I wish that they might make it that Subnucleonic Beam would at least reduce how long it is active is used while it is up, or even just remove it, though in either case having that added bonus of being a science character that can reduce the effectiveness of this ability would be nice not needed though. I personally would just like some more variety in the stf like have the second boss alternating between different types (like between the dread and a bulwark for instance), which could need different tactics as they have different abilities an stats. Outside of that the stf really does not need much of a change at all, as I even found the removal of the alternate paths you could take annoying as it was fun to split up taking sides an different routes.
There's nothing wrong with the shield nor is it anything that needs to be changed. Just flank the ship. It's all about positioning, and I'm glad there is content that discourages blind BFAW spam.
"If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
It was just me and one other dude last night in Breach, after other three left/didn't load map in first group stage. Took 32 min, and optionals were laughable, but we finished. If 5 of you can't win in 40 min, you have serious build issues beyond this one event.
Even on Advanced, the Citadel takes what, 30 secs, tops?! Requests like these alone make me want to ask for 2 Citadels in Normal. :P
Also, it's a Deflection shield (kinda like a FBP); aka, don't fire at it while it's up, or flank it.
I am pretty certain that the shield protects from all direction, but you can still exercise some fire discipline... And I think it doesn't deflect torpedo damage to you, so torpedo/science builds that don't have much weapon power might not worry either way.
I just checked again; and, indeed (though it's hard to get a good angle on the whole of the ship), this one seems to have a full coverage Deflector shield. I'm pretty sure the Citadels in the Contested Zone don't. Strange.
And yes, they deflect Energy weps only; so torps should be fine.
Even on Advanced, the Citadel takes what, 30 secs, tops?! Requests like these alone make me want to ask for 2 Citadels in Normal. :P
Also, it's a Deflection shield (kinda like a FBP); aka, don't fire at it while it's up, or flank it.
I am pretty certain that the shield protects from all direction, but you can still exercise some fire discipline... And I think it doesn't deflect torpedo damage to you, so torpedo/science builds that don't have much weapon power might not worry either way.
I just checked again; and, indeed (though it's hard to get a good angle on the whole of the ship), this one seems to have a full coverage Deflector shield. I'm pretty sure the Citadels in the Contested Zone don't. Strange.
No it doesn't. You can still go behind it to attack it safely. I do it on every run.
Even on Advanced, the Citadel takes what, 30 secs, tops?! Requests like these alone make me want to ask for 2 Citadels in Normal. :P
Also, it's a Deflection shield (kinda like a FBP); aka, don't fire at it while it's up, or flank it.
I am pretty certain that the shield protects from all direction, but you can still exercise some fire discipline... And I think it doesn't deflect torpedo damage to you, so torpedo/science builds that don't have much weapon power might not worry either way.
I just checked again; and, indeed (though it's hard to get a good angle on the whole of the ship), this one seems to have a full coverage Deflector shield. I'm pretty sure the Citadels in the Contested Zone don't. Strange.
And yes, they deflect Energy weps only; so torps should be fine.
I think they all do. Bulwark and Bastion have lesser versions of the shield with less coverage.
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Honestly all the content needs to be made more punishing IMHO.
Players, especially new players, need to learn that everything is not just a stroll through the park.
General combat difficulty is pretty much a separate question. A level 60 enemy is spawning instead of a level 50 one in one particular PVE. Fix that. If something else needs to be done to tweak game balance then approach that as its own deliberate exercise. Players don't have the patience to wait the many generations necessary for game design by random mutation to produce a satisfactory result in all respects. :P
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Its a boss, what do you expect? Its not at all unheard of for bosses in games to have a higher level than players by design.
"If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
I believe the deflector shield is actually based on what direction it is being hit from during and before it is activated, as I have had it pop up an only be active on the front side of the ship that the group was hammering while the rear was unshielded. Though this might be a bug, but maybe not hard to say sometimes.
An yeah definitely not that weird that the boss is higher level then the players. Though most of the time in other mmos a instance/stf/dungeon boss is five levels higher then players not ten, where as a raid boss is commonly ten levels higher than players overall. It does not seem that big here as the difference between a level 50 and 60 as it would be in other games.
citadel reflective shields are 180 degrees regardless of where you encounter one; bulwark and bastion shields are 90 degrees, aka a single shield facing (and the bastion's doesn't reflect damage, just makes that facing immune to energy damage)
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"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
Yeah I got unlucky a couple of times, but as I said I'm running my alts through this thing just like everyone else. Normal is the difficulty for your underpowered alts and for filthy casuals, it should cut the players more slack than it does. I still say let us blow up a defenseless dread in it's hangar instead of a live beast many characters attempting the event really aren't equipped to handle.
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.
Exactly. I hate to say it, as it's not a popular opinion - but this is where the obsession with BFAW really starts to show. I'm sorry, but my personal observation from watching this for the past week is that there are players who simply neither can nor will entertain using/trying anything else. I'm sorry, but I have no sympathy for that - tactics that work in, for example, ISA SHOULDN'T necessarily work elsewhere. Heck, I for one am very impressed that this Dreadnought actually punishes players who can't think past FAW.
I mean, I am a mediocre player at best and I wouldn’t claim otherwise – but the vast majority of times I’ve played through this event so far it has been in my trusty FT5-U Rhode Island/Nova, and the Dreadnought in question hasn't killed me yet (at least not on normal or advanced). Frankly, it would seem that the biggest challenge the Dreadnought presents has little to do with the Dreadnought itself and a lot to do with some players inability to accept that BFAW is, for once, NOT the answer.
Fire at will works awesomely on the dreadnought. I always try to solo it but sooner or later my teammates join in the fight.
It works so long as it hasn't got it's uber-shield up, yeah.
Otherwise yeah - of course easymode works against it. It IS the God of all abilities after all.
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.
By the way, this works with cannons, torpedoes, sticks and stones too!!! Awsome.
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More often than not, I end up 4 manning it (why does the 5th person keep dropping out?), and it's not much of a problem. For some reason my Breen dreadnought attracts a lot of fire, but otherwise it's reasonably doable. For me, the really hard part is rescuing the ship by itself in the first room, when I don't have a cloak.
I would not mind if they did that giving us three sub-cores one in each of the spots, but that it got a buff for each sub-core that is activated, or even additional abilities it starts using when you have more than one active at a time. It would make it more interesting an fun as well as allow you to push an see what the group can handle over just largely a waste of time.
I am okay with the dreadnought, though it would be nice if Cryptic fixed it so that on Normal difficulty it would be level 50 instead of 60. But it is still doable.
I played Into The Breach Normal 82 times on 9 captains and only once did it fail. I think it failed because everyone of us only had an "average build" ship. While we had no trouble destroying all the ships in the initial hanger bay, the Dreadnought was the "bottleneck".
We were making decent progress, but after 4 about minutes attacking the dreadnought players started to drop out of the mission. I suppose those other players were hoping that they would be teamed up with high DPS players, instead of just average players. Soon there were only 2 of us left so we both decided to leave the mission as well. I queued up the Breach again and was playing it again in less than a minute.
I believe the deflector shield is actually based on what direction it is being hit from during and before it is activated, as I have had it pop up an only be active on the front side of the ship that the group was hammering while the rear was unshielded. Though this might be a bug, but maybe not hard to say sometimes.
Yes, it activates based on where its being attacked. It can't change direction after being deployed, though. Which is why the best initial attack run (where you know it's going to put it up right away) is to shoot it a few times to get it to use the shield then evasive to the opposite side before hitting your buffs and attacking for real. Next time it uses the shield, your evasive should be off cooldown and you can dash to the other side again. Or just hold fire and save your buffs for another alpha strike when the shield drops.
If the team surrounds it and attacks from all directions, it seems pretty random where it points the shield. It may just pick whichever direction the latest hit came from.
The only real annoyaince with the shield is it's hard to see exactly which way its pointed, except from the side. So you have to pay attention to the yellow damage floaters to see if its pointed at you or away from you.
Why remove the subcore? Isn't it easy enough to spot the fakes? I like that the fake cores make you watch your fire. If it were me I'd make the fake ones hit harder or severely debuff whoever shoots at it.
Why remove the subcore? Isn't it easy enough to spot the fakes? I like that the fake cores make you watch your fire. If it were me I'd make the fake ones hit harder or severely debuff whoever shoots at it.
The portion makes no logical sense, though. Why does the real core "wander", what purpose does that serve? I mean the whole mission, that hilariously humongous "ship" which houses citadel dreadnoughts and all defies all plausibility int he first place, but that subcore passage is especially questionable
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A ship shouldn't be able to instakill players with almost invisible spatial charges that completely ignore shields. Not on normal difficulty. Instakill Borg torpedoes were removed for good reasons, this basically the same.
Scaling it appropriately would fix most of the issues I think.
Why remove the subcore? Isn't it easy enough to spot the fakes? I like that the fake cores make you watch your fire. If it were me I'd make the fake ones hit harder or severely debuff whoever shoots at it.
Easy yeah, but also quite dull an boring to do also, not everyone wanting something removed or changed wants it changed/removed because it is hard as some want it changed for being too easy or dull as well. I personally would rather have a fight that you have to defeat three sub-cores, yet these cores could be fought one at a time or up to all three at one time with varying degrees of difficulties (additional abilities, higher damage, sustain damage like a power overload sustained aoe hit). I would not even mind if like my suggestion with the dread it had two or more versions, like the wondering an then the multi-core version that it would switch between an breath some randomness into the runs.
Yeah, players can ignore the fake cores, but any combat pets will go after them - everytime...
About that dread - last sunday we lost 3 people from team at the trench (no idea if disconnected or just droped - though one of them was in suliban cell freighter... doing PVE queue in a freighter?)
And we still finished the whole run with only Fed Heavy Escort Carrier and my Pathfinder Sci Ship. Granted we did not get any bonus objectives done and it took more than 38 minutes (i think) but we won
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.
Whilst it's unlucky you actually were in a group that couldn't beat it, I can't agree on removing it. Why is it that anytime that people can't vape an enemy, they insist it is removed or changed (Delta Rising before the enemy got nerfed anyone??). There's an attitude of 'it's okay for the players to be able to vape or soak up damage, but not NPC's'.
I have in groups where the Dread was wiped easy, and those where it took longer, but not once have I though it should be removed. This game needs true challenging content with the appropriate awards for it. It doesn't need dumbing down again!
I also have to laugh when people complain about the Dread wiping them. All it takes is some armour consoles to reduce the damage, but people still insist that they MUST have every console giving +DMG and not +Rez.
All my Fed toons now use Phasers and have decent Shield Drain and Pen. The damage becomes greater the less it's shields actually are, and you can almost drain it's shields entirely.
If anything, the one thing that grinds my gears is when people don't realise that you can free the ships and close hangar doors whilst still fighting at the same time in this mission!
"You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
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.
The problem isn't the dreadnought. It sounds like you've been getting groups that aren't paying attention or just been having a bad time overall. The dread can be killed fairly quickly if you pay attention and your team has decent enough gear. The queue is easy enough as it is and doesn't need to be nerfed.
with that said @jodarkrider might I recommend closing this down before it gets out of hand.
"Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations
i have the easiest time dealing with the dread on alex, my partigen-weilding science character - i can damn near solo the thing by myself, and i'm fairly sure i can account for at least 50% of the dreadnought's health over the course of 10 seconds, if not more...intel fleet is a beautiful thing
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
On the other hand, the challenge must fit into the given situation, and having seen 4 people going at one boss enemy for 5 minutes seems a little off...(had to take care of my dog for a moment )
So yeah, I also understand the frustration at this point. However, going in with a pug, you've gotta be prepared for anything...
A half-awake, 3-person team can eventually whittle down the dreadnaught. I'm far more aggravated by people who can't be bothered to close hangar doors or rescue ships, or continue shooting at "subpower core?" even after everyone tells them to stop.
*edit* And how much is the exterior optional worth? I'm seeing a lot of people going off on their own and doing something to hit 100% with the hardpoints before I even get to the second weapon group. I get that people have a lot of alts and are in a hurry (I have 13 myself), but if that's depriving everyone of some marks, it's no good..
when you have autofire on, shooting the fake cores is unavoidable...and it's not a big deal anyway - they can't kill you and the disable goes away after 5 seconds
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
No it doesn't. You can still go behind it to attack it safely. I do it on every run.
It's a completely standard Citadel.
This!
I don't get the problem here, just attack the silly thing from behind.
I usually run this event on my Icarus (Science Pilot Escort.) I just get right up over the top of the rear thruster and fly in a tight circle while unloading everything I have into it. Never died once, beat it every time with no issue.
The thing really isn't all that hard, it hardly needs to be removed.
*edit* And how much is the exterior optional worth? I'm seeing a lot of people going off on their own and doing something to hit 100% with the hardpoints before I even get to the second weapon group. I get that people have a lot of alts and are in a hurry (I have 13 myself), but if that's depriving everyone of some marks, it's no good..
Actually completing the exterior optional is not worth a single mark. Nothing is gained by doing it.
I generally like challenges. But the Voth dread isn't a challenge, it's cheating.
Everyone gets downscaled, and then the Voth dread is suddenly 10 levels above everyone else.
It's not smart use of abilities, those spatial charges are just ridiculously powerful because they're coming from a level 60-ship where everyone else is level 50. For comparison: before the level cap increase, we had some missions where the enemies would be level 52 or 54. And those would be quite difficult.
Their charges are also near impossible to see, half the time they hit, they'll just hit you out of nowhere. I've seen charges dealing over 80k damage straight to my hull. The combined power of Aux to SIF, Brace for impact and engineering team could not negate it.
You're simply dead before you can do anything to counter it. All counter measures, if you're not flying a very fast escort that is, are almost useless. Cause even if you manage to recover from one charge and not get killed almost instantly, the next one will hit you before you can do anything.
I suppose you could heavily invest in Kinetic resists, but even then I doubt it's going to work. It shouldn't be necessary anyway, not for normal difficulty. Advanced and above, fine, but this amount of cheating and powerful abilities on normal level just shouldn't be happening.
I mean, compare this dread to the dreads in the Contested Zone. Those in the CZ are not that powerful, because they're at the same level as the player is. That is why people are having trouble with it: not because it presents a challenge, but because there's simply little you can do against ships that are 10 levels higher. Unless you want to completely change your build for a normal mission, but again, that shouldn't be necessary.
Just scale it appropriately and I'm sure it would work a lot better. Can even give it more hitpoints or other abilities, but make sure those things can be countered and don't do more damage than the average player's ship has hitpoints. Cause normal is supposed to work for the average player.
Comments
I just checked again; and, indeed (though it's hard to get a good angle on the whole of the ship), this one seems to have a full coverage Deflector shield. I'm pretty sure the Citadels in the Contested Zone don't. Strange.
And yes, they deflect Energy weps only; so torps should be fine.
It's a completely standard Citadel.
I think they all do. Bulwark and Bastion have lesser versions of the shield with less coverage.
General combat difficulty is pretty much a separate question. A level 60 enemy is spawning instead of a level 50 one in one particular PVE. Fix that. If something else needs to be done to tweak game balance then approach that as its own deliberate exercise. Players don't have the patience to wait the many generations necessary for game design by random mutation to produce a satisfactory result in all respects. :P
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An yeah definitely not that weird that the boss is higher level then the players. Though most of the time in other mmos a instance/stf/dungeon boss is five levels higher then players not ten, where as a raid boss is commonly ten levels higher than players overall. It does not seem that big here as the difference between a level 50 and 60 as it would be in other games.
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
By the way, this works with cannons, torpedoes, sticks and stones too!!! Awsome.
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I played Into The Breach Normal 82 times on 9 captains and only once did it fail. I think it failed because everyone of us only had an "average build" ship. While we had no trouble destroying all the ships in the initial hanger bay, the Dreadnought was the "bottleneck".
We were making decent progress, but after 4 about minutes attacking the dreadnought players started to drop out of the mission. I suppose those other players were hoping that they would be teamed up with high DPS players, instead of just average players. Soon there were only 2 of us left so we both decided to leave the mission as well. I queued up the Breach again and was playing it again in less than a minute.
If the team surrounds it and attacks from all directions, it seems pretty random where it points the shield. It may just pick whichever direction the latest hit came from.
The only real annoyaince with the shield is it's hard to see exactly which way its pointed, except from the side. So you have to pay attention to the yellow damage floaters to see if its pointed at you or away from you.
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The portion makes no logical sense, though. Why does the real core "wander", what purpose does that serve? I mean the whole mission, that hilariously humongous "ship" which houses citadel dreadnoughts and all defies all plausibility int he first place, but that subcore passage is especially questionable
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A ship shouldn't be able to instakill players with almost invisible spatial charges that completely ignore shields. Not on normal difficulty. Instakill Borg torpedoes were removed for good reasons, this basically the same.
Scaling it appropriately would fix most of the issues I think.
Easy yeah, but also quite dull an boring to do also, not everyone wanting something removed or changed wants it changed/removed because it is hard as some want it changed for being too easy or dull as well. I personally would rather have a fight that you have to defeat three sub-cores, yet these cores could be fought one at a time or up to all three at one time with varying degrees of difficulties (additional abilities, higher damage, sustain damage like a power overload sustained aoe hit). I would not even mind if like my suggestion with the dread it had two or more versions, like the wondering an then the multi-core version that it would switch between an breath some randomness into the runs.
About that dread - last sunday we lost 3 people from team at the trench (no idea if disconnected or just droped - though one of them was in suliban cell freighter... doing PVE queue in a freighter?)
And we still finished the whole run with only Fed Heavy Escort Carrier and my Pathfinder Sci Ship. Granted we did not get any bonus objectives done and it took more than 38 minutes (i think) but we won
Whilst it's unlucky you actually were in a group that couldn't beat it, I can't agree on removing it. Why is it that anytime that people can't vape an enemy, they insist it is removed or changed (Delta Rising before the enemy got nerfed anyone??). There's an attitude of 'it's okay for the players to be able to vape or soak up damage, but not NPC's'.
I have in groups where the Dread was wiped easy, and those where it took longer, but not once have I though it should be removed. This game needs true challenging content with the appropriate awards for it. It doesn't need dumbing down again!
I also have to laugh when people complain about the Dread wiping them. All it takes is some armour consoles to reduce the damage, but people still insist that they MUST have every console giving +DMG and not +Rez.
All my Fed toons now use Phasers and have decent Shield Drain and Pen. The damage becomes greater the less it's shields actually are, and you can almost drain it's shields entirely.
If anything, the one thing that grinds my gears is when people don't realise that you can free the ships and close hangar doors whilst still fighting at the same time in this mission!
The problem isn't the dreadnought. It sounds like you've been getting groups that aren't paying attention or just been having a bad time overall. The dread can be killed fairly quickly if you pay attention and your team has decent enough gear. The queue is easy enough as it is and doesn't need to be nerfed.
with that said @jodarkrider might I recommend closing this down before it gets out of hand.
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#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
On the other hand, the challenge must fit into the given situation, and having seen 4 people going at one boss enemy for 5 minutes seems a little off...(had to take care of my dog for a moment )
So yeah, I also understand the frustration at this point. However, going in with a pug, you've gotta be prepared for anything...
*edit* And how much is the exterior optional worth? I'm seeing a lot of people going off on their own and doing something to hit 100% with the hardpoints before I even get to the second weapon group. I get that people have a lot of alts and are in a hurry (I have 13 myself), but if that's depriving everyone of some marks, it's no good..
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
This!
I don't get the problem here, just attack the silly thing from behind.
I usually run this event on my Icarus (Science Pilot Escort.) I just get right up over the top of the rear thruster and fly in a tight circle while unloading everything I have into it. Never died once, beat it every time with no issue.
The thing really isn't all that hard, it hardly needs to be removed.
Actually completing the exterior optional is not worth a single mark. Nothing is gained by doing it.
Everyone gets downscaled, and then the Voth dread is suddenly 10 levels above everyone else.
It's not smart use of abilities, those spatial charges are just ridiculously powerful because they're coming from a level 60-ship where everyone else is level 50. For comparison: before the level cap increase, we had some missions where the enemies would be level 52 or 54. And those would be quite difficult.
Their charges are also near impossible to see, half the time they hit, they'll just hit you out of nowhere. I've seen charges dealing over 80k damage straight to my hull. The combined power of Aux to SIF, Brace for impact and engineering team could not negate it.
You're simply dead before you can do anything to counter it. All counter measures, if you're not flying a very fast escort that is, are almost useless. Cause even if you manage to recover from one charge and not get killed almost instantly, the next one will hit you before you can do anything.
I suppose you could heavily invest in Kinetic resists, but even then I doubt it's going to work. It shouldn't be necessary anyway, not for normal difficulty. Advanced and above, fine, but this amount of cheating and powerful abilities on normal level just shouldn't be happening.
I mean, compare this dread to the dreads in the Contested Zone. Those in the CZ are not that powerful, because they're at the same level as the player is. That is why people are having trouble with it: not because it presents a challenge, but because there's simply little you can do against ships that are 10 levels higher. Unless you want to completely change your build for a normal mission, but again, that shouldn't be necessary.
Just scale it appropriately and I'm sure it would work a lot better. Can even give it more hitpoints or other abilities, but make sure those things can be countered and don't do more damage than the average player's ship has hitpoints. Cause normal is supposed to work for the average player.