For the second time tonight, I was with a group that failed to get past the dreadnought. This is a normal difficulty mission, which as part of an event people are bringing lower powered alt characters through and some of them just can't cut it. My alts aren't strong enough to carry a full group past that stupid beast, and once people start bailing out it's all over. All the dreadnought does is slow down the mission, it's already a hell of a slog. Please, remove the dreadnought or at least let us kill them while they're "sleeping" aka vulnerable with no shields up yet or weapons.
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Normal - 50, Advanced - 60, Elite - 70
That would make sense.
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This game is unbelievabley easy besides Advanced and Elite contend. I think we see the long term results of “why bother” here. In a year from now peeps won’t be able to deal with the latest story missions because they have never “bothered” with pretty much anything besides the b00b slider at the tailor.
Very disturbing.
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Players are however also resistant to adapt their strategy and will shoot it with the invulnerability shields up, they will heal near the dread (which you shouldn't as it targets healers), use BFAW instead of shield bypassing attacks (which every ship can slot and if it's just transphasic torps or eject warp plasma) or disables (can open a window to hit it hard) and then complain they can't beat it.
STO has granted the ability to change builds on the fly. Out of combat you can literally slot entirely different skills for any given situation.
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That said, I have yet to see the mission fail due to the Dreadnaught. Or at all, for that matter.
Try harder, you can do it. Get more stuff that ignores shields, for example. Transphasics, Gravity Well, Tyken's Rift, Tractor Beam Repulsors, Aceton Beam, Endothermic Beam, Structural Integrity Collapse. Intel Fleet buff. Traits that buff shield penetration for your weapons. Some of that is just a single visit to the BOFF trainer away.
And once you see that your team mates are struggling, use team chat to give tips. Maybe they ignore it, but maybe you get a few people to learn. Maybe not for that instance, but the next one.
yes, this. troll OP is troll
Not everyone that you disagree with is trolling. Many people start threads like this because they believe what they are writing.
If you really think someone is trolling, you might just flag their post instead of calling them names.
Have you considered the notion that just because you don't understand or agree with a thread's topic doesn't mean it's a troll thread, and doesn't mean it's okay to trash the thread with nonconstructive posts containing nothing but insults?
Well, but it's training you to learn how to deal with a foe whose shields just won't go down. And even on training wheels, you still have to move the pedals.
If you've got 2-3 science ships in there all targeting its shields they can go offline quite a lot.
Plus the thing barely move so outflank it and you not only get flanking attack bonus damage but also avoid that immunity shield.
I agree with you here on how you deal with these redictual among of shield hp and shield regen targets. I woud have loved to see them kick out a tetryon type that now instead of bypassing shields, doing shield damage, a shield damage dot, or even a chaining shield proc, would instead reduce/negate the shield regen of a target on a proc. With this it could be more interesting an effective than currently to run shield drain builds that use something other than shield bypassing effects like transphics.
Hmm. It might be overpowered if it also blocked shield heals (at least for PvP), but blocking innate regeneration seems quite feasible (at least from a balance point of view; Technically - who knows?) and would be effective against most PvE enemies.
That is what I was thinking that it would negate innate shield regen, as most of the huge shield hp sponges don't use shield heals much, and in pvp I have always felt that you should work abilities to have two values that effected only pve or pvp based on what you are using it on as than you can adjust that value for what is right for that form of content. I could see it blocking innate shield regen, and a shield healing de-buff weakening shield heals without negating them fully, with having the de-buff cleansable via sci-team. Hell if you made it fully a de-buff that both negates innate shield regen an reduces shield healing (both incoming an received) by a certain amount it would be quite nice even in pvp, While than making it a de-buff fully that is cleanse-able via sci-team might be abit powerful an yet still counterable with the right ability choices.
I would not worry too much. He (GB3) has been spamming various threads with his non-sense in an attempt to 'moderate' the forums himself. He is even pming people links to the forum rules - little realizing himself that it's against the rules to call people 'trolls'.
Hopefully he will get tired soon and go back from whence he came.
Fire at will works awesomely on the dreadnought. I always try to solo it but sooner or later my teammates join in the fight.
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Oh the ueber shield? I usually trigger it on front with normal shots and then use evasive maneuvers to reach the flank before engaging fire at will.
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Also, it's a Deflection shield (kinda like a FBP); aka, don't fire at it while it's up, or flank it.
It has to be an incredibly super bad team that can't get past the Citadel Dreadnought, the worst of the worst. Probably the kind that just slaps random powers on their boffs and random gear and doesn't even bother making sure they are using gear for their level, which hear means Mk XI or XII minimum.
What I am wondering is if Subnucleonic Beam does affect NPC cooldown counters. SNB doesn't dispel the shield, but it might still extend the cooldown of the ability, extending everone's time until the ability gets reused by the ship.
But I can't think of a way to verify that in the typical PUG instances I am in.
And why would they seriously remove an enemy and recode the STF when the event is soon about to end? So you want the developers to alter an STF because you cannot be arsed to improve your own gear? Sure, a part of the problem may be the lack of strong players joining your particular group, but if you were to make an effort it really wouldn't matter. If you in all honesty know that you are joining an STF with a severely weak player community then wouldn't it be in your best interest to improve your own character to the point where their weakness does not become a significant issue?
I may sound very harsh and judgemental but the STO community has become very lazy. If you find the dreadnought an issue to compensate for the lack of damage of others, then up your own damage. And if you find that immunity shield problematic then improve your speed and turn rate to overcome it. It isn't rocket science. It just takes time and effort... and if you lack the energy to do all that then perhaps you shouldn't play this particular STF. It is very simple. You just make it very hard for yourself.
Players, especially new players, need to learn that everything is not just a stroll through the park.
If anything should be removed from the mission, it's the ridiculous teleporting subpower core whack-a-mole. Put a real subcore in all 3 spots and make us destroy them all.