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Infected (Space) Now impossible

SystemSystem Member, NoReporting Posts: 178,019 Arc User
Between the increased rate of natural (non-assisted) regeneration, the increased rate of assisted regeneration, the increased spawning of spheres, and the rate at which the shields go back up (instantly now, instead of on a delay), it's impossible to complete this mission.


My team has been shooting this gate for ten minutes- and shooting the transformers at every opportunity, but the moment that the ransformer fires up, it's shield goes back up and it heals to full- the shield is down for like, five seconds at most.


The mini-transformers have had to fire, about once- which they did for a split second (literally half a second, when their shields blinked down.


Maybe a team of 100% tacs could do this, but a mixed team?


No bloody way.
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Well ...... That's broken. I agree when the sub nuc allowed the mission to be done in under 5 min that was maybe to easy but now a good team can't finish it and a pug team will never complete it unless the Borg just surrender. Please give us some of our tools back fix it to where the sub nuc wears off like on other ships at least on normal difficulty for elite sure the Borg could have adapted to the sub nuc
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Part of it, I assume, is that the gate/transformers don't currently take torpedo damage- but even so, I'm capable of a fairly impressive amount of cannon damage on my tacscort- but this thing is barely getting dented.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    This post belongs in the stf section... normally I don't even look in this section for stf feedback. Please put your specific feedback there.

    As to your problem, it not "impossible" since i just got through watching a group of lvl 45 all common mark 9 gear complete it. It is a little too hard at the moment since the gates are not taking any kind of torpedo damage. Which is a "Known Issue" in the patch notes.

    If your original strategy was to sub nuc the gate and then kill everything that will no longer work, and you will have to figure out a new way to complete the mission. If this was what you were doing, I suggest you try something different now.

    All of the STF's are very likely to go up in down in difficulty over the course of the next few weeks. I'll be watching groups play it over the next few days to see if it needs adjustments for the next patch.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Our original strategy was to shoot the gate until a transformer opened up, then shoot the transformer until a mini-transformer opened and then shoot that to death. My team is all tacs and engineers- so subnuc is not, nor has not been an option for us.


    Unfortunately, as I said previously, this doesn't appear to be a workable plan. The shields on the transformers drop for about five seconds and then go up- and when they come down the next time, the transformer is healed to full.

    I've gotten a transformer down to about 75%- whereupon the mini's triggered- they fired for half a second, then all the shields went back up.


    The next time those shields went down (in about a minute and a half) the transformer was at full health.










    Prior to this 'update' this exact strategy worked fine, and we were able to beat the mission without relying on exploits or other broken tactics- frankly I resent your accusations. You may very well have gone through with all common gear and maybe that magically worked- but it doesn't for our group.

    Looking at this fight from a logical standpoint, I'm really not sure how 'finding a different strategy' gives one magic superpowers to defeat a scenario that plays as effectively unwinnable- but then, I'm not a tall and mighty dev, so what do I know?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Well it seems to me that we're not entirely sure what (especially the normal) STFs are supposed to be. I mean I can see where an elite version would require a team of five good people on a Teamspeak server and exactly knowing the one way to do the mission. But the normal version? I mean, the gap between players abilities in this game is so incredibly huge, that you never ever will be able to design a mission that is doable by your average Captain Kirk and can't be farmed in 5 minutes by people that live in the game. The Borg DSEs are a perfect example for failed mission design, as we we're able to see in the first few Tribble days, where you had groups of only Lieutenants and perhaps Lt.Commanders, that simply we're not able to get the Borg ships shields down. So please make the normal version forgiving. There will be Zombie cruisers in the normal version, a few Sci ships perhaps too, and only like two escorts. Those players should have different ways to beat the mission and not the one path that you imagined and that is absolutely suitable for the elite version.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Kerrus wrote: »
    Our original strategy was to shoot the gate until a transformer opened up, then shoot the transformer until a mini-transformer opened and then shoot that to death. My team is all tacs and engineers- so subnuc is not, nor has not been an option for us.


    Unfortunately, as I said previously, this doesn't appear to be a workable plan. The shields on the transformers drop for about five seconds and then go up- and when they come down the next time, the transformer is healed to full.

    I've gotten a transformer down to about 75%- whereupon the mini's triggered- they fired for half a second, then all the shields went back up.


    The next time those shields went down (in about a minute and a half) the transformer was at full health.


    Prior to this 'update' this exact strategy worked fine, and we were able to beat the mission without relying on exploits or other broken tactics- frankly I resent your accusations. You may very well have gone through with all common gear and maybe that magically worked- but it doesn't for our group.

    Looking at this fight from a logical standpoint, I'm really not sure how 'finding a different strategy' gives one magic superpowers to defeat a scenario that plays as effectively unwinnable- but then, I'm not a tall and mighty dev, so what do I know?

    I wasn't accusing you of anything simply stating that if you were using sub nuc as part of your plan that it would no longer work. No one is talking down to you, no one is trying to hurt your feelings. I'm simply pointing out that you may want to adjust your plan of attack. Are the healing powers to strong now? Possibly... Will I adjust them if they are and the mission becomes way to hard for the "normal" version.... Yes, I will... I will be gathering data and watching groups play through the mission to figure it out over the next few days.

    Prior to today's update groups were more than able to bring down the gate and bypass the transformers all together (even without using sub nuc to do it..) I have updated the mission to bring it back in line with it's design.


    As for what you should do?

    This is how testing on a test sever works. Things are going to change... several times. They will get harder, they will get easier, and this will continue until I find just the right amount of challenge that I want for the "normal" difficulty level. If you can't handle change I suggest you wait for the finished product to arrive on Holodeck before playing the STF's again.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011

    As to your problem, it not "impossible" since i just got through watching a group of lvl 45 all common mark 9 gear complete it. It is a little too hard at the moment since the gates are not taking any kind of torpedo damage. Which is a "Known Issue" in the patch notes.

    Straight off the bat i call massive BS, lvl 45 in mk9 gear. That sir is impossible. The transmitter on the sides shields drop if youre lucky 3 seconds. By the time you get the gate down to 75% the transmitter on the side is back to full health.

    Honestly what you should've have done was kill the SNB to begin with and leave it the way it was. The 15 minute window will never be reachable. since easy mode went to flippin uber elite.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I wasn't accusing you of anything simply stating that if you were using sub nuc as part of your plan that it would no longer work. No one is talking down to you, no one is trying to hurt your feelings. I'm simply pointing out that you may want to adjust your plan of attack. Are the healing powers to strong now? Possibly... Will I adjust them if they are and the mission becomes way to hard for the "normal" version.... Yes, I will... I will be gathering data and watching groups play through the mission to figure it out over the next few days.

    Prior to today's update groups were more than able to bring down the gate and bypass the transformers all together (even without using sub nuc to do it..) I have updated the mission to bring it back in line with it's design.



    You know, I'm not altogether sure if I should even reply to this in the first place, but here goes.


    One. My feelings have not been hurt, nor did I believe that you were aiming to insult me- however I believed that your implication was that any problems I was experiencing could be laid at the feet of using an exploit to complete the mission and not actually putting real effort into it- certainly that's the 'voice' that your original comment seemed to present.


    I will admit that accusations is too strong a word- and you have my apologies for that. Implications, as I have used it in the previous hilariously run-on sentence, is a better term.


    Two. I appreciate you taking time out of your schedule to post in this thread and communicate with the community. I recognize that you are busy and put a lot of effort and work into making this game work.

    Three. I would like to apologize for any seeming harshness to my prior words. As this is a textual medium, I recognize that you cannot see that my words were written in a moment of anger, or any other transient meanings that were attached to them. Written as they are, I apologize, for they can certainly be taken as presented with ill will.




    That being said, your last post is, taken as is, is amazingly condescending in tone. Purely upon its literary structure, it is presented with a feeling of utter contempt- although this being a purely textual format I cannot accurately divine your actual emotions behind it.

    More specifically, it's this part:
    As for what you should do?

    This is how testing on a test sever works. Things are going to change... several times. They will get harder, they will get easier, and this will continue until I find just the right amount of challenge that I want for the "normal" difficulty level. If you can't handle change I suggest you wait for the finished product to arrive on Holodeck before playing the STF's again.



    It's 4AM, I'm tired, and I'm going to go to sleep. If you live in America, which I am certain you do, then it's likely either mid morning or the middle of the night for you- so you're probably tired and want to sleep too.


    With that in mind, I'm not going to go off on a long and hilariously bad rant about the good, the bad, and the ugly- instead I'm going to say but one thing and then go to sleep:



    Don't think I'll quit that easily.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Dear Gozer i tought the normal mode STF's was for the average pug group , i hardly call ur gozers minions some average pug group beside now it takes way over 15mins to do it once i know ur goal is 15mins wich is fair but the shields on the transformators pop up way to fast and ppl will just start leaving .
    And now the side objective timers is close to inpossible to any pug group wich is pretty annoying to.

    So keep on adjusting and while u do keep in mind they are for the causual puggers and not the hardcore raiders that are supposed to play on elite mode..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I call B.S. Gozer, lvl 45 in common gear, my ***. I just tried this we tried gate then transformer, half gate half transformer, we only go the small transformers to drop their sheild once and for about 1.5 seconds, never got the transformer below 83 percent. so elite mode for the stf is what exactly, since normal is 2 second sheild drop, hard is what no sheild drop and elite no sheild drop w/ immortal borg tac cubes attacking. The only thing i ask is dont lie outright to us, and that is clearly either a group knowing some kind of exploit or a outright lie.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    tarjan wrote: »
    i hardly call ur gozers minions some average pug group

    Well, they didnt even figure the SNB thing out. So how good can they be? :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    This post belongs in the stf section... normally I don't even look in this section for stf feedback. Please put your specific feedback there.

    As to your problem, it not "impossible" since i just got through watching a group of lvl 45 all common mark 9 gear complete it. It is a little too hard at the moment since the gates are not taking any kind of torpedo damage. Which is a "Known Issue" in the patch notes.

    If your original strategy was to sub nuc the gate and then kill everything that will no longer work, and you will have to figure out a new way to complete the mission. If this was what you were doing, I suggest you try something different now.

    All of the STF's are very likely to go up in down in difficulty over the course of the next few weeks. I'll be watching groups play it over the next few days to see if it needs adjustments for the next patch.

    Amm I hate asking a Dumb question but where is the the STF section ???? Do you mean "Missions and Episodes" in the Feedback section ???
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    STO_Mac wrote:
    Amm I hate asking a Dumb question but where is the the STF section ???? Do you mean "Missions and Episodes" in the Feedback section ???

    Here: Star Trek Online > Star Trek Online Forums > Tribble - Free-to-Play Test Server > Feedback > Content Feedback > STF Feedback
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I have to call even more BS... I don't see how anyone got to the STF before level 51. I just hit 51 and I haven't even finished the Romulan arc yet. Since you can't get anything to open up until you reach it in the idiotic mission chain, I call shenanigans.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I can actually answer that one- since the STFs are entirely queue based affairs, they unlock in the PvE queue by level now. You don't even need gamma orionis access to do them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Gozer,

    Think you have to have some assemblance of "balance" included therein, also. There is a point where some1s version of "challenge" becomes some1 elses mindless "slog" of needless long-term difficulty, also.

    I was in a pretty decent group, last night in fact, doing RA-KA on live. The 1st space battle(s) and expecialy the last space battle becomes a mindless "slog". It is really not all that "fun", just tedious, and over timed and by the time you get the last "boss" down to 25% to get the last needed spawns, your more just wanting the entire thing to be over and done with. You know going in that with a ship decked to the max, set up for PVP even, your going to re-spawn countless times (last night I had my eng in an MVAM) and death now in STO means exactly NOTHING via development design! "Working as intended". I played SWG for 7 years and death, in that game, was to be avoided at ALL costs. When I died (cloned) in that game, I was looking at the combat logs to find where I made the mistake and how to counter the next time. Here?, It's just part of the game and has became of little to NO effect or value to me personaly. That's a loss, in my book. 1 shot kills, endless tractor beams via NPC spam, to a fully decked ship, via many OP NPCs, or just 1 is simply not all that "fun". We had 1 guy in there who actualy needed the gear and never done it before , in my vent, that kept saying we didn't have enough DPS to do the job, over and over and over, (he'd basicly given up) and those who had done this instance many times had to keep telling him, "No, it's just the design of this thing". I don't believe it was all that fun for him, either.

    I know "balance" is a hard nut to crack. I am aware that if you make it too easy, you'll hear (read) about it on these forums just as much as you'll read about the opposite. But just adding shear difficulty and long "timed out" grinds where you have no chance of pulling thru no matter how good your so called "skill" or pixel gear is a little over the top. Wouldn't you say?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Even the red alerts have gone crazy, the last 5 I tried we have failed all, due to the fact the regeneration probes spawn like mosquitoes in a hot pond during Florida summer time. As soon as you wipe out all the drones and start attacking the mothertship, the drones are back on and this time double in quantity, the lowest we got the mothership was 75% and we were overwhelmed by probes and drones. What gives? I am playing in the lowest option, such things like they are now should be for elite. :mad:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Kerrus wrote: »
    I can actually answer that one- since the STFs are entirely queue based affairs, they unlock in the PvE queue by level now. You don't even need gamma orionis access to do them.

    So you can do the STFs without having access to the places where the STFs are but you can't even skip one mission in the chain before you can actually get there. Fail. Cryptic, honestly, do you even think about these things before you just decide to do them?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Nrrdboi wrote: »
    Straight off the bat i call massive BS, lvl 45 in mk9 gear. That sir is impossible. The transmitter on the sides shields drop if youre lucky 3 seconds. By the time you get the gate down to 75% the transmitter on the side is back to full health.

    Honestly what you should've have done was kill the SNB to begin with and leave it the way it was. The 15 minute window will never be reachable. since easy mode went to flippin uber elite.

    Lol, you must be right, he's lying to you because....uhh...wait, let me think. :/
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Esquire wrote: »
    Gozer,

    Think you have to have some assemblance of "balance" included therein, also. There is a point where some1s version of "challenge" becomes some1 elses mindless "slog" of needless long-term difficulty, also.

    I was in a pretty decent group, last night in fact, doing RA-KA on live. The 1st space battle(s) and expecialy the last space battle becomes a mindless "slog". It is really not all that "fun", just tedious, and over timed and by the time you get the last "boss" down to 25% to get the last needed spawns, your more just wanting the entire thing to be over and done with. You know going in that with a ship decked to the max, set up for PVP even, your going to re-spawn countless times (last night I had my eng in an MVAM) and death now in STO means exactly NOTHING via development design! "Working as intended". I played SWG for 7 years and death, in that game, was to be avoided at ALL costs. When I died (cloned) in that game, I was looking at the combat logs to find where I made the mistake and how to counter the next time. Here?, It's just part of the game and has became of little to NO effect or value to me personaly. That's a loss, in my book. 1 shot kills, endless tractor beams via NPC spam, to a fully decked ship, via many OP NPCs, or just 1 is simply not all that "fun". We had 1 guy in there who actualy needed the gear and never done it before , in my vent, that kept saying we didn't have enough DPS to do the job, over and over and over, (he'd basicly given up) and those who had done this instance many times had to keep telling him, "No, it's just the design of this thing". I don't believe it was all that fun for him, either.

    I know "balance" is a hard nut to crack. I am aware that if you make it too easy, you'll hear (read) about it on these forums just as much as you'll read about the opposite. But just adding shear difficulty and long "timed out" grinds where you have no chance of pulling thru no matter how good your so called "skill" or pixel gear is a little over the top. Wouldn't you say?


    I shall quote the whole thing, this STF we are talking about is on Tribble...why you cant post this in Tribble thread is beyond me, lets confuse things more why don't we.

    Yes even from day 1 of STF launch, it was horrible...not a raid and not fun at all, they still aren't fun. Actually Infected space wasn't too bad until the recent update on Tribble. It was nice to kill stuff and not die 100 times, you could make it through without a death, if your team was good. If there was a death penalty, it would have made it more enjoyable and it really could have stayed the way it was. Since death equals absolutely nothing in this game, and you can zerg the TRIBBLE out of anything (if you consider this fun Gozer, you have issues my friend).

    Which if you refer to my post in Dev Blog #9, i made a post about the death penalty and covered a lot of things you have stated already and why we should have one.

    You honestly can not even use the word raid for these things. Its not a raid, 5 people do not constitute a raid, sorry.

    The infamous 45's...i would so love to see a tape on this...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Oh, yes, let's institute a death penalty in a system where you can't help but die a thousand times unless you happen to be some min/maxing uber-geek with all the best gear and/or abilities. Yeah, that'll be fun. If you want to institute a death penalty, then it better be because you are scaling it so that a slightly better than average gamer can make it through without dying. Otherwise, its just going to be another nail in the coffin by driving average gamers away.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Nrrdboi wrote: »
    I shall quote the whole thing, this STF we are talking about is on Tribble...why you cant post this in Tribble thread is beyond me, lets confuse things more why don't we.
    Star Trek Online > Star Trek Online Forums > Tribble - Free-to-Play Test Server > General Discussion > Infected (Space) Now impossible


    Huwhah?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Just did the cure space. seemed harder than before. not sure if it was the team or the mission. still managed it but it seemed a bit tougher than before. in fairness though it was probably because are team members keep on being kicked or dropped. i crashed once and it seemed so did several others.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Nrrdboi wrote: »
    I shall quote the whole thing, this STF we are talking about is on Tribble...why you cant post this in Tribble thread is beyond me, lets confuse things more why don't we.

    Yes even from day 1 of STF launch, it was horrible...not a raid and not fun at all, they still aren't fun. Actually Infected space wasn't too bad until the recent update on Tribble. It was nice to kill stuff and not die 100 times, you could make it through without a death, if your team was good. If there was a death penalty, it would have made it more enjoyable and it really could have stayed the way it was. Since death equals absolutely nothing in this game, and you can zerg the TRIBBLE out of anything (if you consider this fun Gozer, you have issues my friend).

    Which if you refer to my post in Dev Blog #9, i made a post about the death penalty and covered a lot of things you have stated already and why we should have one.

    You honestly can not even use the word raid for these things. Its not a raid, 5 people do not constitute a raid, sorry.

    The infamous 45's...i would so love to see a tape on this...

    Due to the fact that this type of game development is a developer mindset. There were threads even on the same exact thing in the STO beta on way more than just STFs. Basicly, balance in general.

    It's how they approach the game and the difficulty they've added therein. An NPC with 1 shot kills, being perma-snared/held in a game that knocks your defense rating for not moving, etc etc etc. It's all how they figure on the word "challenge".

    I answered Gozer's specific post with an example. Sorry if you had a conflict with the fact that this example was live and not the "new beta" STFs, but, as you state, if the STFs are re-done with the same developer mindset as the originals (and I haven't really seen anything really all that different as yet) it will be more of the same as you talk about in your post.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Esquire wrote: »
    Due to the fact that this type of game development is a developer mindset. There were threads even on the same exact thing in the STO beta on way more than just STFs. Basicly, balance in general.

    It's how they approach the game and the difficulty they've added therein. An NPC with 1 shot kills, being perma-snared/held in a game that knocks your defense rating for not moving, etc etc etc. It's all how they figure on the word "challenge".

    I answered Gozer's specific post with an example. Sorry if you had a conflict with the fact that this example was live and not the "new beta" STFs, but, as you state, if the STFs are re-done with the same developer mindset as the originals (and I haven't really seen anything really all that different as yet) it will be more of the same as you talk about in your post.

    i chalk it up to lazy game developing (granted i am not a developer of games) but most of the people in charge of games are generally older and should remember a time when it was rewarding to get something accomplished in a game.

    yeah the one shot wonders in this game is down right horrible...thanks for giving people time to react to something, let alone change strategy on the fly. instead its more along the lines of I am dead, zerg back, died again (rinse lather and repeat). Now that have people on the Dev team now and getting more, I sure hope, they get people who know how to make a proper and challenging game.

    i want to like this game, but seriously guys and gals, UGC is generally better than the stuff you put out. They do it for free, and at the same time makes your game better. But a few good missions does not help make up for the fact that the core aspect of the game is mostly TRIBBLE. Space battles aren't challenging, unless you come across some uber boss who one shots you, then its just annoying.

    i really feel like i am beating a dead horse tho and primarily going off topic.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Well, I've just confirmed that this is doable by a PUG group... in two hours.

    The lack of torp damage certainly contributed, but we managed to find a strategy that worked. Took forever. But it worked.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Kerrus wrote: »
    Well, I've just confirmed that this is doable by a PUG group... in two hours.

    The lack of torp damage certainly contributed, but we managed to find a strategy that worked. Took forever. But it worked.

    and that strategy is....

    or is this a "no spoilers" post?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Galeforce wrote:
    Oh, yes, let's institute a death penalty in a system where you can't help but die a thousand times unless you happen to be some min/maxing uber-geek with all the best gear and/or abilities. Yeah, that'll be fun. If you want to institute a death penalty, then it better be because you are scaling it so that a slightly better than average gamer can make it through without dying. Otherwise, its just going to be another nail in the coffin by driving average gamers away.

    QFT

    The Top 1% of players arent going to feed Cryptic, its the average joe 99% that pays the bills. Driving away average players is just a silly business decision. It seems like something the new Mangament just cant comprehend. Most people play for fun not machocistic perversion. Alienate your average player and STO is dead in the water.

    Cryptic, please remember your earlier management put in Difficulty levels so the top players can have their fun without impacting the rest of the player base, if you want to make the game more hardcore tune it by difficulty levels so the average players arent driven to your competitors like The Old Republic. Even if the game is easier and more fun the more hardcore people can still play it, but making it grindy and too hardcore ensures only the 1% can play the game while everyone else is screwed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    QFT

    The Top 1% of players arent going to feed Cryptic, its the average joe 99% that pays the bills. Driving away average players is just a silly business decision. It seems like something the new Mangament just cant comprehend. Most people play for fun not machocistic perversion. Alienate your average player and STO is dead in the water.

    Cryptic, please remember your earlier management put in Difficulty levels so the top players can have their fun without impacting the rest of the player base, if you want to make the game more hardcore tune it by difficulty levels so the average players arent driven to your competitors like The Old Republic. Even if the game is easier and more fun the more hardcore people can still play it, but making it grindy and too hardcore ensures only the 1% can play the game while everyone else is screwed.

    This.

    Look, I'm no uber gamer. I'm a lawyer in my 30s who has been with STO since May last year. I joined because I am a Trek fan and enjoy the idea of being in the ST universe. I would like to get my money's worth and am prepared for some toughness, but I simply don't have the many hours it takes to become a true expert. Since the Borg changes Infected has indeed become extremely hard (although not so much the space, but the boss fight with the now much weaker season 4 personal shields). I don't think it's unreasoanble for there to be some balance for less capable gamers to be able to play and enjoy these missions.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    This post belongs in the stf section... normally I don't even look in this section for stf feedback. Please put your specific feedback there.

    As to your problem, it not "impossible" since i just got through watching a group of lvl 45 all common mark 9 gear complete it. It is a little too hard at the moment since the gates are not taking any kind of torpedo damage. Which is a "Known Issue" in the patch notes.

    If your original strategy was to sub nuc the gate and then kill everything that will no longer work, and you will have to figure out a new way to complete the mission. If this was what you were doing, I suggest you try something different now.

    All of the STF's are very likely to go up in down in difficulty over the course of the next few weeks. I'll be watching groups play it over the next few days to see if it needs adjustments for the next patch.

    You need to turn down the difficulty level!!! the Shields on the gate and transformers do not stay down long enoung and the regenerate to full health.

    I was with three tacs, sci and myself an engineer. COULD NOT DO IT. THREE OUT OF THE FIVE WERE VA'S
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