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TRIBBLE Maintenance and Release Notes - August 30, 2013

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  • aquitaine985aquitaine985 Member Posts: 0 Arc User
    edited September 2013
    Far be it from me to cherrypick problems, but the bug that causes players fighting at the top of the map in all PVP maps has been here for months now. It seriously screws up both normal queues and private matches.

    PVP space naturally goes up, thats how all the longer fights progress. Please fix this. Being told over TS that half the team is suspended from space sat on an invisible roof and unable to move is quite disheartening.

    Having to leave the game and hoping to remain in the instance is NOT working as intended and needs a look at.
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  • tarastheslayertarastheslayer Member Posts: 1,541 Bug Hunter
    edited September 2013
    I guess it's time for you all to adapt, instead of blindly flying in Kirk-Style expecting the usual PVE baby bottle type return fire.

    Oh boo, you couldn't even be bothered to respond to them properly. Shame on you. For the record I'm not calling for the DPS to be nerfed, in fact had you actually read my post (which I'm doubting you did) I'm asking for their trigger happy nature to be toned down, that's it. I'd actually like them to fire into the safe zones on the odd occasion on reflection, that would keep the blood running :P

    I value a challenge, in fact my goal is to see if it is possible to one man some of the STF's, within reason of course as some do require having at least two people in them. I get sick of people who whine at people like me because I have a view you either can't be bothered to read or answer back to properly.

    You quoted two people and gave a one line answer, not impressed.
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  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited September 2013
    I guess i'll just be playing some more neverwinter until they fix some of the more pressing issues.
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited September 2013
    I guess i'll just be playing some more neverwinter until they fix some of the more pressing issues.

    I guess we'll see you in a couple years. Have fun and good luck. :P
  • zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited September 2013
    I guess we'll see you in a couple years. Have fun and good luck. :P

    rofl yea no doubt :P
  • alexveccialexvecci Member Posts: 119 Arc User
    edited September 2013
    djdamc wrote: »
    Surviving the torp spread (even on a Defiant) is relatively easy - you only need to remember 2 things:
    -when torpedos hit shields their damage is 4 times lower(not even counting shield resists).
    -torpedo spread III launches 3 torpedos (at 3 targets) hitting consecutively - if you don't have tactical team up at the moment of impact, the first torpedo from the spread will deal at most 5k shield damage, second one will deal 3k shield damage and around 2k hull damage, and the third one will deal 20k hull damage(i'm assuming 0 hull resists, 0 shield resists and 8k shield capacity per facing), if you have 13k-15k(or more) shield capacity you can easily eat a torpedo spread III without even using tactical team.


    Last time i got hit by a torpedo spread from the unimatrix in my dreadnought cruiser (yes, i use that brick) i received a 230k total damage, all at once, despite being at full shields. (using advanced fleet resilient + enhanced neutronium mk xi).

    Not like damage's the issue. The issue is the 270 deg firing arc of those torpedoes.....
  • salemkanesalemkane Member Posts: 53 Arc User
    edited September 2013
    Well... apparently there are a few points that should be made clear, before this can go anywhere.

    1. The Lance Damage

    The Lance used by the Unimatrix in HSX is by far intendet to oneshoot a player ship, otherwise: Wheres the deal with the "Stay 5km to the Queen" thing?

    2. The Lance Hit and Crit chance

    The Lance will always Hit your ship, if your in a open FoV up to 30km from the Matrix to you. No defence and speedtank will save you from this, since i belive, this runs on hardscripted hitchances (prove me wrong, brandon)

    Also it's interresting to see, that all hit's i recived so far where citical hit's, exceeding the 500k line easly, which calls for a high crit chance (something near 90% i assume)

    3. The Lance Firing Rate

    The Lances will fire between 15 and 30 seconds each, and in those they can fire up to 3 times in a row (but this seems more like a glitch, since i ahve seen UNI1 kiling player X, then firing another shoot at player Y)



    Seems pretty gloom now?...

    Well, it's called challange, so what do we need to do to get the best out of it.
    Asset the Situation, take your time in a few rounds to just see, how the whole scenario works.
    The First thought would be to go in for the 5km to the queen... but have fun tanking BOTH UNI's at the same time from 2 diffrent directions. Not counting in the occasional hits inside the savezone by the lances.

    So, we keep on trying diffrent things, and at some point you will find out, your ship wont be hit if it's behind a hardstructure in the map. All those Borg Station parts can be used as a "Barrier" against the Lances. And from here on it's getting actually pretty easy.

    You drop in 3 Carrier based Ships, and 2 Ships of random (or just 5 Full Carrier and do it the real easy way) Set. The Carrier ships will all stay behind one of those structures inside a 15km range to teh attacked UNI, drop their pets and let them attack, on occasion (ussually, when the pets ahve teh aggro) the 2 non-carrier ships will do full alpha attack runs.

    1-2mins, first matrix down, and the rest is History.

    So, what happend?

    1. No more then 2 ships where inside the "Danger Zone" and so the optional (keep at least 3 alive) couldn't fail.

    2. Using carrier based ships add to the fact, that those ships can buff the 2 attack boats up to eleven and yet still take part in active combat by staying out of the danger zone and just let the pets do teh magic. Also special Carrier pets, like the Mesh Weaver's (APB spam) and the BoPs used together, drop a lot of damage on a static target. Usually the first attack wave sends the matrix down to 45%

    3. Keep cool and calm: OH ****, my 2 attack boats are dead, noone should die now... and noone will, since youre save. However, the Lance will target ships behind the cover, and will also fire (you will see the beam pass throu the object and actually hit your ship) but you wont take any damage.


    This can also be done with full escort setups, where 2 corts will do a "flyby" with full alpha, go back, and the next two will follow.

    All in all, i personally didn't see a reason to nerf this scenario, since you can easly use your envoirment to your advantage in this mission.
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  • wolfpacknzwolfpacknz Member Posts: 783 Arc User
    edited September 2013
    Ok. Did Hive Elite yesty and hate to point out, it ain't fixed. We DID get targeted long range with lances, we DID get targeted while at full impulse trying to get back to the battle and we were just decimated by them staying close to the queen as it states in the mission info. Seriously, bad patch guys...
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  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited September 2013
    wolfpacknz wrote: »
    Ok. Did Hive Elite yesty and hate to point out, it ain't fixed. We DID get targeted long range with lances, we DID get targeted while at full impulse trying to get back to the battle and we were just decimated by them staying close to the queen as it states in the mission info. Seriously, bad patch guys...

    Of course it isn't fixed yet. At the time of posting this, this patch is only on the Tribble test server and hasn't made it to the live Holodeck server yet.

    I would like to point out it seems the cooldown for the unimatrixes spitting out various probes and plasma energy bolts seems to be insanely low. I tried the hive space on normal mode a couple weeks ago and it seemed like we had 4 plasma energy bolts, 2 from each vessel, every 5 to 10 seconds. They also spit out a new probe to replace one right after it is destroyed. It was too difficult to complete because there were always at least 4 regeneration probes in the middle around the queen and when we started attacking 1 unimatrix they would zoom over and fully heal it within seconds and keeping it healed.

    After destroying a regeneration probe another would spawn right away.

    At the time of trying this, once I died I couldn't get back to stay around the queen because I kept getting suddenly blown up on my way back. No animation or warning. Just suddenly my ship explodes. I also don't like the lance hitting you up to 20Km away because of this. It makes it hard to get back in the action when the cooldown on their probes and abilities is too short.

    Another thing, when I did this many months ago, I could stay close on the outside of the unimatrix, instead of just the side where the queen is, and had the Under the Guns buff and could be safe on that side. The problem with having to stay near the queen is that you can't see what's coming from the unimatrix behind you when you are concentrating on 1. So you could get 1 shotted by a plasma energy bolt and never see it coming. At least with being on the outter side of the unimatrix you can see all that. :(

    When I last tried this a couple weeks ago, 1 on my team had left after dying a few times on the part with the unimatrixes. I had died at least 3 or 4 times from being one shotted from invisible lances, torpedo spreads, and maybe a plasma energy bolt that came from behind that I couldn't see due to my camera being in the opposite direction. I ended up just leaving myself since it seemed hopeless. This mission on normal mode use to be a lot easier, though challenging. Now it just feels impossible. I never have tried it on elite mode since I've read a lot way back when the mission was added at how just difficult it was.

    Edit: The other problem with STFs, both normal and space, is that the more you die the longer the respawn timer is, with you having to wait at least 60 seconds at most leaving your team wondering where the hell you are. Never understood this type of penalty.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited September 2013
    [quote=coldsnapped;12192971
      • Captains are no longer targeted by the Lance Weapons from the Unimatrix vessels when:
        • They are affected by Under the Guns.
        • They are further than 20k away from the vessels.
        • They are using Full Impulse.
        • They are cloaked.
    [/quote]

    If I didn't actually know better, these almost sound (especially the ones in red) as if they were a product of The Onion.
  • colonelchenchuancolonelchenchuan Member Posts: 0 Arc User
    edited September 2013
    still have email after email after email I cant delete
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  • generalmocogeneralmoco Member Posts: 1,634
    edited September 2013
    Not sure if this has been asked already, but it's in regards to the new *Time* added to the fleet leader system... I logged in today to check the new change... and all I was able to do is see the new change to happen to be the title of the rank as "Provisional Flag Officer" not sure if there is supposed to be a "time" clock or some sort of thing that will show us the time left until those "2 week" are over? or Ima missing something????
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