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What Did You Think: Core Assault

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  • dabelgravedabelgrave Member Posts: 979 Arc User
    I tried reading about the challenges on my first time through, but the match started when I was only halfway through so I didn't know what I was doing. The first challenge was just kill stuff, which was all I did since I didn't even think to try finding something else to do. The second challenge was using tractor beams for the door locks, and I only realized it when I saw a fleet mate doing one of the locks. So I got the final lock in place, and sped off to kill stuff. Only then my fleet mate informs me that I have to hold it in place. The final challenge was the combination lock. This was probably the hardest, since I had trouble noticing the difference between yellow and green, until I realized the different symbols were always their specific color. Then there was the issue that sometimes it's hard to find one of the symbols or they struggle to show up. Once in the final room, it was pretty straightforward. The other team sent one guy over to harass us. He was tanky, but didn't hit very hard, so I was able to split my efforts between shooting the regulator and chasing him off. Since the other team was ahead of us, two players from our team went over to harass them, and bought us the time we needed to win.

    My second time through went better, but that was probably because we got through our combination lock much faster than the other team. Two enemy players came over to harass us, but one blew up quick and the other ran away.

    Overall, I enjoyed the queue. The potential for PvP is the best part, and adds a final challenge: uncertainty.

    So my recommendations would be:
    • Either add more reading time at the start, or add small popups for each door to let us know what the challenge expects from us.
    • For the locks that require the tractor beam, have them change color to red or something when in place, and change back to their original color if they stop being held in place. That alone would have notified me that I needed to keep holding it in place.
    • For the combination lock part, make the green symbol a few shades darker so it's easier to differentiate from the yellow one.
    • There may be some concerns about spawn camping, so it might be a good idea to lock each side's corridor so the other team cannot get into it.
  • sarysa#0502 sarysa Member Posts: 51 Arc User
    edited May 2017
    Positives:
    • Most puzzles are brains over brawn.
    • The fact that teamwork is required.

    Negatives:
    • The core being a big fat FU to escort ships. I mean yeah, we have an advantage when it comes to the "runner" sections like delivering charges and the matching game, but why does it one-shot my full Iconian Mat'Ha at full health with an epic XIV shield? Seriously, tone it down a little.
    • PvP in general being broken...those players who essentially make unkillable ships in particular.
    • The "door key" puzzle doesn't scale down with fewer players, meaning two discos can mean automatic loss if it's in part 3. Honorable mention re: the "short team" problem goes to the delphic box puzzle, though you just get slowed down relative to a team of 5.

    My space game is terrible. (excluding my tac w/ escort which still admittedly needs work) I haven't really figured it out nor had the time to try. So despite my personal negative bias, I love the concept and hope to see additional missions like it in the future.
    Post edited by sarysa#0502 on
  • markhawkmanmarkhawkman Member Posts: 31,942 Arc User
    [*] The core being a big fat FU to escort ships. I mean yeah, we have an advantage when it comes to the "runner" sections like delivering charges and the matching game, but why does it one-shot my full Iconian Mat'Ha at full health with an epic XIV shield? Seriously, tone it down a little.
    I got one-shotted in a Rezreth once, so it's not just escorts that have this problem.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • mercurythefirstmercurythefirst Member Posts: 104 Arc User
    I enjoyed the one run I had so far. I must admit I wasn't any help in the chambers, mostly because there didn't seem to be any visual cues, text, audio or anything to indicate what to do.

    But once I got into the core and got to attack actual PLAYERS for once I decided this was the best queue ever. Got to smash a Jupiter and a Yamato. As a science player, it's good that it seems to be a queue that consistently needs my heals, not just my mindless spam of gravity well and rift.
    [SIGPIC][/SIGPIC]
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    "The greatest danger for most of us is not that our aim is too high and we miss it, but that it is too low and we reach it."

    -Michelangelo
  • sarysa#0502 sarysa Member Posts: 51 Arc User
    edited May 2017
    dabelgrave wrote: »
    So my recommendations would be:
    • [...]
    • There may be some concerns about spawn camping, so it might be a good idea to lock each side's corridor so the other team cannot get into it.

    Given where exactly people spawn, I would go the extra mile with this one and make people in locked off zones immune to enemy weapons and abilities. People starting off with virtually no power don't stand a chance, and can be slowed/tractored in place so they can't ever gain the ability to fight back.
  • risingwolfshadowrisingwolfshadow Member Posts: 619 Arc User
    They've added safe spawn zone.
  • curmecurme Member Posts: 50 Arc User
    It's like fish in a barrel, the fighting space is way too small. Fighting in sector space would be more fun. I still don't understand the combination puzzle. When it shows a color by the door, are you supposed to fly to that color that is floating back behind you?
    I figured out the tractor beam puzzle because I saw other people doing it, but if they weren't, I would of had no clue what to do. The instructions are short and unclear.
  • sarysa#0502 sarysa Member Posts: 51 Arc User
    edited May 2017
    curme wrote: »
    It's like fish in a barrel, the fighting space is way too small. Fighting in sector space would be more fun. I still don't understand the combination puzzle. When it shows a color by the door, are you supposed to fly to that color that is floating back behind you?

    It's a memorization/matching puzzle, like Simon only easier. Match the symbols from left to right. Once any symbol is pressed, they can't be pressed again until they jump to a new location. (even if the wrong one is chosen)

    Ideally, one or two players with Escort-class ships will do this puzzle while in Speed mode, while everyone else keeps the enemies busy.
  • tobiashirttobiashirt Member Posts: 543 Arc User
    nimbull wrote: »
    Is there any way to guard against the core explosions? I notice those things pulse till everyone is dead. You can't fly out of range or stay up close. It also seems to happen every quarter of the way of health you knock off.

    Every time I play this queue, one person on my team seems to survive, or at least survive longer than the rest of us. All I can think is that they're saving an immunity. Confirmed on the 25% criteria for the core...it enters a charging phase with each quarter of health lost.

    The best part of Core Assault, for me, is the variety of builds/consoles/traits/abilities I get to use. It's a big incentive to get new ships/gear and upgade what I have if there are multiple paths to usefulness. Sometimes, I hang around after the marks are rewarded to spar for a bit, provided it's not a 3v1.
  • tobiashirttobiashirt Member Posts: 543 Arc User
    staq16 wrote: »
    People wanted something different. Core Assault is a good start. Overall, I enjoy playing it. The mix of combat and puzzles is a solid attempt at making something new and different. Having pvp enabled at the end is a nice touch too as it's fun to blow people out of the sky just to rub it in.

    More to the point, the PVP element makes it generally more unpredictable - and therefore capable of sustaining interest.

    And actually, I think the PVP in core assault is very well executed. The requirement for teams to defend their own core while attacking the opposing one, in a fairly confined space, introduces an interesting dynamic; it's a neat counter to the problems of ships running off into the distance, or endlessly protracted duals, in other environments. The lack of a kill-score also limits vaper antics; it's great to quickly slag an opponent, but if you can't repeat the process quickly it's of limited value.

    Agreed on the above...the presence of PvP amounts to a catchup mechanic rather than being the sole point of the mission. Doing it just to troll other people or rub it in is exactly the opposite of what we need to do if this queue is to maintain a healthy population.
  • reyan01reyan01 Member Posts: 11,407 Arc User
    curme wrote: »
    It's like fish in a barrel, the fighting space is way too small. Fighting in sector space would be more fun. I still don't understand the combination puzzle. When it shows a color by the door, are you supposed to fly to that color that is floating back behind you?

    It's a memorization/matching puzzle, like Simon only easier. Match the symbols from left to right. Once any symbol is pressed, they can't be pressed again until they jump to a new location. (even if the wrong one is chosen)

    Ideally, one or two players with Escort-class ships will do this puzzle while in Speed mode, while everyone else keeps the enemies busy.

    I still find that annoying. Too many players either too ignorant to learn what to do or simply can't think beyond 'shoot stuff'. Flying around, being the only one on the team actually doing said puzzle, is tiresome. I have to confess I bailed on an instance of this yesterday, because after getting past two doors (which oferred the 'Jack in a box' and 'kill lots of of ships') significantly ahead of the oposing team I found myself the only one doing the symbol puzzle and this slowed us down enough that the oposing team, presumably with more than one player doing the puzzle opened their door first.

    I probably shouldn't have quit but afraid I wasn't in the mood for doing that team's work for them at that point and when saw our core's health fading fast I decided enough was enough.
    3U3C0SJ.jpg

  • sarysa#0502 sarysa Member Posts: 51 Arc User
    edited May 2017
    reyan01 wrote: »
    I have to confess I bailed on an instance of this yesterday, because after getting past two doors (which oferred the 'Jack in a box' and 'kill lots of of ships') significantly ahead of the oposing team I found myself the only one doing the symbol puzzle and this slowed us down enough that the oposing team, presumably with more than one player doing the puzzle opened their door first.

    This is where we differ. Since my main is an escort and I have a _lot_ of hand-me-down cannons, most of my alts have escorts simply by default. I can solo the puzzle pretty quickly so it's where my team tends to recover.

    It's the core that makes me want to RQ...one-shotting razzafrazzing piece of...

    In any case, I suppose there's some amount of balance to it.
  • nimbullnimbull Member Posts: 1,462 Arc User
    tobiashirt wrote: »
    nimbull wrote: »
    Is there any way to guard against the core explosions? I notice those things pulse till everyone is dead. You can't fly out of range or stay up close. It also seems to happen every quarter of the way of health you knock off.

    Every time I play this queue, one person on my team seems to survive, or at least survive longer than the rest of us. All I can think is that they're saving an immunity. Confirmed on the 25% criteria for the core...it enters a charging phase with each quarter of health lost.

    The best part of Core Assault, for me, is the variety of builds/consoles/traits/abilities I get to use. It's a big incentive to get new ships/gear and upgade what I have if there are multiple paths to usefulness. Sometimes, I hang around after the marks are rewarded to spar for a bit, provided it's not a 3v1.

    I try to save my major damage reductions for each 25% mark like barrel roll and the device that reduces damage. It seems hit or miss though since there is no charge indicator like the Crystal Entity has that I've seen so far. Getting out past 10K like with the Entity doesn't even work.
    Green people don't have to be.... little.
  • dabelgravedabelgrave Member Posts: 979 Arc User
    edited May 2017
    I ran it two more times. These times on Advanced since I finally figured out how to increase the difficulty in the queue window (it's so unintuitive), so now I can get the Stratagems. The first time through, my team didn't have enough dps or CC or something, so we never made it past the Swarm. The second time through, we lost again, but most of the players stuck around for some friendly PvP. I'd have to say this was the most fun I've had in the queues in a long time, even though we lost.

    I really wish the team channels weren't disbanded at the exact moment the objectives complete.
  • warpangelwarpangel Member Posts: 7,154 Arc User
    The core charge does what the Crystalline Entitity's charge should do...it kills you.

    That's a good thing.
  • markhawkmanmarkhawkman Member Posts: 31,942 Arc User
    dabelgrave wrote: »
    I ran it two more times. These times on Advanced since I finally figured out how to increase the difficulty in the queue window (it's so unintuitive), so now I can get the Stratagems. The first time through, my team didn't have enough dps or CC or something, so we never made it past the Swarm. The second time through, we lost again, but most of the players stuck around for some friendly PvP. I'd have to say this was the most fun I've had in the queues in a long time, even though we lost.

    I really wish the team channels weren't disbanded at the exact moment the objectives complete.
    At least it doesn't kick you if you DC.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
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  • lordmalak1lordmalak1 Member Posts: 4,547 Arc User
    Anyone get hit with 1.5 million damage for drifting into the opposing teams respawn room ?
    Anyone else get hit with similar damage as above from 'reactor' when getting too close during combat ?
    Anyone else get stiffed when they run the mission before the invisible 20 hour cooldown expires ?

    Seems a bit petty if you ask me, considering this pays out better than any PvE in the game even if you lose. PvP'ers aren't griefers no matter how hard you wanna believe otherwise. Why should the room grief you ?
    KBF Lord MalaK
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    Now shaddup about the queues, it's a BUG
  • odinforever20000odinforever20000 Member Posts: 1,552 Arc User
    tobiashirt wrote: »
    nimbull wrote: »
    Is there any way to guard against the core explosions? I notice those things pulse till everyone is dead. You can't fly out of range or stay up close. It also seems to happen every quarter of the way of health you knock off.

    Every time I play this queue, one person on my team seems to survive, or at least survive longer than the rest of us. All I can think is that they're saving an immunity. Confirmed on the 25% criteria for the core...it enters a charging phase with each quarter of health lost....

    So I survive Core blasts (but dont park next to it.)..I dont run immunities. Just high rez and lots o heals.


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  • nimbullnimbull Member Posts: 1,462 Arc User
    warpangel wrote: »
    The core charge does what the Crystalline Entitity's charge should do...it kills you.

    That's a good thing.

    Yes but unlike the entity it doesn't show the charge up to the detonation. Also you can't fly out of range like you can with the entity by moving beyond 10km.
    Green people don't have to be.... little.
  • tobiashirttobiashirt Member Posts: 543 Arc User
    tobiashirt wrote: »
    nimbull wrote: »
    Is there any way to guard against the core explosions? I notice those things pulse till everyone is dead. You can't fly out of range or stay up close. It also seems to happen every quarter of the way of health you knock off.

    Every time I play this queue, one person on my team seems to survive, or at least survive longer than the rest of us. All I can think is that they're saving an immunity. Confirmed on the 25% criteria for the core...it enters a charging phase with each quarter of health lost....

    So I survive Core blasts (but dont park next to it.)..I dont run immunities. Just high rez and lots o heals.

    Same here with the rez and heals...had a run where I managed to survive with a bit of health. Looking at the instant replay shows ~300k+ electrical damage, which I'd assume falls under energy resists for armor. Anyone been able to figure out if there's a safe distance, since it'd be nice to survive by avoiding the blast rather than piling 120k hull onto a Narcine with 50+% general resists.
  • nimbullnimbull Member Posts: 1,462 Arc User
    tobiashirt wrote: »
    tobiashirt wrote: »
    nimbull wrote: »
    Is there any way to guard against the core explosions? I notice those things pulse till everyone is dead. You can't fly out of range or stay up close. It also seems to happen every quarter of the way of health you knock off.

    Every time I play this queue, one person on my team seems to survive, or at least survive longer than the rest of us. All I can think is that they're saving an immunity. Confirmed on the 25% criteria for the core...it enters a charging phase with each quarter of health lost....

    So I survive Core blasts (but dont park next to it.)..I dont run immunities. Just high rez and lots o heals.

    Same here with the rez and heals...had a run where I managed to survive with a bit of health. Looking at the instant replay shows ~300k+ electrical damage, which I'd assume falls under energy resists for armor. Anyone been able to figure out if there's a safe distance, since it'd be nice to survive by avoiding the blast rather than piling 120k hull onto a Narcine with 50+% general resists.

    I get the feeling the even though you'd think electrical is an energy type damage it's not an energy type that would be recognized by the all resists if they didn't put it in that category of damage. Kind of like how Universal seating on a ship isn't universal for say pilot, intel, command, etc abilities. That's my first impression of that anyway and I could be wrong and it is covered under universal energy but given Cryptic/PWE's history I'm doubtful.
    Green people don't have to be.... little.
  • shadowfang240shadowfang240 Member Posts: 27,437 Arc User
    electrical is part of all resist; that's why it now has its own stat on a ship's infocard, along with radiation​​
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  • kragenskjoldkragenskjold Member Posts: 269 Arc User
    Open both red and blue team doors to core when one team opens it, which gets the bonus. I don't like winning before the other team could get into the fight.
  • nimbullnimbull Member Posts: 1,462 Arc User
    Open both red and blue team doors to core when one team opens it, which gets the bonus. I don't like winning before the other team could get into the fight.

    The other team may not want to get in to the fight. Especially since people have been avoiding the puzzles and just farming mobs that spawn in large numbers in the puzzle areas.
    Green people don't have to be.... little.
  • lordmalak1lordmalak1 Member Posts: 4,547 Arc User
    I noticed last night that NPC's spawn camp the first team to enter the core rooms reactor. I've been seeing this for days and thought it was the other team, but last night they were Borg cubes and spheres. I didn't see any near the other reactor. So, is this a handicap against a 'better' team ?

    Also noticed, reward increases the more you fight the other teams ships instead of attacking the core. I've gotten better rewards losing the mission than I have winning it, based on how many enemy players I've attacked.

    IF only the room itself didn't grief you by randomly killing you with those core attacks. Sigh.
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    Now shaddup about the queues, it's a BUG
  • shadowfang240shadowfang240 Member Posts: 27,437 Arc User
    it's not random; it's at every 1/4 of the core's health​​
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    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."

    How Game Devs SHOULD be interacted with:
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    "Curiosity is bad! It gets you in trouble, it gets you killed...and more importantly, it makes you poor!"

    "Beware of dog. Or possibly, enhanced, psycho-addicted, cybernetically-enhanced nightstalker death-dealing dog from hell."
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.

    Stand with Star Trek: The Animated Series content for STO! #TASforSTO
  • lordmalak1lordmalak1 Member Posts: 4,547 Arc User
    AAhhhhhh...... so who'se it kill, the closest players or everyone ?
    KBF Lord MalaK
    Awoken Dead
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    Now shaddup about the queues, it's a BUG
  • shadowfang240shadowfang240 Member Posts: 27,437 Arc User
    i would guess everyone in range who isn't currently running enough buffs to be able to survive the pulse - and the range seems to be higher than the snowflake's 10 km pulse from what i've heard, though how much higher, i don't know​​
    Get the Forums Enhancement Extension!

    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."

    How Game Devs SHOULD be interacted with:
    http://askagamedev.tumblr.com/post/157238832062/i-remember-your-52080-rule-and-it-was-an-awesome

    "Curiosity is bad! It gets you in trouble, it gets you killed...and more importantly, it makes you poor!"

    "Beware of dog. Or possibly, enhanced, psycho-addicted, cybernetically-enhanced nightstalker death-dealing dog from hell."
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.

    Stand with Star Trek: The Animated Series content for STO! #TASforSTO
  • sarysa#0502 sarysa Member Posts: 51 Arc User
    edited May 2017
    it's not random; it's at every 1/4 of the core's health​​

    I used to think this, but I've had off-bursts happen as well...i.e. two above 50%. I think it's strictly timer based, roughly once every 45-60 seconds the core is in combat.
  • lordmalak1lordmalak1 Member Posts: 4,547 Arc User
    Prolly an incentive to ignore the core and go after the other players ?
    KBF Lord MalaK
    Awoken Dead
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    Now shaddup about the queues, it's a BUG
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