test content
What is the Arc Client?
Install Arc
Options

Into the Breach / Revamped???

124

Comments

  • Options
    nateham101#2745 nateham101 Member Posts: 420 Arc User
    I usually complete this run in 10-15 minutes max. Quickest way to earn marks per run in the game.
    1Wlp6QH.gif
  • Options
    pottsey5gpottsey5g Member Posts: 4,178 Arc User
    edited March 2016
    azrael605 wrote: »
    warpangel wrote: »
    tousseau wrote: »
    I'm trying to figure out why everyone keeps,saying that the exterior run is now slower... Personally, I find it to go faster now, since there are no ships protecting the nodes.

    I'm pretty sure several people have already explained it, but its because now everyone is required to go through the same lane, meaning 1 or 2 people BFAWing everything that comes up and the rest following behind with nothing left to shoot.

    That does not make it go slower, quite the opposite.
    Its far slower and far more boring. We used to split up hitting different sections and be over pretty fast. As I don't have beams all I can do now is sit there bored waiting for the beams ships to do the mission. Its a terrible design move thats not only boring but removes team work. Unless you have beams with fire at well you may as well just sit there AFK. That and the weapons you would expect to be used to breach hulls torpedo's and mines are next to useless.
  • Options
    warpangelwarpangel Member Posts: 9,427 Arc User
    I usually complete this run in 10-15 minutes max. Quickest way to earn marks per run in the game.
    You've obviously never played ISA or CCA in a high-DPS team.
  • Options
    warpangelwarpangel Member Posts: 9,427 Arc User
    azrael605 wrote: »
    pottsey5g wrote: »
    azrael605 wrote: »
    warpangel wrote: »
    tousseau wrote: »
    I'm trying to figure out why everyone keeps,saying that the exterior run is now slower... Personally, I find it to go faster now, since there are no ships protecting the nodes.

    I'm pretty sure several people have already explained it, but its because now everyone is required to go through the same lane, meaning 1 or 2 people BFAWing everything that comes up and the rest following behind with nothing left to shoot.

    That does not make it go slower, quite the opposite.
    Its far slower and far more boring. We used to split up hitting different sections and be over pretty fast. As I don't have beams all I can do now is sit there bored waiting for the beams ships to do the mission. Its a terrible design move thats not only boring but removes team work. Unless you have beams with fire at well you may as well just sit there AFK. That and the weapons you would expect to be used to breach hulls torpedo's and mines are next to useless.

    Each and every time I have played it I have intentionally kept behind the other players in the initial trench run. I have never found even a moment of being bored as the stupid turrets respawn every few seconds giving me plenty of targets all around me not being hit by the players 15 km ahead of me. Haven't been bored once, and the mission plays very fast.

    The hardpoints have a respawn time of about 20 seconds. It is indeed possible to wait for them to respawn if you prefer that, but the claim that waiting for respawns is faster than each player picking a lane of their own with their own targets is quite frankly absurd.
  • Options
    jaguarskxjaguarskx Member Posts: 5,945 Arc User
    pottsey5g wrote: »
    Its far slower and far more boring. We used to split up hitting different sections and be over pretty fast. As I don't have beams all I can do now is sit there bored waiting for the beams ships to do the mission. Its a terrible design move thats not only boring but removes team work. Unless you have beams with fire at well you may as well just sit there AFK. That and the weapons you would expect to be used to breach hulls torpedo's and mines are next to useless.

    For my captains that fly ships using cannons, I just hang back during the trench run. I don't start firing at anything until I am inside the fortress ship.

  • Options
    jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    warpangel wrote: »
    I usually complete this run in 10-15 minutes max. Quickest way to earn marks per run in the game.
    You've obviously never played ISA or CCA in a high-DPS team.

    It is kind of funny to hear talks of marks/minute when you can do 1-2 minute CCA's and ISA's for 70+marks;
    SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

    SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

    Tacs are overrated.

    Game's best wiki

    Build questions? Look here!
  • Options
    pottsey5gpottsey5g Member Posts: 4,178 Arc User
    azrael605 wrote: »
    warpangel wrote: »
    azrael605 wrote: »
    pottsey5g wrote: »
    azrael605 wrote: »
    warpangel wrote: »
    tousseau wrote: »
    I'm trying to figure out why everyone keeps,saying that the exterior run is now slower... Personally, I find it to go faster now, since there are no ships protecting the nodes.

    I'm pretty sure several people have already explained it, but its because now everyone is required to go through the same lane, meaning 1 or 2 people BFAWing everything that comes up and the rest following behind with nothing left to shoot.

    That does not make it go slower, quite the opposite.
    Its far slower and far more boring. We used to split up hitting different sections and be over pretty fast. As I don't have beams all I can do now is sit there bored waiting for the beams ships to do the mission. Its a terrible design move thats not only boring but removes team work. Unless you have beams with fire at well you may as well just sit there AFK. That and the weapons you would expect to be used to breach hulls torpedo's and mines are next to useless.

    Each and every time I have played it I have intentionally kept behind the other players in the initial trench run. I have never found even a moment of being bored as the stupid turrets respawn every few seconds giving me plenty of targets all around me not being hit by the players 15 km ahead of me. Haven't been bored once, and the mission plays very fast.

    The hardpoints have a respawn time of about 20 seconds. It is indeed possible to wait for them to respawn if you prefer that, but the claim that waiting for respawns is faster than each player picking a lane of their own with their own targets is quite frankly absurd.

    What waiting? I just fly forward without using full impulse and look around me constantly, every time I turn the camera there are more turrets. I never played the old version of this mission so I can't compare it, but this new version for me has been fast, easy, and fun.
    The thing is the older mission was more fun, faster and had more team work. It was just better overall. The new mission is a downgrade.
  • Options
    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    I usually complete this run in 10-15 minutes max. Quickest way to earn marks per run in the game.
    Yeah really, it's only 20mins if things go horribly wrong.. usually at the citadel...
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • Options
    thlaylierahthlaylierah Member Posts: 2,984 Arc User
    The major problem that is throughout the whole game is "Dead" Alert.

    When my ship goes to Battle, Red Alert should not be limiting my speed.
  • Options
    stobg2015stobg2015 Member Posts: 800 Arc User
    The major problem that is throughout the whole game is "Dead" Alert.

    When my ship goes to Battle, Red Alert should not be limiting my speed.

    I disagree, for gameplay reasons.

    For one, it would be unfair for escorts to be zipping around the map at high speed and reasonable turn rates, compared to less maneuverable ships that would still be stuck at the lower speeds because they wouldn't turn well enough otherwise. The game would be reduced to all Alpha runs, all the time, because the slower ships would be sitting ducks.

    Two, the power allocation mechanism that shunts all of the power to your engines would be making you less effective anyway.

    And third, it would be too easy to escape if you could simply sprint to Full Impulse whenever you wanted to.

    Finally, if Cryptic gave in on all three of those points, we'd all fly one of the Pilot escorts because we'd be crazy not to. Their superior mobility and access to BOFF Pilot skills would make them the kings of high-speed combat.

    I freely admit there is no canon rationale that says you can't fight and move as fast as you want to, at impulse speeds. Heck, they've even done combat at warp speeds. But the gameplay considerations trump that in this case.
    (The Guy Formerly And Still Known As Bluegeek)
  • Options
    bubblegirl2015bubblegirl2015 Member Posts: 830 Arc User
    edited March 2016
    I usually complete this run in 10-15 minutes max. Quickest way to earn marks per run in the game.

    You call that quick! This is atrocious at best. 5mins at tops is not bad like CE. This aint an ALT friendly event by far and yeah REAL updated from what it was before>>>NOT​​
    Wiki editor http://sto.gamepedia.com
    Original STO beta tester.
  • Options
    tousseautousseau Member Posts: 1,484 Arc User
    Well, after playing it for the past couple of days, it seems to be a quicker run for the 4 toons I have been taking it through. For an event style run, it's ok... lower mob hp, the directional arrows, etc...

    However I will say that I preferred the old one more... path options outside, tougher npcs, no hand holding inside with the dirrection arrows.
  • Options
    ltminnsltminns Member Posts: 12,571 Arc User
    That may be fine for a normal PVE Queue but not for an Event Queue that they want people to run perhaps on a few alts. People will just give up and say the heck with all of this nonsense, not worth all this time, etc., etc., etc.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • Options
    huskerklghuskerklg Member Posts: 561 Arc User
    brwjames85 wrote: »
    I do have 10 playing characters, which I intend to give the event award.

    Yes Cryptic, design the game after altaholics not the average player base. #facepalm
  • Options
    dalolorndalolorn Member Posts: 3,655 Arc User
    huskerklg wrote: »
    brwjames85 wrote: »
    I do have 10 playing characters, which I intend to give the event award.

    Yes Cryptic, design the game after altaholics not the average player base. #facepalm

    One can design around both. (Case in point, the event ships.) Cryptic deliberately chooses not to despite demonstrating that they have the ability to do so.

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • Options
    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    dalolorn wrote: »
    huskerklg wrote: »
    brwjames85 wrote: »
    I do have 10 playing characters, which I intend to give the event award.

    Yes Cryptic, design the game after altaholics not the average player base. #facepalm

    One can design around both. (Case in point, the event ships.) Cryptic deliberately chooses not to despite demonstrating that they have the ability to do so.
    A thing to consider is: Is that really the best use of their resources, trying to make this system into an account unlock? Changing it doesn't come free, they will have to devise a way to split the Dilithium and Mark reward from the special unlock (if they don't, it would be horribly broken), and then enable that unlock. Do you still remember how long it took for them to fix the problems that happened they did this with event ships? All that will likely repeat itself.

    So even if they think it would be a good idea (and they might not), it is not a no-effort fix that they can change by switching a single button. And once it requires dev time, the question is what other things are competing for it? Skill revamps, new reputations, new ships, new missions, new specializations.


    And they might also consider these events to fill a different niche then the ship events. For example, the Anniversary, Winter and Summer event are well known times, and are a strongly advertised to players. They are quite possibly the most important events to gather new players and to get lapsed players back. It's also a great way for F2P to get access to a fully fledged endgame ship (Fleet Level, nowadays Tier 6).

    Crystalline, Mirror and now The Breach are not advertised as strongly and are not exactly predictable - so they might be deliberately designed to entice active players and help them advance their character(s) - if they put in some extra work for them.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • Options
    dalolorndalolorn Member Posts: 3,655 Arc User
    Well, it would have helped if they had designed it 'right' the first time, wouldn't it?

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • Options
    brwjames85brwjames85 Member Posts: 84 Arc User
    huskerklg wrote: »
    brwjames85 wrote: »
    I do have 10 playing characters, which I intend to give the event award.

    Yes Cryptic, design the game after altaholics not the average player base. #facepalm

    I'm not altaholic :p i know people who have 15+ or even 25+... I just made 1 of every profession, + 1 delta toon
    Finally, T6 Fleet sovy! My life is complete!
  • Options
    ltminnsltminns Member Posts: 12,571 Arc User
    I already posited how they can do the Account unlock. The variable in any of these 14 day Events is the 'Shiney'. That Award would be a Box that when opened provides an Account Unlock.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
  • Options
    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    dalolorn wrote: »
    Well, it would have helped if they had designed it 'right' the first time, wouldn't it?
    Being all-knowing and all-seeing is not a neccessary prerequisite to become a game developer.

    The most important reward from this event is not the admirality card (or the DOFFs from previous events like it). It's the huge sum of Dilithium and Marks. And they designed the system in a quite logical way for that purpose. That some people consider having these items absolutely mandatory on all alts is not what they expected. And might not even be worth encouraging further.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
  • Options
    dalolorndalolorn Member Posts: 3,655 Arc User
    dalolorn wrote: »
    Well, it would have helped if they had designed it 'right' the first time, wouldn't it?
    Being all-knowing and all-seeing is not a neccessary prerequisite to become a game developer.

    The most important reward from this event is not the admirality card (or the DOFFs from previous events like it). It's the huge sum of Dilithium and Marks. And they designed the system in a quite logical way for that purpose. That some people consider having these items absolutely mandatory on all alts is not what they expected. And might not even be worth encouraging further.

    Hello? Items that both look and act differently (often in a good way on both counts*) from anything else in the game, and can only ever be acquired during the events that introduce them? What did they think would happen?!

    (It gets worse when you notice some other actions that do demonstrate at least a basic understanding of human behavior... but then again, most of the examples I can remember offhand manage to infuriate people outside the target group. *shrugs*)

    * - The most obvious subversions being the crystalline shard pet and the Tanius - the former's flat out useless to most people (which fits in quite nicely with your theory, actually), and the latter might simply be on par with existing Admiralty cards, I don't know exactly (not that the cards in question wouldn't be pretty good ones in the first place).

    Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.p3OEBPD6HU3QI.jpg
  • Options
    thlaylierahthlaylierah Member Posts: 2,984 Arc User
    edited March 2016
    stobg2015 wrote: »
    The major problem that is throughout the whole game is "Dead" Alert.

    When my ship goes to Battle, Red Alert should not be limiting my speed.

    I disagree, for gameplay reasons.

    For one, it would be unfair for escorts to be zipping around the map at high speed and reasonable turn rates, compared to less maneuverable ships that would still be stuck at the lower speeds because they wouldn't turn well enough otherwise. The game would be reduced to all Alpha runs, all the time, because the slower ships would be sitting ducks.

    Two, the power allocation mechanism that shunts all of the power to your engines would be making you less effective anyway.

    And third, it would be too easy to escape if you could simply sprint to Full Impulse whenever you wanted to.

    Finally, if Cryptic gave in on all three of those points, we'd all fly one of the Pilot escorts because we'd be crazy not to. Their superior mobility and access to BOFF Pilot skills would make them the kings of high-speed combat.

    I freely admit there is no canon rationale that says you can't fight and move as fast as you want to, at impulse speeds. Heck, they've even done combat at warp speeds. But the gameplay considerations trump that in this case.

    So you are against a realistic IP representation then?

    I guess you are right. No one would choose Star Trek over STO.

    Oh and I fly a Command Cruiser.
  • Options
    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    How is that a more realistic representation?
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • Options
    thlaylierahthlaylierah Member Posts: 2,984 Arc User
    Starships in Star trek don't immediately come to a crashing halt once they fire on something.

    Also Starships often escape to warp in the IP.

    Everything described as unbalanced for the game in that post is an accurate IP representation, like the Escorts being faster and more maneuverable.

    I put in that I fly a Command Cruiser to dispel any accusations of being an Escort pilot looking for more.
  • Options
    warpangelwarpangel Member Posts: 9,427 Arc User
    Ironically, The Breach has the ships flying far faster than Full Impulse, with weapons enabled. It's one of my favorite features of the mission, the ships actually flying like starships.

    But it is true, we can't have the ships fly that fast in combat normally. Not because its "unfair for escorts to be zipping around," but because the similarly unrealistic weapon ranges would mean we'd have to slow down anyway to actually shoot anything. It only works in The Breach because the hardpoints die from one shot.
  • Options
    hanover2hanover2 Member Posts: 1,053 Arc User
    Starships in Star trek don't immediately come to a crashing halt once they fire on something.

    Also Starships often escape to warp in the IP.

    Everything described as unbalanced for the game in that post is an accurate IP representation, like the Escorts being faster and more maneuverable.

    I put in that I fly a Command Cruiser to dispel any accusations of being an Escort pilot looking for more.

    If anyone is old enough to remember Starfleet Command 3, ships had this neat little "tactical warp" ability that used the warp animation to move you whatever distance you wanted within the map, and it could be done in or out of combat. Also, something called a "high energy turn" that would allow any ship to make one quick turn in any direction, and then went on a cooldown. Also, their use of shuttles in the earlier sequels was a lot of fun. Things like sensor decoy shuttles and suicide shuttles that any ship could use. All ships had some shuttles, as well as a tractor beam that you could actually use to do more than just push or pull the target. Also, true subsystem targeting, as in you click on a specific subsystem in the target UI, and then shoot it until that system goes down. And helm commands! "Follow target, match target speed," anyone? Sadly, the ship maneuvering was 2D, and the weapon firing rate was appallingly hamstrung in a holdover from the turn-based board game, not to mention how badly outdated it was practically coming out of the gate. And any cross-faction mixing of weapons or equipment was done by manually editing text files in the game directory.

    I'm not suggesting anyone go back to that game as an alternative, and my nostalgia certainly isn't enough for me to keep coaxing it to run on a modern OS, but there are a lot of fine ideas for STO to be found in SFC.

Sign In or Register to comment.