test content
What is the Arc Client?
Install Arc

Coliseum was awesome, BUT... (spoiler alert)

1235725

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    More like:

    Cruiser - Covariant Shields
    Escort - Covariant Shields
    Science - Covariant Shields



    The other shields are worthless. They need to be looked at.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Well, that would instantly destroy Engineers.

    No other class is similarly limited, and no Weapon Energy doesn't count for Tactical as it instantly restores after a cycle and serves to limit multiple energy weapon use, and effects all Classes.
    This.

    The gear itself needs to be tweaked: not just shields and engines but even weapons.

    Right now, the procs on many weapons really don't contribute proportionately or scale up as well. Plasma weapons procs are woefully underpowered compared to the universal debuff from disruptors. Tetryons are quite good early on but are virtually useless at VA levels (where they become drops in the bucket). Same is true for transphaic torpedoes.

    It feels like the devs start off by wanting a clear weapon progression (i.e. all VA should use antiprotons) but they about faced with phasers/disruptors, leaving inferior offerings in the middle.

    Either the systems should:
    • make all gear offerings the same tier for skill input (lateral, not vertical)
    • or
    • scale the gear stats up to be proportionate to the SP input. (vertical, not lateral)

    Right now gear in the game has well-defined valleys where many gear options aren't viable, even if they're the same Mk and Rarity.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I used a piece of paper; no calculator. It wasn't any more immersion breaking than similar puzzles in Baldur's Gate.

    In Baldurs Gate you don't have Science Officers with Tricorders that have more processing power and memory than you can imagine so a math puzzle should never even show up.

    But you did have Imoen who started off cute and got more and more annoying as the game went along.

    Much like Star Trek Online puzzles.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I just hate how the Reman Shields don't progress with....felt like I got slapped in the face... :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Anyone know what would be better to have - the Borg Regenerative Shields (w/ full set) or the Reman Covariant Shields?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Either the systems should:
    • make all gear offerings the same tier for skill input (lateral, not vertical)
    • or
    • scale the gear stats up to be proportionate to the SP input. (vertical, not lateral)

    Has to be lateral.

    With limited weapon slots better will always be, uh, better. If you make later tiers better than earlier ones no one will stick with the earlier ones (except maybe a pure science-support build) even with the skill point differences being as abusive as they are now. Weapons are just such a basic part of any build, and don't suffer cool downs. You'd be hard pressed to find much of anyone who would skimp on their guns. Basically you'll end up with the reverse of what we see now, almost no one using Phasers and Disruptors and pretty much everyone using Anti-proton and Tetrion.

    Realistically they should just have skill point costs as follows:

    Tier 1 = 100 points
    Tier 2 = 200 points
    Tier 3 = 300 points
    Tier 4 = 300 points
    Tier 5 = 300 points

    For all skills, not just weapons. After all, bonuses top out at tier 3. Past that you're paying more for the same bonus. The skill system was designed with no cap in mind, and that's basically become a huge Achilles Heel for the system. Of course, since level advancement is currently based on skill point expenditure they can't exactly do much of anything without it being a major fundamental change.

    The skill system is broken, and Cryptic needs to reboot the heck out of it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Corvariant shields are always better. Shields with lower health just don't ever regen enough to make them worth it. Battles are much faster than that regen could ever hope to be.

    Regen and stuff is fine if you plan to hit and run a lot.... but still, really no, it's not fine and still sucks. :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Why do people assume the science officer is a math genious?
    Since its never specific for all you know they could be geologists or biologists or medics. :p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Excellent episode and the length of it, well awesome, longest episode I've played. And at the end, I was screaming!! "YOU F**!"
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    My problem is I'm starting to wonder what fleet I'm serving. There's precious few Starfleet ships now that look like STARFLEET ships, what with all the borg, aegis, and reman doodads on all of them.

    It's really starting to not feel like Star Trek anymore, and that's really impacting my interest in the game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Umm not sure what you talking about the only Difference in theses in the CAP3 Corviant shilds is about 1000 shild strength which the Remain shilds make up in Regen rate i belive. Personaly these are better shilds then the Ageis set (and i can compare all three since i do have them)

    the regen rate of 118 on the k7 to the regen rate of 120 on the reman does not even come close to making of the 1000 plus shield difference. Bottom line best shield in the game is the one with the most shields im sure there are people out there who wouldnt mind a zero regen rate.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    There's some rough edges in there - some people had trouble being trapped by the satellite, some don't like math much and most of us probably ran right past the rock formation on their first go - but the only word that comes to mind trying to put a label on this mission is simply Epic! :D

    This entire series is shaping up to be very solo-centric, though. All those who do their features in a group, I highly recommend running some of these, particularly Coliseum, solo at least once. I think you very much need to feel lost, outnumbered and alone to truly feel this one.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Mojo wrote: »
    My problem is I'm starting to wonder what fleet I'm serving. There's precious few Starfleet ships now that look like STARFLEET ships, what with all the borg, aegis, and reman doodads on all of them.

    It's really starting to not feel like Star Trek anymore, and that's really impacting my interest in the game.

    Then don't play, I don't need people like you ruining my fun and taking away the gear I worked to get

    Ps thanks for the shield cryptic
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I agree that it was a great mission, one of the best (if not the best) to date -

    *Spoilers, although if you got this far without knowing what happens then you're very skilled at selective reading :p*



    I especially liked the way that the escape took place over a whole night and into the next day, made it seems more like you really were seperated from the comfort of your Ship (longest 'away mission' yet?) and how the story progressed through different phases like a real episode, although I think it would've ended better had there been one last scene in your Transporter room or some such, with your crew asking what's been going on (the usual "we lost your transporter signal, blah blah" stuff) although you can easily work out what happened at the end, it'd just be a nice way to round it off.

    Keep up the good work! :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    drewboi83 wrote:
    Awesome episode (even if the waypoints on the desert map were a bit difficult to see!). I was half expecting the words "To be continued ...." pop up onscreen

    Reman; it's too bright...

    Chozo; dude, it's night
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Flato wrote: »
    the regen rate of 118 on the k7 to the regen rate of 120 on the reman does not even come close to making of the 1000 plus shield difference. Bottom line best shield in the game is the one with the most shields im sure there are people out there who wouldnt mind a zero regen rate.

    well i went ingame to look at something (along with a couple of friends and we discover that the regen and Shild capity also deponds on what type of toon your running on here i will put example up

    Mk X Corvaint CApX3:

    8,491 Shild Cap
    (10% bleedthough)
    131 Regen

    Ageis:

    7,857 Shild Cap
    (10% Bleedthought)
    131 Regen

    Reman:

    8,025 Shild Cap
    (10% BleedThough)
    134 Regen

    Like i said to me the Reman shild is just as Good as the Cap 3 Purple Covariant
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Yep, awesome mission. I felt along and trapped a few times during the Colosseum. The length was refreshing, and as others have pointed out, I love how you stay overnight in a cave. Actually, the whole desert part reminded me of the Vulcan arc in the 4th season of Enterprise. I loved the feeling when I walked out of the wreckage to be rescued, and then come face to face with Scorpion fighters and lots of Romulans.

    My only piece of negative feedback is that while I enjoyed the math section the first time (and luckily I had my trusty calculator on my desk), it will get old real quick as I try to run this mission with all my other characters.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    A very well done mission. All missions should be this long and this GOOD. Although there are a few loop holes of why the roms let the prisoner run amok and break things; overall its very well done. Luuurrve the reman shields hohoho.

    The math was alright; not everyone knows quantum physics or string theory puzzles.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    well i went ingame to look at something (along with a couple of friends and we discover that the regen and Shild capity also deponds on what type of toon your running on here i will put example up

    Mk X Corvaint CApX3:

    8,491 Shild Cap
    (10% bleedthough)
    131 Regen

    Ageis:

    7,857 Shild Cap
    (10% Bleedthought)
    131 Regen

    Reman:

    8,025 Shild Cap
    (10% BleedThough)
    134 Regen

    Like i said to me the Reman shild is just as Good as the Cap 3 Purple Covariant

    Different shield capacity based on different toons is common knowlege and as far and the remean shield being better your math just proved it is not by your numbers it cap x3 has 466 more shield and that is per facing so take that for a grand total of 1864 Or u can look at it like this reman shield plus 35 percent field generator equals 10833.75 and capx3 equals 11462.85 take those number and multiply by 4 and u have 43335 for the reman and 45851.4 a 2516 difference it all makes a difference and then u through in shied resists on top of that bottom line cap x3 is still better and there is no reason why the reman could not have the same stats.......

    O and if u think that regen makes up the difference LOL



    The Reman shield is exactly what it says it is a blue mk xi with two capx2 look at mk xi blue with capx2 they have identical shield strength
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Flato wrote: »
    Different shield capacity based on different toons is common knowlege and as far and the remean shield being better your math just proved it is not by your numbers it cap x3 has 466 more shield and that is per facing so take that for a grand total of 1864 Or u can look at it like this reman shield plus 35 percent field generator equals 10833.75 and capx3 equals 11462.85 take those number and multiply by 4 and u have 43335 for the reman and 45851.4 a 2516 difference it all makes a difference and then u through in shied resists on top of that bottom line cap x3 is still better and there is no reason why the reman could not have the same stats.......

    O and if u think that regen makes up the difference LOL



    The Reman shield is exactly what it says it is a blue mk xi with two capx2 look at mk xi blue with capx2 they have identical shield strength

    Am not disagreeing with you but base on number all am saying is the Reman Shild is a good Alt to the Cap 3 shild and shouldn;t be disregarded just becuase its a bit weaker and yes i mean a bit, cuase with the Extra Regen and right heal shild buffs they make a good pair of shilds
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Lilist wrote:
    What I didn't get was why their computers in the first part were getting screwed up by maths problems I could do in my head. How s**t are Romulan computers :confused:

    The Roms got the computers cheap from some Ferengi who got ahold of a large batch of original Pentium chips...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    I really enjoyed this one <^_^> well I've enjoyed this entire series really - I won't say it's the best of the lot (because I really, really dug Mine Enemy), but it's darn good.


    The greatest thing I think, was the whole long walk bit... yes, it's not much in the way of action... but it really sets up some good interaction with Slamek, and makes the end hit a little harder. Also slightly more surprising (though if you read the files earlier in the mission you probably have a hint to start with.)

    So yeah, thumbs up imo.

    Also - I like the reward. Sadly I can't really use it on my 2 mains because I have better gear*... but it's a neat reward, and I fully intend to use it on some of my lowbies.

    <^_^>b happy squirrel is happy.

    Oh... I do have one sidenote, not a complaint about the mission exactly, but a minor thing about the weapons:

    I like the sword animations, albeit I was disappointed both were non-human swords... but; I'm going to ask this before you get too far on any other melee weapons:

    Please, please, please don't just have all swords wielded the same way. For the types of swords this episode had? Those animations were fine. They felt kind of heavy and hacky, that's perfect for those styles of blades... but if you do say... a Katana, or a Longsword, or a Rapier (My top 3 wants), please try to get the animations in some presentable state so that they don't look goofy. Most games utterly ignore the proper use of melee weapons, and while this is acceptable with weapons that don't really exist... it really drives me up the wall with ones that do. >< (See my rants on the CO forums about the Single Blade set, where some of these animations are borrowed from)

    I'd also mention this to your Neverwinter team. I really want to play that game when it comes out; but if the melee animations totally ignore how a weapon is used... I'm going to be irritable >< to say the least.\

    Okay, so that's my one side-thing. (It's not even a complaint yet! It's a complaint about possible things I may complain about in THE FUTURE!)

    >.> Otherwise, good stuff!









    *I'd still use it if that were the only issue, but the Aegis set bonus I just can't give up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    My whole point of this thread was that the little bit does matter and my main point is that it was a poor decesion on cryptic part to not have this new shield equal or exceed the old k7 shield which has been a staple on ships for a very long time now. If u like the new FX of the new shield and want to justify it as being close enough in strength that u wont see a difference then do so. But in reality there is a difference and no good reason there should be.

    Im sticking with the mk x k7 and must pass on the sugar coated mk xi capx2 shield renamed as a reman prototype with a colorful fx.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Flato wrote: »
    the regen rate of 118 on the k7 to the regen rate of 120 on the reman does not even come close to making of the 1000 plus shield difference. Bottom line best shield in the game is the one with the most shields im sure there are people out there who wouldnt mind a zero regen rate.

    count me as one of those. 90% of shield regeneration comes from abilities, why would i even need a regeneration rate?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    After I get to Marooned, the mission won't progress. The guy I'm escorting says there's Scorpions flying around, but none ever spawn, and there are no quest markers on the map or minimap.

    Did I miss something, or is something wrong?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Hmm, you should see the fighters flying over as you run forward. Open your main map and then zoom it in some to see the white circles, they don't seem to show up until you do that.

    There are several scripted sequences you have to trigger as you move across the desert to make the mission progress properly so make sure you do everything it says in order.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    ironwill96 wrote: »
    Hmm, you should see the fighters flying over as you run forward. Open your main map and then zoom it in some to see the white circles, they don't seem to show up until you do that.

    There are several scripted sequences you have to trigger as you move across the desert to make the mission progress properly so make sure you do everything it says in order.

    None of that ever came up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    First of all, loved the episode. It had a great mix of trek ground adventure episodes like "The Enemy", "Attached", "The Ascent", and a little style from "Flight of the Phoenix" thrown in. I also loved the tip of the hat to ST:VI at the end.

    However, I have a few criticisms about the mission, major and minor, so stop reading here if you hate spoilers:




    .




    .




    .




    1. How did my transporter beam get intercepted so that I materialised into the arena cage? Some technobabble exposition would've been nice.


    2. Was my comm badge taken? Obviously I'm on the same planet that my ship was orbiting. My weapons became useful again after escaping the arena, so my comm badge must've been working too. My ship wouldn't (and obviously didn't) break orbit without me and they would've been actively scanning the planet to find me. Having a line about my comm badge being removed would've been a nice way of explaining why I couldn't just beam up instantly.


    3. Sehlats are NOT space lions! They are space BEARS.


    4. There was absolutely no space combat in this episode. There was about 5 seconds of space combat in the previous episode and flying around in a shuttle shooting fighters inside a giant space station - while awesome in its own right - does not count as space combat to me.

    I want to fire phasers at things with my big mighty starship, dammit.


    5. The Reman shields reward is a pure vanity item. Nice, but it's completely outclassed by the Aegis and Borg sets and accompanying defense bonuses, and is even pointless next to the Mk X [Cap x3] covariant. The only good thing about it is it makes your ship look dark and sexy. Which is cute, but ultimately pointless. The reman shield needs something extra. Like a bonus defense against disruptors and plasma weapons, on top of its covariant hitpoints. Why? Because then it would seriously compete with the multitude of other, better shield arrays.


    And finally - not a criticism - but a damn good piece of dialogue at the beginning: Obisek gave up on using Thalaron weapons and agreed to let you confiscate them. This is a show of good faith that puts him squarely in the ally zone. He deserves Federation intervention on his behalf more than ever now. Plus we have proof of outside influence too, so the Prime Directive can be thrown out the window as it should be in this case.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    Rathruin wrote:
    First thing that happens in the mission is a game stopping puzzle.

    I hate puzzles. With a passion.

    Give me a Rubiks cube, I set it on fire. New York Times crossword puzzle? I use it as as birdcage liner. Face up.

    I hardly call BASIC math a game stopping puzzle...the game is rated "Teen" and all persons teenage and above should be able to figure those out (you can even cheat with a calculator)

    This is one of the best missions yet!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2011
    1. They had an Iconian Gateway.

    2. I assume your comm badge was disabled or more likely it's signal wasn't powerful enough to break through any potential Reman interference.

    3. Who said they were lions? Maybe they're just mistaken. People aren't perfect. Even fictional people. :P

    4. So what? This episode had the best ground combat yet by far and the best ground boss fight in this game.

    5. Yep, I agree. I want a Reman shield that doesn't suck. HOWEVER remember this: The Reman shield is rewarded on any level so it's good for lower level players.
This discussion has been closed.