None of the ships I fly can avoid killing the fake cores. It's not fair on the rest of the team to lose the bonus because 1 or more people in the team cannot avoid killing the cores. It's about not being able to avoid when using your chosen weapon system or ship.
The only way this would be possible if your ship is consistently/constantly generating a 10km wide 360 AOE damage field.
There is no such vessel in Star Trek Online.
I conferred with two other players and they concurred with that assessment.
I could think of only three ways this might happen with the player being unable to disable it:
Stay On Target trait. Autofires a microtorpedo while the ship is pointed at a target.
Dominion Vanguard Escorts Alpha/Beta. Cannot be disabled and will always seek out targets independently.
The player launched their Hanger Bay pets and didn't recall them.
And there's a way to fix all of these, with Stay On Target, turn the ship to fire broadside.
Dominion Vanguard, pick another ship.
Hanger Bays, don't launch them!
The mechanics controlling AutoFire are not innately linked to any specific ship design/class, they are an independent function in the game combat settings:
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad
None of the ships I fly can avoid killing the fake cores. It's not fair on the rest of the team to lose the bonus because 1 or more people in the team cannot avoid killing the cores. It's about not being able to avoid when using your chosen weapon system or ship.
The only way this would be possible if your ship is consistently/constantly generating a 10km wide 360 AOE damage field.
There is no such vessel in Star Trek Online.
I conferred with two other players and they concurred with that assessment.
I could think of only three ways this might happen with the player being unable to disable it:
Stay On Target trait. Autofires a microtorpedo while the ship is pointed at a target.
Dominion Vanguard Escorts Alpha/Beta. Cannot be disabled and will always seek out targets independently.
The player launched their Hanger Bay pets and didn't recall them.
And there's a way to fix all of these, with Stay On Target, turn the ship to fire broadside.
Dominion Vanguard, pick another ship.
Hanger Bays, don't launch them!
The mechanics controlling AutoFire are not innately linked to any specific ship design/class, they are an independent function in the game combat settings:
Well that assessment is incorrect. All my ships due to the primary weapon generate a 7km+ 360 AoE threat range often killing targets 15+Km away from me. Even if I stop firing and turn auto fire off once the fake cores appear the fake cores still tend to blow up. Even if I move 10+km away I still tend to blow them up.
Your idea would require me to do a skill repec, massive investment in a different weapon system, and change ships, abandon pets and change traits to avoid this. Most of my build is built around none targeting 360 AOE damage field area. Apart from finding it more fun I fly like this to put less pressure on my bad joints. Plus I like big explosions.
There is nothing wrong with blowing up fake cores, it does not harm and there are better options then making them an optional objective.
Not entirely true, decoys trigger an EMP-like effect when destroyed which disables your ship for a few seconds, but that's easily countered by using science team. It does get annoying when you see players blowing up the fake subpower cores, since they have no idea what a decoy is.
I should have clarified what I said about the visual anomaly, I meant flying to the bottom of the vast ship from the outside and looking upwards.
Not entirely true, decoys trigger an EMP-like effect when destroyed which disables your ship for a few seconds, but that's easily countered by using science team. It does get annoying when you see players blowing up the fake subpower cores, since they have no idea what a decoy is.
I should have clarified what I said about the visual anomaly, I meant flying to the bottom of the vast ship from the outside and looking upwards.
I have never experienced that EMP effect or had my ships disabled in any noticeable way. I just fly by the cores as they blow up. There is no easy way for me to avoid blowing them up and as I never see an impact from doing it I just let them blow up.
Not entirely true, decoys trigger an EMP-like effect when destroyed which disables your ship for a few seconds, but that's easily countered by using science team. It does get annoying when you see players blowing up the fake subpower cores, since they have no idea what a decoy is.
I should have clarified what I said about the visual anomaly, I meant flying to the bottom of the vast ship from the outside and looking upwards.
I have never experienced that EMP effect or had my ships disabled in any noticeable way. I just fly by the cores as they blow up. There is no easy way for me to avoid blowing them up and as I never see an impact from doing it I just let them blow up.
It's basically the console power from the last Breach event. Voth frigates have been doing that since they were added to the game.
But there is no way to take part and earn rewards in the trench run for 4 players. Hitting targets is not being helpful and does not earn extra rewards or make it go faster.
You do know that there is an optional for hitting weak points right? And weak points give a surprisingly high number of points for star ship mastery.
If you're talking about the optional for the 100% target plinking, they don't give anything anymore. Just got done running Breach(Advanced) within the past 5 minutes of this post. You're best off just flying through, and either go cloaked, or smack all your movespeed spike abilities when you're coming up on the two integrity field nodes. Or pulling up to the section just before the 2nd integrity field node, and waiting for the speed demon in the party to get everyone there.
But there is no way to take part and earn rewards in the trench run for 4 players. Hitting targets is not being helpful and does not earn extra rewards or make it go faster.
You do know that there is an optional for hitting weak points right? And weak points give a surprisingly high number of points for star ship mastery.
If you're talking about the optional for the 100% target plinking, they don't give anything anymore. Just got done running Breach(Advanced) within the past 5 minutes of this post. You're best off just flying through, and either go cloaked, or smack all your movespeed spike abilities when you're coming up on the two integrity field nodes. Or pulling up to the section just before the 2nd integrity field node, and waiting for the speed demon in the party to get everyone there.
I tested it last night. Me ands some buds made a premade, and shot hard points until we got 100%. It literally gave the same results as not shooting anything. So yeah, I can confirm that the optional in the event does NOT give anything. I THINK it's actually a separate way to trigger the "rally at the breach site" objective. Except it's the slow way.
But there is no way to take part and earn rewards in the trench run for 4 players. Hitting targets is not being helpful and does not earn extra rewards or make it go faster.
You do know that there is an optional for hitting weak points right? And weak points give a surprisingly high number of points for star ship mastery.
If you're talking about the optional for the 100% target plinking, they don't give anything anymore. Just got done running Breach(Advanced) within the past 5 minutes of this post. You're best off just flying through, and either go cloaked, or smack all your movespeed spike abilities when you're coming up on the two integrity field nodes. Or pulling up to the section just before the 2nd integrity field node, and waiting for the speed demon in the party to get everyone there.
I tested it last night. Me ands some buds made a premade, and shot hard points until we got 100%. It literally gave the same results as not shooting anything. So yeah, I can confirm that the optional in the event does NOT give anything. I THINK it's actually a separate way to trigger the "rally at the breach site" objective. Except it's the slow way.
Respectfully, I'll go ahead and stick with my racing to the end with my engine that has a little bit of ship on the side. Mostly because I had 15 pylons running the event each day. I'm just glad it's over, but like the last Breach event, I have dreams of the trench run with the peaceful sounds of the false core crackling from the actions of a jackass hitting everything with a red name.
But there is no way to take part and earn rewards in the trench run for 4 players. Hitting targets is not being helpful and does not earn extra rewards or make it go faster.
You do know that there is an optional for hitting weak points right? And weak points give a surprisingly high number of points for star ship mastery.
If you're talking about the optional for the 100% target plinking, they don't give anything anymore. Just got done running Breach(Advanced) within the past 5 minutes of this post. You're best off just flying through, and either go cloaked, or smack all your movespeed spike abilities when you're coming up on the two integrity field nodes. Or pulling up to the section just before the 2nd integrity field node, and waiting for the speed demon in the party to get everyone there.
I tested it last night. Me ands some buds made a premade, and shot hard points until we got 100%. It literally gave the same results as not shooting anything. So yeah, I can confirm that the optional in the event does NOT give anything. I THINK it's actually a separate way to trigger the "rally at the breach site" objective. Except it's the slow way.
Respectfully, I'll go ahead and stick with my racing to the end with my engine that has a little bit of ship on the side. Mostly because I had 15 pylons running the event each day. I'm just glad it's over, but like the last Breach event, I have dreams of the trench run with the peaceful sounds of the false core crackling from the actions of a jackass hitting everything with a red name.
Agreed, 100%ing the weak points is the slow way and a bit pointless.
And weak points give a surprisingly high number of points for star ship mastery.
That used to be true, before they removed the XP from them this time around. There was no XP given at all for anything in the trench run, not even the turrets/nodes which used to give a decent amount as well. With no XP at all, I never bothered to shoot at ANYTHING after I discovered that, until I'd gotten inside the ship that is.
I almost expect the next time this even is run, that they simply put us outside the door we need to blow to get inside. The trench run is simply a time sink with zero rewards, unless you can somehow get to 100% on the hardpoints. But I think that would need to be done in a pre-made team because the first player to get to the door would stop that from happening.
Hello. My name is iamynaught and I am an altaholic.
I almost expect the next time this even is run, that they simply put us outside the door we need to blow to get inside. The trench run is simply a time sink with zero rewards, unless you can somehow get to 100% on the hardpoints. But I think that would need to be done in a pre-made team because the first player to get to the door would stop that from happening.
I tested the hardpoints. it doesn't affect mark payout.
I tested the hardpoints. it doesn't affect mark payout.
Wow, that really is sad then. There is absolutely no reason to do anything in the trench run at all anymore except get through it as fast as you can.
See my previous posts. It was explained and tested already. And if you've got multiple pylons as I do, with the intent of getting the payout at the end for each pylon, you want the runs done as quick as possible. Hell, all your team really has to do, is rush to the halfway point at the "50 yard line" just before the 2nd node, and go afk while the frontloader gets to the other end.
Comments
no they are so rare where are there no not here..
Tsuki ni Kawatte Oshioki Yo
The only way this would be possible if your ship is consistently/constantly generating a 10km wide 360 AOE damage field.
There is no such vessel in Star Trek Online.
I conferred with two other players and they concurred with that assessment.
I could think of only three ways this might happen with the player being unable to disable it:
And there's a way to fix all of these, with Stay On Target, turn the ship to fire broadside.
Dominion Vanguard, pick another ship.
Hanger Bays, don't launch them!
The mechanics controlling AutoFire are not innately linked to any specific ship design/class, they are an independent function in the game combat settings:
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad
Your idea would require me to do a skill repec, massive investment in a different weapon system, and change ships, abandon pets and change traits to avoid this. Most of my build is built around none targeting 360 AOE damage field area. Apart from finding it more fun I fly like this to put less pressure on my bad joints. Plus I like big explosions.
There is nothing wrong with blowing up fake cores, it does not harm and there are better options then making them an optional objective.
I should have clarified what I said about the visual anomaly, I meant flying to the bottom of the vast ship from the outside and looking upwards.
My character Tsin'xing
If you're talking about the optional for the 100% target plinking, they don't give anything anymore. Just got done running Breach(Advanced) within the past 5 minutes of this post. You're best off just flying through, and either go cloaked, or smack all your movespeed spike abilities when you're coming up on the two integrity field nodes. Or pulling up to the section just before the 2nd integrity field node, and waiting for the speed demon in the party to get everyone there.
My character Tsin'xing
Respectfully, I'll go ahead and stick with my racing to the end with my engine that has a little bit of ship on the side. Mostly because I had 15 pylons running the event each day. I'm just glad it's over, but like the last Breach event, I have dreams of the trench run with the peaceful sounds of the false core crackling from the actions of a jackass hitting everything with a red name.
My character Tsin'xing
That used to be true, before they removed the XP from them this time around. There was no XP given at all for anything in the trench run, not even the turrets/nodes which used to give a decent amount as well. With no XP at all, I never bothered to shoot at ANYTHING after I discovered that, until I'd gotten inside the ship that is.
I almost expect the next time this even is run, that they simply put us outside the door we need to blow to get inside. The trench run is simply a time sink with zero rewards, unless you can somehow get to 100% on the hardpoints. But I think that would need to be done in a pre-made team because the first player to get to the door would stop that from happening.
Losing faith in humanity, one person at a time.
My character Tsin'xing
Wow, that really is sad then. There is absolutely no reason to do anything in the trench run at all anymore except get through it as fast as you can.
Losing faith in humanity, one person at a time.
See my previous posts. It was explained and tested already. And if you've got multiple pylons as I do, with the intent of getting the payout at the end for each pylon, you want the runs done as quick as possible. Hell, all your team really has to do, is rush to the halfway point at the "50 yard line" just before the 2nd node, and go afk while the frontloader gets to the other end.
I'd rather lose the trench run and have the interior fight with the different hangar bays again. That used to be my favorite part, actually.
These event rewards are not placed under the event store reclaim tab. Instead they're put into the dilithium store.
Stupid I know.