this kind of content, i might give it a try...
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • furyan#5289 furyan Member Posts: 48 Arc User
    I tested all of the CPvE missions on Tribble, and I really enjoy them. Also, I think some people are having problems figuring out what they need to do because they don't have time to read all the way through the mission tutorial. Maybe Cryptic could make it possible to read the mission tutorials before a person enters the CPvE mission.
  • reyan01reyan01 Member Posts: 12,557 Arc User
    edited April 2017
    I tested all of the CPvE missions on Tribble, and I really enjoy them. Also, I think some people are having problems figuring out what they need to do because they don't have time to read all the way through the mission tutorial. Maybe Cryptic could make it possible to read the mission tutorials before a person enters the CPvE mission.

    I'd argue that, in this case, it's better to continue reading (even if mission has started) than run blindly into the mission with no idea what to do.

    I'd rather be in a team which had a player who was slow to catch up but helped with the objectives than one who thinks 'reading is for noobs, I'll just shoot stuff'.
    3U3C0SJ.jpg

  • drakethewhitedrakethewhite Member Posts: 1,240 Arc User
    This one ends in straight up PvP, and thus I won't play it. Not my interest and I have more productive things to do.
  • risingwolfshadowrisingwolfshadow Member Posts: 619 Arc User
    I can't wait to play it. It's a very interesting concept that penalises purely PvP builds and purely PvE builds.

    Stick with it guys, give the potential system a chance to kick in.
  • furyan#5289 furyan Member Posts: 48 Arc User
    Lol, I'm addicted to it now.
  • oridjerraaoridjerraa Member Posts: 313 Arc User
    AmbassadorKael. Team queuing is a bit confusing, but the mission itself is very good. Having PVP at the end is the icing on the cake. And yes, we were a fleet team, and no we did not steamroll every match. Maybe it's because of the racing nature but I didn't see any trash talk in any of the matches we were in. It's a big plus. Compared to the arena grief 15/0 with no hope at all, the warp core chamber has an armada of deadly PVE that reduces the ability to grief until after the leave button pops. If you choose to stay, win or lose, that is your choice.
  • reyan01reyan01 Member Posts: 12,557 Arc User
    This one ends in straight up PvP, and thus I won't play it. Not my interest and I have more productive things to do.

    I haven't gotten to that part yet. Have been on losing teams each time have played it, and have never progressed beyond the third door. As noted in earlier post, a great deal of this is because of players who don't do anything other than shoot stuff and I've found myself the only one working to open the doors, at least to the point where one player can't acheive it alone.
    3U3C0SJ.jpg

  • tygerzztygerzz Member Posts: 105 Arc User
    First run was fun, I see this becoming a short race to pvp after a few weeks. Pvp is still way to fast, die fast, kill fast. I was surprised by my kill to death ratio for the short run in the core, kind felt bad for the people I was melting
  • alfred399alfred399 Member Posts: 161 Arc User
    I quite enjoyed it, but I think (and this goes for all PvE's really) the game needs to do a much better job of telling the players what to do. Get better the more people play through - but there are a ton of people in the queues I've been in that have no idea whats going on (me included to be fair).

    I think it was Undine Assault that did this best - the mission briefing was a video narrated by Tim Russ I believe that explained what to do nicely. Make it unskippable the first time and that would help a lot I think
  • ssbn655ssbn655 Member Posts: 1,864 Arc User
    Terrible idea forcing players to do what is in effect PVP to get rep or anything. Nice move...
  • georgedpgeorgedp Member Posts: 109 Arc User
    Excuse me but my english teacher taught me that "Captains will not be engaging in direct battle with the opposite team" means something way different than what I saw in the mission...
    For guys like me, that dont have time to check tribble or get into more details about new content, that War Games Queue: Twin Tribulations announcement sounded like a PvE STF and when I got in there I was expecting the usual PvE NPCs, so you can imagine how surprised I was when I suddenly started losing hull and shields like I was flying a shuttle and moments after I was wondering "where was the buss that hit me..."
    And I was queued in the NORMAL version with a normal team not PUGs... (for the record we won)
    Besides that, first parts where fun, if you ignore the fact that not all ships turn that easy...
    and last part could be fun if I knew what to expect and I was prepared for it...if you can ever be prepared for that...
    Generally I prefer playing PvE stuff and THAT is not PVE, so i dont think I ll play again any time soon...
    And please remove it from the PVE queues... this is PvP not PvE...
  • mustrumridcully0mustrumridcully0 Member Posts: 12,422 Arc User
    edited April 2017
    ssbn655 wrote: »
    Terrible idea forcing players to do what is in effect PVP to get rep or anything. Nice move...
    1) Have you actually tried the available queues? You will likely miss the existence of any PvP components.

    2) You don't actually have to do any reputation-specific queue to advance a reputation. Just play those choice of marks queues all day and you get your marks that way, and you can buy elite marks with regular marks.

    3) Imagine how it feels for PvPers, however. They were until now actually forced to do PvE to advance their reputations, and they needed that reputation gear in PvP a lot more than you'd need reputation gear in PvE.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • renegadelistenerenegadelistene Member Posts: 1 Arc User
    Against better information (I actually read the blog entry), I thought we might give it a try. With a fleet team, in which I - granted - was trying a fun ship build for the new space balance, we entered.
    I totally expected to see combat in the core room.
    I did not expect to be ganked from the second the other team entered the room (we beat them to it, but lost afterwards), and get killed seconds after spawning again as you are well within guns range if you respawn.
    So, two things from my point of view:
    1. Make it absolutely obvious that this queue contains PvP content, and players cannot avoid that here.
    2. Remove queues with PvP content from the PvE mission browser. To my definition this would be any mission that enables other players in it to target you and fire, even if the "would-be" mission path does not make this necessary. Gankers (which is not the same as PvP'ers in general, I know) just won't care.
  • dragonsbrethrendragonsbrethren Member Posts: 1,854 Arc User
    edited April 2017
    The rooms leading up to the core are just tedious and unfun. I've managed to get into one good game of this so far, with balanced teams, and all I can say is that those rooms just feel like padding to me. Most of them are over quickly, at least, but the Combination Lock room is particularly irritating, even in a team smart enough to not just mash F anytime an interact is in range. Seriously, cut the first two locks and just give us the last one.

    The actual PVPVE part is really fun, though. I'm not really a fan of PVP in RPGs, but it's the highlight of this mission. I'd hope future competitive queues have us interact with the enemy team in a more meaningful way throughout the mission. Some Attack/Defend content would be great!
  • kraylokchkraylokch Member Posts: 4 Arc User
    I have given both of these new queues a couple of tries now, and they are not for me. Don't like being stuck in a pipe where I can't maneuver. For the puzzles, carrying the charge one is OK I guess, the sit still in a box one is hardly a challenge, the kill lots ofr trivial ships one is meh, the tractor beam the locks one is again grab a lock and just sit still till it opens, and as others have said the combination lock one is just irritating, particularly if like me you are lumbering around in a big fat TRIBBLE slow dreadnought (maybe easier in an escort).

    Then I get into the central chamber and boom I explode, from some undected environmental hazard I think, respawn and get obliterated by the enemy team several times. I'm no PVP player and don't claim to be, so no thanks.
  • risingwolfshadowrisingwolfshadow Member Posts: 619 Arc User
    edited April 2017
    I seem to be getting killed by the enemy's core all the time. I barely have enough time to attack other players before I get hit with 100k+ from the core and insta-killed lol. Feels like DR all over again.

    But it's fun when players actually work to complete the challenges instead of telling each other to shut up over chat.
    I like PvP but I haven't had lots of opportunities to do it in the core room. I'm mostly trying to tank the core's attempts to vape me and keeping players off of my team's backs.

    To anyone getting vapes in the core room, check what killed you. It's been mostly the core for me.
  • ssbn655ssbn655 Member Posts: 1,864 Arc User
    ssbn655 wrote: »
    Terrible idea forcing players to do what is in effect PVP to get rep or anything. Nice move...
    1) Have you actually tried the available queues? You will likely miss the existence of any PvP components.

    2) You don't actually have to do any reputation-specific queue to advance a reputation. Just play those choice of marks queues all day and you get your marks that way, and you can buy elite marks with regular marks.

    3) Imagine how it feels for PvPers, however. They were until now actually forced to do PvE to advance their reputations, and they needed that reputation gear in PvP a lot more than you'd need reputation gear in PvE.

    1YES
    2 Oh yes you do you CANNOT get the rep marks unless you do this forced PVP TRIBBLE.
    3 F#ck PVPers they have screwed up this game and many others with thier whining.
  • darakossdarakoss Member Posts: 838 Arc User
    Its not PUG friendly for sure. I kinda found it rather slow and boring but thats just me. Im also surprised that the devs will go through all this work to make new queues and a new system but still to this day cant or wont fix and re-release the classic fun ones like SB24 ground or Terradome or even bring back Elachi Alert full time.
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  • c0nsic0nsi Member Posts: 22 Arc User
    regenerde wrote: »
    causeikan wrote: »
    Goes from being fun with teamwork and enjoyable to being all about PVP and a Damned mess. I came here for PvE queues not for surprise PVP to get my face shoved in by some wallet warrior who busts his fancy C-store goodies all over my face.

    Turn the PVP off and i'll reconsider ever doing that queue again, the ground is fine. but man the pvp is not wanted.

    +1 not going to touch any PvP related content here.
    When there is a PvE version of this kind of content, i might give it a try...

    +1

  • tunebreakertunebreaker Member Posts: 1,220 Arc User
    Going in there teamed with at least 2 friends, it has been a lot of fun (that's of course when new queue UI didn't bug and leave anyone behind). A nice map in my opinion. However, full pugging has mostly been a nightmare, due to many pugs being absolutely redundant and in some places even counterproductive, and it's hard to actually progress with only 1 player doing something other than shooting.
    And to those whining about PvP - where?! Where is the PvP? I've seen it only once during 10+ runs, and even then it was meh, alright. But most of the time, one of the cores is nuked before the other team even finds their way into core room.
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