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Official Voth Ground Feedback Thread

salamiinfernosalamiinferno Member Posts: 159 Cryptic Developer
Soldiers, and Dinos, and Mechs, oh my! Have bugs, feedback, concerns, or suggestions about this group? Leave them here!
Post edited by salamiinferno on

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    zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited October 2013
    are they available for testing yet?
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    salamiinfernosalamiinferno Member Posts: 159 Cryptic Developer
    edited October 2013
    are they available for testing yet?

    As soon as the new build comes up on tribble, you'll be able to test them.
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    adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited October 2013
    Hey all, just a heads up - all the Voth ground troops in the battleground are a little beefier than they would be anywhere outside of the Battlezone. This is due to the group size and the open nature of the zone - if you were to encounter the ground Voth outside of the battlezone, they'd be about the same damage and health as other normal critter groups (though still with their unique mechanics).
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
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    zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited October 2013
    As soon as the new build comes up on tribble, you'll be able to test them.
    Hey all, just a heads up - all the Voth ground troops in the battleground are a little beefier than they would be anywhere outside of the Battlezone. This is due to the group size and the open nature of the zone - if you were to encounter the ground Voth outside of the battlezone, they'd be about the same damage and health as other normal critter groups (though still with their unique mechanics).

    Cool... I'm patching it now glad its come this far I was getting very bored :)
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    pennylongpennylong Member Posts: 199 Arc User
    edited October 2013
    Where do we go to find the sphere?

    I've been flying around for ages with no luck :(
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    azurianstarazurianstar Member Posts: 6,985 Arc User
    edited October 2013
    Overall, in a way the Voth Troops were easy in that they didn't kill you fast, but on the other hand they weren't easy to take down either. It was sort of like spam without the spam, if you know what I mean?



    Voth:

    The Voth Medics didn't spam heal at all, but thought it odd that you fought more medics than troops.

    The Voth Commanders were not easy to take down, but their Orbital Strike graphics need to be adjusted, the AoE is far greater than the displayed targeting circle. And it needs to be far more apparent, given the intensity of the battle, it's not noticeable at times.


    Really not sure how to suggest any improvements with these guys. The Medic and Commander were tough, but the others were wimps and uninteresting.


    The Mechs:

    The Cera wasn't much of a threat at all, just a mortar spammer. Though thought it funny when one jumped on top of the generator building and attacked from above. Perhaps if that was more of a norm?

    But the Dac was quite a tough nut to crack. Was rather clever to have the shield push you back while the Voth reclaim the capture point. However, it has one major weakness that can be exploited, and that is the Engineer Cover Shield. If you drop a CS along the path, it protects you from the repelling action of the Dac shield and you can get right next to it and drop bombs or spam turrets.

    The Mini Boss Mechs, just a bigger Cera that was as much of a wimp.


    Be funny (probably annoying as well) if they could push you off the spire ledge and make you fall to your doom. But currently you just end up sandwiched against the walls.

    Also be nice if there was some kind of weak spot to exploit with the shooter mode.



    Dinos:

    The Dans were....... more bark than their bite. On rare times, they could land a decent hit, but overall they were wimps. :P

    The Furis, at first I thought they were Rex's, but they just spammed lasers. Wasn't quite a challenge. Was fun riflebutting them to death.

    The Rex's, was a good choice for a boss battle. They did not go down easy. But offensively, eh I just didn't feel anything.



    If I had to suggest improvements with the Dinos, it would be this:

    Dan's, have them long-range leap and pin you down like a Raptor would. You got the Mugato to do that, why not these guys?

    Furi's, pin down like a Dan, but give them a swiping capability with their tail and give you a small knockback. Perhaps with a 1 second recovery as you "snap out of it".

    Rex's, have them the ability to pin you down. Give them the ability to bite you and toss you HIGH in the air! (Fall damage baby!) And let them do some major knockbacks as they swipe you with that tail! Talking baseball HOME RUN!
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    pennylongpennylong Member Posts: 199 Arc User
    edited October 2013
    I think the zone needs a bit more variety in the nature of the missions.

    Something more along the lines of Defera would help, side missions or the like to make things more interesting.

    As it stands it's hold and area, deactivate generators or move a generator then boss fight.

    Some fun little sub missions like the defera easy and medium missions might make for a more interesting experience.
    Lore accolades or something might be nice.

    I've also found that the Park V-Rex tends not to spawn once the other territories are captured.

    Over all it is very good but unlike Defera I can see it getting stale very quickly.
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    jrq2jrq2 Member Posts: 263 Arc User
    edited October 2013
    Is something wrong with the ground Zone?

    Not much to do. the whole map is blue with only 3 small red zones.

    Does the Zone need to be reset or am I missing some thing.

    :confused:
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    usscapitalusscapital Member Posts: 985 Arc User
    edited October 2013
    jrq2 wrote: »
    Is something wrong with the ground Zone?

    Not much to do. the whole map is blue with only 3 small red zones.

    Does the Zone need to be reset or am I missing some thing.

    :confused:

    yes there is major problems atm
    NERF NERF NERF ONLINE

    DELTA PRICE RISING
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    nulonunulonu Member Posts: 507 Arc User
    edited October 2013
    A poster brought up a good point about the dinos. Don't really feel any danger from them. The v-Rex is strong but even just 3 players plus boffs no one was in any danger. It just took some time to bring it down. I know it's hard to find a difficulty balance that everyone can be happy with as the threads about nerfing already easy Borg STFs will attest, but that V-Rex should be a deadly monster. Same goes the Exo-suits. Feels weird that comparatively unarmored humanoids on foot are taking two of those down with little difficulty. Maybe shorten those telegraphs when they are about to do something.

    That being said, the strike commanders and spec ops voth are tough enemies that can certainly surprise you.

    The biggest issue IMO is the same issue all ground pve has. Any of these new enemies can be rendered totally immobilized and unable to respond simply by spamming the secondary attack of a sword to chain the unresistable knockback. It's a problem that has gone unanswered in pve and pvp. Even if the difficulty is adjusted, it won't make any difference to sword users. Press 222222222222 until the opponent is dead and it won't even get a chance to respond. Return that secondary to an expose attack like it used to be and require a successful combo completion to get the knockback like the other melee weapons and problem solved.

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    qordaqqordaq Member Posts: 129 Arc User
    edited October 2013
    Where do we access the new AZ on Tribble?
    Previously: QorDaq
    Operations Team, 12th Fleet
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    keeny75keeny75 Member Posts: 319 Arc User
    edited October 2013
    So here was my first 30 minute run of the new Voth ground combat.

    Each of the 3 sectors had one outstanding red zone in each of the sectors. So I spent 30 minutes beaming to the remaing red zones and never saw anything of combat. My 30 minutes came to an ubrupt end when I fell off the spire. When I landed I walked for ages looking up at the spires. I'm guessing this shouldn't have happened as the /stuck co and did nothing and I was unable to beam to my ship. Just trapped in limbo.


    Not a great first test run but I'll try again tomorrow providing my alt doesn't beam in to limbo where I left him.
    [SIGPIC][/SIGPIC]
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited October 2013
    I was looking around and noticed something annoying. Tricorders are useless! Seriously. I stood on one of the Voth caches and pressed V. NOTHING!

    EDIT, oops, wrong thread :(
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    karcornerkarcorner Member Posts: 294 Arc User
    edited October 2013
    How do you get to the ground combat, been flying in here for 2 hours and nothing? /sigh
    I am guessing it was taken down.
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    mreeves7amreeves7a Member Posts: 499 Arc User
    edited October 2013
    Okay, my 2 Energy Credits:

    The Voth play-dead-and-get-back-up thing feels like it happens too frequently and too quickly. Perhaps reduce the chance of it happening and make the time involved more than a few seconds. Right now it just feels like you have kill some Voth twice. Maybe if they have a longer time playing dead, so players move away and can be surprised by an extra Voth or two instead of the current fight 2 waves of Voth at the same time situation that happens now. This is of course an issue that might not present it self on Holodeck, but the lower population on tribble means with fewer players you can be overwhelmed faster.
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    ztrl1ztrl1 Member Posts: 66 Arc User
    edited November 2013
    Is it just me or do the little raptors pounce move hold for too long?

    Also, the Voth mortars do waaayyyyyy too much damage.
    Some people buy Tier 6 ships and expect to win. Other people buy Tier 6 ships and are Tier 6 pilots.
    ~Tear
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    dukedom01dukedom01 Member Posts: 462 Arc User
    edited November 2013
    After toying around with the Voth in the battlezone for a few days I only noticed one annoying 'feature' specific to the critter group.

    The frakking feign death. It's not even that it feels like in every group besides the most basic ones there is at least one of them using it, the most annoying part of it is that after they get up they get a several second lasting damage immunity. And usualy (since you are moving towards the still standing enemies) you are guaranteed to target them the second they stand up because of course they are lying closer to you than the remaining alive foes.

    Sooooo annoying. If you make cat dinos with multiple lives please don't make them immune to my shiny omega carabine ,c
    Ceterum censeo Otha supplendum in praemiis.
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    eatsmarteatsmart Member Posts: 134 Arc User
    edited November 2013
    Bug: Vicious bite isnt being removed by vascular regenerator.
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    majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited November 2013
    Voth Specialists need to be dealing about 20% more damage. I brought an engineer bridge officer with shield recharge 3, and my shields were only depleted twice during the two and a half hours I spent in the battlezone. Several times my away team and I were able to take out 15 Voth Specialists before they even got close to knocking out shields.Their paralyze attack either needs a longer range, or they need shields/more hit points. At the very least something to make them more survivable. Right now they are dying after two to three bursts from the Omega Force Autocarbine while in aim mode.

    Voth Medics are far too weak and they appear to spawn far more often than other Voth enemies. They don't use their healing abilities very often either.

    I only encountered two Spec Ops Troopers while in the battlezone. It would be nice if you gave them Target Optics III and Motion Accelerator III while also having them perform in combat cloaking before decloaking to strike again.

    I did not encounter any Strike Commanders this time around. When I do I will add feedback here.

    Bio-Engineered Dankanasaurs were interesting. Their leap attack made them priority targets, but they fell a bit too quickly. Alone they aren't much of a threat, it would be nice if they attacked in coordinated groups of two or four, as it would more of a challenge.

    Bio-Engineered Furiadons were mild. The beam attacks from their head barely scratched shields and they went down rather quickly.

    Bio-Engineered Viriosaurus Rex was unimpressive. An engineer player and I managed to beat him in about 4 minutes with our away teams. His beam attacks were underwhelming, his mortar attacks were harmful but easy enough to dodge, and his tail attack was basically just a massive AoE knockback.

    Ceratopsid-class Exosuits were pushovers. I just didn't feel threatened when hit by their rapid fire chargeup mode. I've been more threatened by three player controlled players shooting me with Omega Force Autocarbines than I was when I was hit by the mech's weapons. I had no reason to break line of sight.

    Dacentrus-class Exosuits were annoyingly hard to bring down. Not due to their hit points or armor, but due to their Voth Mech Repair Drones, which make them invincible until the drones are destroyed. Not only are the drones small with massive shield regen, but they are also classified as a "pet", making it very difficult to get a target lock. At times it was also difficult to even see them over the flashy shields deployed by the exosuits. Overall though, once the repair drones were down, the exosuits were very easy to bring down. Prolonged burn was the exosuit's only dangerous attack, but they rarely use it.

    Mini-boss Exosuits were a cakewalk. I was able to kill them alone with my bridge officers.

    Long Range Artillery needs to have clearer warning visuals. Right now it's very difficult to distinguish between the standard mech mortars and the artillery shells that deal about 5,000 damage over 3 seconds. I died four times in the battlezone, all four from these artillery shells.
    --->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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    taldromtaldrom Member Posts: 1 Arc User
    edited November 2013
    Dinosaurs? Where there no adults that you could have hired to write a story line?
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    foundrelicfoundrelic Member Posts: 1,380 Arc User
    edited November 2013
    Just been trying out the new stuff for the last hour or so.

    "Space" combat is fine, a few issues of not being able to actually DO the mission as the interact doesn't activate anything.



    Ground seems like it would be fun.


    Until that ****ing fog rolls in.


    I'll get a tiny amount of chop when I'm in combat, but when that fog rolls in I'm looking at a frakking slide show.

    PLEASE either get rid of the fog or let us turn it off in our settings.


    If it remains in place I and others will likely not be able to play the ground portions of the new content.


    I'm running on a Laptop as I don't currently have a tower PC available and up until this the only problem I've had with the game has been the 20 player fleet mission.
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    chengirpwechengirpwe Member Posts: 9 Arc User
    edited November 2013
    As usual, the art work was superb. Nice work. The area was both interesting an engaging to look at.

    In general though I found I was hopelessly out numbered or the space was virtually empty. In the Nukara area at least there was always something to do one every level ... here there seemed to be no middle ground.

    I's give it a 7 out of 10.
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    jakewilson1973jakewilson1973 Member Posts: 1 Arc User
    edited November 2013
    Having some odd issues with personal and ship devices. After I use any device that device then disappears from the HUD launch bar. any Ideas?
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