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Post your worst STF experiance

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    jamieblanchardjamieblanchard Member Posts: 556 Arc User
    lordsteve1 wrote: »

    As to actually rage-quoting because you lost the optional that is just daft. You still would have gotten marks plus the neural processor so the run was not going to be a waste. All you do is make it even harder for the rest of the team.

    Ah yes, I agree. Earlier, in one of the Borg PVEs, some loser decided to leave just because we didn't fullfill an optional. Someone else showed up, then left, as well. -_- Myself and the ones that had the courage and decency to stick around, got our marks and neural processor.

    Resident TOS, G.I. Joe, Transformers and hair metal fangirl.

    And knowing is half the battle!

    21 'til I die!
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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    edited January 2016
    coldnapalm wrote: »
    See, the problem with the misplaced grav well is that those wizard of STO folks have vids up of them GW the generator. This is because they can wipe the generator and everything around it out in about 15 seconds. Now people see this and think that is what THEY are suppose to do...in a PUG. What they don't realize is that you use the first part as a gauge. Did you team wipe out the cube and sphere before you BFAW buff finished it's count down? Then GW that generator away. Did it take your team over 30 seconds? Then GW the nanite spheres...then get back to helping wipe out the generator. Too bad they won't make a vid that tells people this bit however.

    Makes me wish all the Wizard's videos came with a disclaimer on them "Do not try this at home unless you can nuke a tac cube in 5 seconds".
    Sadly most people trying that tactic cannot do what the DPS league guys do, so you end up with a big mess. That's why I spit my grav well on the nanites then 180 and go kill the transformer. With any luck the time bought with the nanite train held up will be enough to kill the thing.
    SulMatuul.png
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    djxprimedjxprime Member Posts: 522 Arc User
    I think I must have hit the prime time hour for ten-year-olds or something tonight. I was put in a ISA queue where the optional was already blown and three players were in respawn limbo. When I got closer to the left transformer, I noticed that all the generators on both sides had been blown (presumably by someone in a Breen Dreadnought) and just about every sphere that was spawned was floating around the left transformer. I decided at first I would give it the old college try and attempted to work on clearing spheres. When a pissing match between a guy in a pilot ship and another in a Vaadwaur Artillery Ship developed in team chat, I decided to say "TRIBBLE it, I'll take the penalty" and left.

    However, I didn't get a penalty when I quit, so I queued up for ISA again. It went fine on the second time. However, we had someone in a Krenim Dreadnought that apparently had the most DPS. After we finished, Mr. Krenim said something about the "three of you suck," which I found a little confusing since there was a total of five of us and we managed to get through it fine, optional and all.

    Just when I think I've seen it all in these STFs... *shrugs*
    Kkerp5u.jpg?1

    "No matter where you go...there you are."
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    tilartatilarta Member Posts: 1,799 Arc User
    lordsteve1 wrote: »
    As to actually rage-quitting because you lost the optional that is just daft. You still would have gotten marks plus the neural processor so the run was not going to be a waste. All you do is make it even harder for the rest of the team.

    Actually, I quit on the third encounter simply because the team was incapable of inflicting enough damage on the Nanite Transformer to stop the healing effect of the Nanite Spheres they were inconveniently ignoring.
    Visualize the Transformer loosing health, then instantly regenning in the next few seconds, then repeat that cycle for the following 2-3 minutes.

    There was no need for me to make it harder on the team, they did it all by themselves.

    I will stay around if I think the team can defeat the enemies (even with failed optional), but I have certain requirements that must be met
    If the team is failing basic teamwork/strategy or is taking far too long to progress to the next stage, I leave.
    No exceptions.
    I don't like sitting around for ages while they fail over and over.
    And bitter experience has taught me that the longer it takes, I run the risk of someone having a rage meltdown and that is another motivation to leave, to avoid the ragefest.

    The record by the way was 1 hour trying to defeat Donatra, simply because the entire team kept triggering her cloak attack.
    That was what caused the ragefest incident I alluded to above, I had to spend so much time dodging the Thalaron pulses, I wasn't able to fight at all and copped attitude from some flamer.

    Bees like honey, they don't like vinegar.
    Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad :'(
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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Fair enough @tilarta.

    In those situations I could see how quitting would be preferable. I suppose if you've only got limited time to play each day wasting it on an endless ISA could annoy some people!
    I've been in a few KSA's where it took over 30 mins to kill Donatra and they were a real slow grind. Not appealing at all.
    Of course it's part of the downside to increasing difficulty by given things a bazillion hit points. KSA is one of the worst offenders as its got at least 3 targets with up to 4mil HPs each, not fun to grind them down.

    But players quitting simply because an optional failed on the other hand...that really pisses me off. The mission is still ok, we can still win a fairly decent prize but now our job is ten times harder because someone rage quit. That sort of thing is just uncalled for.
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    xapocalypseponyxxapocalypseponyx Member Posts: 577 Arc User
    edited February 2016
    lordsteve1 wrote: »
    But players quitting simply because an optional failed on the other hand...that really pisses me off. The mission is still ok, we can still win a fairly decent prize but now our job is ten times harder because someone rage quit. That sort of thing is just uncalled for.

    Taking my new Valiant for a test drive, I queued up for ISA. It pops, I engage and load up. If I would have been paying attention, I probably would have noticed I wasn't joining a new instance of ISA, but one already in progress. Upon entering, I see there are only two players still in the match and they're at the left Transformer surrounded by spheres. I mutter a few curses at Cryptic and briefly consider bailing. Do I really want my first STF run in my shiny new ship to be this cluster fun of a run? Bah, TRIBBLE it. Let's see what this ship can do and off I go to see just how bad it is.

    Taking a survey of the many spheres at nearly full health, it quickly became evident that these two were not putting out huge amounts of damage. However, there was something else I saw that indicated they may have something even more important. Despite the Transformer being surrounded by Nanite Spheres, the optional had not yet failed. They apparently were aware of the fact that the optional only fails if a Sphere heals the Transformer and that can only happen if the Transformer is damaged. They had... intelligence!

    Well, alrighty then! Plus one for cannons here as I was able to dish out lots of hurt without hitting the Transformer. We cleared the spheres, took out the Tranny and headed for the other side. Thankfully, I was on my Tac, being so godlike with DPS that they can raise up a whole team. We dealt with the right side, sphere cleanup, gate and on to the Bigboy. During all of this, I was of course the center of attention for every enemy ship. Being DPSTO obviously I was geared entirely for damage output and probably would have fallen once or twice if it wasn't for at least one of my teammates having the presence of mind to throw some heals my way.

    In the end, in this round of ISA that three players initially walked away from because of perceived failure, we made every optional. We celebrated a bit and thanked each other for a great run. It was one of the more fun ISA runs I've done.

    Maybe a bit "off topic", but I thought some might enjoy the story. :)
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    spiritwalker1969spiritwalker1969 Member Posts: 406 Arc User
    tilarta wrote: »
    lordsteve1 wrote: »
    As to actually rage-quitting because you lost the optional that is just daft. You still would have gotten marks plus the neural processor so the run was not going to be a waste. All you do is make it even harder for the rest of the team.

    Actually, I quit on the third encounter simply because the team was incapable of inflicting enough damage on the Nanite Transformer to stop the healing effect of the Nanite Spheres they were inconveniently ignoring.
    Visualize the Transformer loosing health, then instantly regenning in the next few seconds, then repeat that cycle for the following 2-3 minutes.

    There was no need for me to make it harder on the team, they did it all by themselves.

    I will stay around if I think the team can defeat the enemies (even with failed optional), but I have certain requirements that must be met
    If the team is failing basic teamwork/strategy or is taking far too long to progress to the next stage, I leave.
    No exceptions.
    I don't like sitting around for ages while they fail over and over.
    And bitter experience has taught me that the longer it takes, I run the risk of someone having a rage meltdown and that is another motivation to leave, to avoid the ragefest.

    The record by the way was 1 hour trying to defeat Donatra, simply because the entire team kept triggering her cloak attack.
    That was what caused the ragefest incident I alluded to above, I had to spend so much time dodging the Thalaron pulses, I wasn't able to fight at all and copped attitude from some flamer.

    Just had similar in an ISA - single player decided not to engage the initial cube (was 50km away at one point) and then when the team moved to the right hand transformer decided to try and solo the left. I had CLR running as I was evaluating a change to my build and the other 3 players in the "team section" were averaging 5K DPS but the solo was <1K DPS. After attempting to solo the transformer, all the solo had done was destroy a generator and spawn some nanite spheres, most of which moved to where damage was being done by the team and then the solo ran away to 50km out again. Due to the increased aggro, team members started dying more frequently and carrying ship injuries. A single player who can cause damage but is suddenly getting blasted by multiple spheres and on occasion the gateway isn't going to last long, once players start spending more time waiting to respawn and continually having to heal ship injuries (if they have components available) then the leaving penalty starts to look the lesser evil. What makes thing worse is when you look at the team composition and find that the overinflated solo fool is designated team leader - there is no chance to get rid and hope a replacement will join. (For the record I usually average 25K DPS)

    I'm not claiming to be perfect but PvE's are team orientated and with a weaker team where someone doesn't want to play as part of the team then it can become an exercise in futility. If the game is going to randomly designate a teamleader based on a criteria which doesn't necessarily meet the requirements then at least we should have a vote system where the rest of the team can vote these players out. For the case in point if the solo player was ejected when he started to attack the second transformer, we might have managed to pull through as a 4 man team or gained a more effective player (even another 5K DPS player would have helped if they played the team game) but having a player who alternately stands off from the action then randomly aggro's elements not involved in the main combat is a negative impact on the whole event/queue.


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    baudlbaudl Member Posts: 4,060 Arc User
    Here is a fun one that might make those DPS meter hater's blood boil.
    Did a Counterpoint advanced PUG and the guy in the scimi, who didn't care about the mission objectives (those who make you get more marks at the end) posted the DPS stats mid match, after he was sitting under terok nor, while everybody else was busy dropping teams on the station or closing portals.
    Funny thing was though, that he only managed some 16k dps...which is kind of miserable considering the circumstances and the timeframe.
    Go pro or go home
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    spiritwalker1969spiritwalker1969 Member Posts: 406 Arc User
    baudl wrote: »
    Here is a fun one that might make those DPS meter hater's blood boil.
    Did a Counterpoint advanced PUG and the guy in the scimi, who didn't care about the mission objectives (those who make you get more marks at the end) posted the DPS stats mid match, after he was sitting under terok nor, while everybody else was busy dropping teams on the station or closing portals.
    Funny thing was though, that he only managed some 16k dps...which is kind of miserable considering the circumstances and the timeframe.

    Lol, funny how you seem to get these characters who spend more time looking at minute by minute stats than actually doing anything. I find that replying to their "we need more DPS!!" rants with "but the engines cannae take it, captain" usually winds them up more.

    With counterpoint though, I find in general that (i) very few players will try to close portal, (ii) they don't transfer assault teams and (iii) there is always one player who spams something that only hinders the rest of the team.

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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    CPA is one of those runs where too much DPS actually hinders you I find.

    You don't want to drop Terrok Nor's health too low or it just regens back up to 50% meaning you wasted all your time hitting it. The optional is to keep its health on average low, sky it regenerating every few seconds actually does harm to your score.

    Also the waves attacking DS9 only spawn once the last wave is all dead so it's actually sometimes better to leave a couple of ships alive longer to better control the damage the station takes. So going all Rambo and nuking everything in sight doesn't always help you out.
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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    deokkent wrote: »
    Dead thread.

    Just like the queues then!
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    birkepbirkep Member Posts: 73 Arc User
    Only 120 pages?!!?

    How about some support for these endless queues, like a solo training mission required per account. A queue that applies an ignore list. A solo option with reasonable rewards, or rewards that depend on solo events. An afk penalty that waits 2 min before applying.
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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Well it's been a while since i've had a really bad run in an PVE match and this one was terrible.

    CSA, I'm in a Daemosh and there's a Phantom, a fed pilot escort, Galaxy of some sorts and I think an other fed escort.
    I fly right to the Kang and drop sensor analysis on him to help with healing later on.
    Then straight to the middle cube and blow the nanites in two volleys of PEP torps, then nuke the cube with isokinetic cannon, all whilst the others have all gone right. I then have to high-tail it to the Kang as it's being swarmed by the BOPs and spheres that the others seem to be incapable of scratching.
    Grav Well them all and DRB + PEP kills them all fairly quickly, the other guys helped out now that ALL the aggro was on me!

    Then I got kill the left side nanites and cube single handed. I look at the clock and we'll easily make the optional as there's a tonne of time left. I finish off the lonely Raptor that spawned near me and heal myself after the aggro I just took.
    I'm about to turn back to the Kang to check it's ok and it dies....nobody was killing anything they were just flying in circles round the Raptors/Spheres tickling them.

    Considering all the powercreep we've had recently I was staggered to see that 4 guys in T6's couldn't keep a few BOPs and Raptors off the Kang whilst I solo'd the whole map in a puny science ship. I guess some people still don't know the mission objectives, or how to handle these old STFs.
    SulMatuul.png
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    dragnridrdragnridr Member Posts: 671 Arc User
    I go into the Badlands hoping to make a few Terran marks, but the first Miranda ship that fires on me, hits me with 5 torpedo salvo III at 450k damage in turn blowing up my Eclipse cruiser which had full shields and 100% hull. I thought it was just a bug like usual and respawn and go again. Low and behold, I get warp core breached by a starship 10 km away from me and I get blown up. Thinking that the servers are lagging, I go again. As my luck has been, another Miranda fires on me. Again, I get blown up with another torpedo salvo III for 375000 damage.

    Devs need to rethink of how over powered the NPCs are for those that can't afford to have all Epic Mk XIV gear.
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    kyrrokkyrrok Member Posts: 1,352 Arc User
    edited May 2016
    dragnridr wrote: »
    I go into the Badlands hoping to make a few Terran marks, but the first Miranda ship that fires on me, hits me with 5 torpedo salvo III at 450k damage in turn blowing up my Eclipse cruiser which had full shields and 100% hull. I thought it was just a bug like usual and respawn and go again. Low and behold, I get warp core breached by a starship 10 km away from me and I get blown up. Thinking that the servers are lagging, I go again. As my luck has been, another Miranda fires on me. Again, I get blown up with another torpedo salvo III for 375000 damage.

    Devs need to rethink of how over powered the NPCs are for those that can't afford to have all Epic Mk XIV gear.

    They actually did address it. It actually goes too far to the other side. They introduced the torpedo killing immunity feature in the strategist specialization that's supposed to nullify torpedo damage entirely.

    Actually it's the torp spreads that get to me. TS3 hits big, and when a few of them crit big, debris field. THY salvos aren't near as good.

    I simply accept that I'm going to not have such an easy time in the Badlands BZ. I don't mind challenge, and even the occaisional debris field that I become once in a while. I can see how most everyone wants everything guaranteed. But how easy and dumbed down do we really want this game to be?
    Post edited by kyrrok on
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    djxprimedjxprime Member Posts: 522 Arc User
    Not really a horrible STF, but saw something of note that makes me think that people are getting waaaay too concerned with their DPS. I just ran ISA on my Romulan in a Scimitar, along with two other Scimitars, A Federation Flagship, and a fifth in an escort (I can't remember which or what faction). We got through to we just had to kill the final tac cube, the gateway, and a few stray spheres. It was at that point--in the middle of the fight--that one of the Scimitars decided to run a parse for DPS. It may have been coincidence or just being distracted by this, but half of us ended up wiping out within a few seconds of each other, including Mr. DPS.

    I get it! You want to either brag about your DPS or know how much damage you're doing, but right in the middle of the fraggin' battle?!

    *sigh* Patience is a lost art form these days.
    Kkerp5u.jpg?1

    "No matter where you go...there you are."
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    redvengeredvenge Member Posts: 1,425 Arc User
    I did an ISA the other day, where I was the problem.

    I have not played ISA for nearly a year, and I was flying a BOP that uses the Romulan Hypertorp for most of it's damage. It came as an ugly shock when I fired my torps at the Transformer and the Gate... that the torps did not do anything. They just sat were I fired them. I felt really, really bad. Someone on the team said that targetable torpedo weapons were broken on ISA. Wish I knew that before I qued up.
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    vengefuldjinnvengefuldjinn Member Posts: 1,520 Arc User
    edited June 2016
    GATEWAY TO GRE'THOR - Advanced.

    Last part where you defeat the Iconian dread. Two from the team bail, It's now up to you and two others.

    You seem to be the only one focused of the dread, but hey, you deal.

    You finally off the dread, three complete the 5 man mission, and reward ?, 25 Iconian marks.

    I was the highest dps by far, confirmed by parse.

    Regardless, If three complete a 5 man mission, on advanced, AND defeat the dread two teammates short, why would the reward EVER be so low?

    It doesn't make much sense to me, no wonder the queue took nearly a half an hour to pop. It's just not worth it.



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