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bring old mine trap

michaelsdstmichaelsdst Member Posts: 104 Arc User
Please get the old mine trap back as it was in the beginning. You can make it harder, but not in the way as it is now. It is mindless shooting festival (especially the house protection part and the escort part), neither with much atmosphere nor is it fun to play.
GIVE US THE TYPHOON! Enough said...
Post edited by michaelsdst on

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    georgeorwingeorgeorwin Member Posts: 0 Arc User
    edited December 2012
    Hear hear! Agreed!
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    john98837john98837 Member Posts: 761 Arc User
    edited December 2012
    Two changes i'd like to see to make this mission run better.

    1. Make people respawn in there assigned zone, not on the other side of the map like they do now.

    2. Something to remind people who refuse to read the briefing what zone they are supposed to be in, maybe a warning message that they have been out of there zone for 30 seconds, or maybe an electric shock sent through there keyboard. Apparently the message at the beginning and my yelling at them to get back to there damn zone isn't enough as most teams end up scattered all over the place.
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited December 2012
    my suggestion to add to this.... make Alphas spawn less often (or not at all) in the building defense phase. The only way to take them out is concentrated fire, and that doesn't happen often. Usually what happens is they run rampant and take out half the team. then we get over run because you can't protect the buildings AND fight the stupid alphas....
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2012
    I would be interested to know who decided it would be "fun" for us players to add 2.1K shields to already very tough Alphas. The Alphas (or any of the salt vampires for that matter) did not have shields two patches ago. Not only do we have to fight unending swarms of salt vampires, we must also take down heavily shielded salt vampires. This map used to be fun because it was different. Rather than fighting one very tough opponent, we fought overwhelming swarms of weak enemies that overran our position if we did not act quickly. Now when those two mechanics are combined... overwhelming swarms of weak enemies with multiple very tough NPCs...the map ceases to be fun. Please, revert the personal shield generator changes.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
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    vinru821vinru821 Member Posts: 0 Arc User
    edited December 2012
    Haha this mission is always a roll of the dice.

    4/5 times I end up with only 3 people staying in the assigned zone, no matter how much I plead with them to stay.

    Wish this was a 5 man mission or something, because this cluster f**k 20 man mission just sucks.
    :eek:
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    majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited December 2012
    vinru821 wrote: »
    Haha this mission is always a roll of the dice.

    4/5 times I end up with only 3 people staying in the assigned zone, no matter how much I plead with them to stay.

    Wish this was a 5 man mission or something, because this cluster f**k 20 man mission just sucks.

    This mission is probably nice for fleets with 200+ members that can get teams of 20 together. Such teams would be very well organized and they would ideally be capable of working together as a team.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited December 2012
    I would be interested to know who decided it would be "fun" for us players to add 2.1K shields to already very tough Alphas. The Alphas (or any of the salt vampires for that matter) did not have shields two patches ago. Not only do we have to fight unending swarms of salt vampires, we must also take down heavily shielded salt vampires. This map used to be fun because it was different. Rather than fighting one very tough opponent, we fought overwhelming swarms of weak enemies that overran our position if we did not act quickly. Now when those two mechanics are combined... overwhelming swarms of weak enemies with multiple very tough NPCs...the map ceases to be fun. Please, revert the personal shield generator changes.
    The shielded Alphas are fine in the landing zone where you have a small army using focus fire tactics on them, but in the building stage they're ridiculously hard to kill since every player needs to guard a single building and can't change focus to deal with them.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    oridjerraaoridjerraa Member Posts: 313 Arc User
    edited December 2012
    As someone who likes running Mine Trap a lot, I agree with those who think shielding the salt vampires is a tad too much. I don't want to see these vampires morph into unkillable tanks of destruction. We have ground STF's for that flavor of play.

    Mine Trap, in its origional conception reminded me so very much of one of my favorite sci-fi movies, Aliens. We need to be able to dispatch vampires quickly during the building defense phase or else a lot of the hectic enjoyment will be lost.
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    azurianstarazurianstar Member Posts: 6,985 Arc User
    edited December 2012
    Cryptic really needs to redo Mine Trap


    1) Cut back on the Vampire Spawns so they aren't Zerging

    2) Have a counter so you don't get constantly being sucked on.


    3) Players NEED to know which area they are assigned to.

    4) Give clearer directions, like in the Escape part, which direction for that team to go.
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    mwgacy1mwgacy1 Member Posts: 132 Arc User
    edited December 2012
    1) Cut back on the Vampire Spawns so they aren't Zerging

    I could live with the large number of NPCs if they were easier to kill, the unshielded NPCs right now are pretty much perfect IMO but the Alpha's and, to a lesser extent, Beta's are a bit much during the defence stage: with my Tac I can just about deal with them and protect my building but my Sci or Engineer just spends too much time trying to burn them down so the building starts taking damage. This is made even worse because the longer you're fighting them the more chance you have of being hit with the hold's they like to use (I wish Willpower actually did something against the holds, the difference seems to be little between no points and 6 right now against both the Vampire and Tholian holds).
    3) Players NEED to know which area they are assigned to.

    It's right there in bright green when they first spawn in, they just aren't reading the instructions. This side of preventing them from from closing the dialogue popup for a few seconds to make it more likely they'll read it I don't think Cryptic can do much to cover for other people's stupid.
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    azurianstarazurianstar Member Posts: 6,985 Arc User
    edited December 2012
    mwgacy1 wrote: »
    It's right there in bright green when they first spawn in, they just aren't reading the instructions. This side of preventing them from from closing the dialogue popup for a few seconds to make it more likely they'll read it I don't think Cryptic can do much to cover for other people's stupid.

    They could put the district you protect on the Mission Screen. They could highlight the area on the map where you protect and later point to the proper direction your team has to go in escorting the Miners to the shuttlecraft.

    But the way it is now, the majority of people have no clue what is going on.
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    mwgacy1mwgacy1 Member Posts: 132 Arc User
    edited December 2012
    They could put the district you protect on the Mission Screen. They could highlight the area on the map where you protect and later point to the proper direction your team has to go in escorting the Miners to the shuttlecraft.

    But the way it is now, the majority of people have no clue what is going on.

    There are already instructions, they just aren't reading them.

    If they don't know what they're doing after a couple of attempts and reading the instructions then all the markers on the map aren't going to help them. Sometimes, the problem's with the idiot behind the keyboard and not how many markers are on the map.
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    azurianstarazurianstar Member Posts: 6,985 Arc User
    edited December 2012
    I'm sorry that people don't meet your intelligence standards. But not everyone plays on the same level. Some people rather just get to the fun. And if the action is already occuring, not exactly time to stop and read, now is it?

    Doesn't hurt for Cryptic to add some indicators to make it fun.
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    sean2448sean2448 Member Posts: 815 Arc User
    edited December 2012
    why so much fun now
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