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I think "Cutting the Cord" might be the worst adventure in the entire game

Seriously.

Even with the guide path they added this mission is terrible.

We're going to have you do an entire mission on the ground but without your bridge crew. Also, there will be guys shooting you from the ground. But at certain points, we'll let you bombard the surface. Oh, but we won't let you choose where. Also we're occasionally going to beam in guys from in front of you and behind so you start the fight flanked. In an alley where you can't move to not be flanked.

Even though the game has come light years in the quality of its mission design, this one is just awful and it bothers me they have pulled/combined way better episodes but left this one mostly alone.
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Comments

  • ashstorm1ashstorm1 Member Posts: 679 Arc User
    edited July 2016
    Then i suggest you play Dust to Dust.

    Where you get to do insta-kill puzzle jumps while listening to Harry Kim's emo soliloquies without hope of him ever shutting up.
  • saurializardsaurializard Member Posts: 4,405 Arc User
    edited July 2016
    Just wait until you reach the second half of Cardassian Struggle (especially Boldly they Rode), you'll find Cutting the Cord pretty good.
    #TASforSTO
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  • ashstorm1ashstorm1 Member Posts: 679 Arc User
    Just wait until you reach the second half of Cardassian Struggle (especially Bodly they Rode), you'll find Cutting the Cord pretty good.

    ^ This too.
  • kjwashingtonkjwashington Member Posts: 2,529 Arc User
    You haven't been paying attention to the "call for support" popup that beams in a bunch of friendly npcs to help you fight.

    Shoot (and kill) the guys on the ground before they can shoot you.

    You're bombarding critical targets that you can see from where you are when you call them in. It's an optional thing, you don't have to do it. If you're asking why you can't just call down a bombardment wherever you go, play an engineer. That's their thing.

    They only beam in behind you once. The best strategy is to go down the stairs and kill the Romulans guarding one of the bomb placement points (the ones fighting the Remans). Then make a right and kill the other Romulans fighting the Remans (the ones where there's no bomb placement point). Then when you place the bomb where they beam in behind you, call in your support and run over to where the previous group of Remans you saved is. Kite the Romulans to these Remans so that you have even more support.

    The mission is fine. Maybe just a bit confusing where to go when you play it the first time, but that's it.
    PEBKAC
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    Support 90 degree arc limitation on BFaW! Save our ships from looking like flying disco balls of dumb!
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    edited July 2016
    Just wait until you reach the second half of Cardassian Struggle (especially Boldly they Rode), you'll find Cutting the Cord pretty good.

    Ugggh... don't remind me. I played Boldly They Rode last night on 5 captains to get Shard of Possibilities. I fell asleep for about 35 minutes while playing the mission on the 3rd captain.

    Cutting the Cord is not a perfect mission, but it is a lot quicker to complete and is more interesting than Boldly They Rode. Sadly, Boldly They Rode probably has the best Polaron weapon mission reward so I may have to force myself to play that mission yet again to get enough of the polaron beam weapons for a science cruiser build.

    The Cardassian Struggle has always been struggle for me to complete because playing Of Bajor, Operation Gamma and Boldly They Rode feels like doing chores.
  • teknesiateknesia Member Posts: 860 Arc User
    Uhhh... that's easily one of my favorite missions in the whole game. I don't know what's so hard about it, but then I roll Engineer typically.
    edbf9204-c725-4dab-a35a-46626a4cb978.jpg
  • nadiezjanadiezja Member Posts: 629 Arc User
    They all pale in comparison with the thankfully-dead monstrosity of design and writing that was Divide Et Impera.
  • nightkennightken Member Posts: 2,824 Arc User
    jaguarskx wrote: »
    Just wait until you reach the second half of Cardassian Struggle (especially Boldly they Rode), you'll find Cutting the Cord pretty good.

    Ugggh... don't remind me. I played Boldly They Rode last night on 5 captains to get Shard of Possibilities. I fell asleep for about 35 minutes while playing the mission on the 3rd captain.

    Cutting the Cord is not a perfect mission, but it is a lot quicker to complete and is more interesting than Boldly They Rode. Sadly, Boldly They Rode probably has the best Polaron weapon mission reward so I may have to force myself to play that mission yet again to get enough of the polaron beam weapons for a science cruiser build.

    it's space walk with puzzles that kills it. if we could fly or at least run it wouldn't be so bad. cutting out one or two of the puzzles would be nice too. there not even hard they just waste time.


    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
  • amosov78amosov78 Member Posts: 1,495 Arc User
    jaguarskx wrote: »
    Just wait until you reach the second half of Cardassian Struggle (especially Boldly they Rode), you'll find Cutting the Cord pretty good.

    Ugggh... don't remind me. I played Boldly They Rode last night on 5 captains to get Shard of Possibilities. I fell asleep for about 35 minutes while playing the mission on the 3rd captain.

    Cutting the Cord is not a perfect mission, but it is a lot quicker to complete and is more interesting than Boldly They Rode. Sadly, Boldly They Rode probably has the best Polaron weapon mission reward so I may have to force myself to play that mission yet again to get enough of the polaron beam weapons for a science cruiser build.

    The Cardassian Struggle has always been struggle for me to complete because playing Of Bajor, Operation Gamma and Boldly They Rode feels like doing chores.

    Weirdly enough I'm a big DS9 fan and even I can't stand the Dominion Arc, like, any of it. It just rubs me up the wrong way for some reason.
    U.S.S. Endeavour NCC-71895 - Nebula-class
    Commanding Officer: Captain Pyotr Ramonovich Amosov
    Dedication Plaque: "Nil Intentatum Reliquit"
  • teknesiateknesia Member Posts: 860 Arc User
    nadiezja wrote: »
    They all pale in comparison with the thankfully-dead monstrosity of design and writing that was Divide Et Impera.

    Yeah, that was rough.
    edbf9204-c725-4dab-a35a-46626a4cb978.jpg
  • shurkhemolightshurkhemolight Member Posts: 399 Arc User
    umbergrey wrote: »
    Seriously.

    Even with the guide path they added this mission is terrible.

    We're going to have you do an entire mission on the ground but without your bridge crew. Also, there will be guys shooting you from the ground. But at certain points, we'll let you bombard the surface. Oh, but we won't let you choose where. Also we're occasionally going to beam in guys from in front of you and behind so you start the fight flanked. In an alley where you can't move to not be flanked.

    Even though the game has come light years in the quality of its mission design, this one is just awful and it bothers me they have pulled/combined way better episodes but left this one mostly alone.

    What career are you playing?, if its tac you do know you can "alpha" a ground tac cpt right?.

    Dropping grenades first after an alpha buff pretty much wipes everything from existence except Hakeev.

    If its engineer or sci career the mission is even easier, providing you build for them on the ground at all.

  • umbergreyumbergrey Member Posts: 29 Arc User
    ashstorm1 wrote: »
    Then i suggest you play Dust to Dust.

    Where you get to do insta-kill puzzle jumps while listening to Harry Kim's emo soliloquies without hope of him ever shutting up.

    I've played that and it was not good. I still think Cutting the Cord might be worse. Since I set myself a goal of playing every single story mission with my temporal alt, I guess I'll get to find out!
  • madhabmaticsmadhabmatics Member Posts: 12 Arc User
    umbergrey wrote: »
    Seriously.

    Even with the guide path they added this mission is terrible.

    We're going to have you do an entire mission on the ground but without your bridge crew. Also, there will be guys shooting you from the ground. But at certain points, we'll let you bombard the surface. Oh, but we won't let you choose where. Also we're occasionally going to beam in guys from in front of you and behind so you start the fight flanked. In an alley where you can't move to not be flanked.

    Even though the game has come light years in the quality of its mission design, this one is just awful and it bothers me they have pulled/combined way better episodes but left this one mostly alone.

    What career are you playing?, if its tac you do know you can "alpha" a ground tac cpt right?.

    Dropping grenades first after an alpha buff pretty much wipes everything from existence except Hakeev.

    If its engineer or sci career the mission is even easier, providing you build for them on the ground at all.

    Gotta agree with this guy. The key to this mission is AoE abilities, if you spec for decent AoE and remember to find the "beam in reinforcements" button, this mission is actually pretty fun.

    The first time I played the mission was with a melee focused Tactical captain, and I was about as frustrated as you were. This week I went through it with a Sci captain who had Exothermic Induction Field / Hyperonic Radiation and the groups died before they could come close to touching me. Def. try grenades.
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  • shurkhemolightshurkhemolight Member Posts: 399 Arc User
    edited July 2016
    umbergrey wrote: »
    Seriously.

    Even with the guide path they added this mission is terrible.

    We're going to have you do an entire mission on the ground but without your bridge crew. Also, there will be guys shooting you from the ground. But at certain points, we'll let you bombard the surface. Oh, but we won't let you choose where. Also we're occasionally going to beam in guys from in front of you and behind so you start the fight flanked. In an alley where you can't move to not be flanked.

    Even though the game has come light years in the quality of its mission design, this one is just awful and it bothers me they have pulled/combined way better episodes but left this one mostly alone.

    What career are you playing?, if its tac you do know you can "alpha" a ground tac cpt right?.

    Dropping grenades first after an alpha buff pretty much wipes everything from existence except Hakeev.

    If its engineer or sci career the mission is even easier, providing you build for them on the ground at all.

    Gotta agree with this guy. The key to this mission is AoE abilities, if you spec for decent AoE and remember to find the "beam in reinforcements" button, this mission is actually pretty fun.

    The first time I played the mission was with a melee focused Tactical captain, and I was about as frustrated as you were. This week I went through it with a Sci captain who had Exothermic Induction Field / Hyperonic Radiation and the groups died before they could come close to touching me. Def. try grenades.

    Lol well yea, if it is his/her first go at it, this mission can indeed be a respawn fest.

    If so hunker down for the Vaadwaur, those guys take no prisoners, and respawn like rabbits breed.

  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    ashstorm1 wrote: »
    Then i suggest you play Dust to Dust.

    Where you get to do insta-kill puzzle jumps while listening to Harry Kim's emo soliloquies without hope of him ever shutting up.

    Oh, please! Don't remind me.

    I still have to do the ramp challenge accolade on hard. dino4-15.gif

    Let me push him over the railing........

    i would advise you not bother doing that - or any other accolade involving fancy footwork on the platforms until they fix the 'randomly hitting an invisible wall' bug; you'll save yourself a lot of grief and yanked headscales​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #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!"
    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.
  • shurkhemolightshurkhemolight Member Posts: 399 Arc User
    edited July 2016
    umbergrey wrote: »
    ashstorm1 wrote: »
    Then i suggest you play Dust to Dust.

    Where you get to do insta-kill puzzle jumps while listening to Harry Kim's emo soliloquies without hope of him ever shutting up.

    I've played that and it was not good. I still think Cutting the Cord might be worse. Since I set myself a goal of playing every single story mission with my temporal alt, I guess I'll get to find out!

    Oh man this mission, if Cutting the Cord can be called bad, this, well nvm.

    My wife just suicides until it places her at the last run, you have to do that one.

  • umbergreyumbergrey Member Posts: 29 Arc User
    umbergrey wrote: »
    Seriously.

    Even with the guide path they added this mission is terrible.

    We're going to have you do an entire mission on the ground but without your bridge crew. Also, there will be guys shooting you from the ground. But at certain points, we'll let you bombard the surface. Oh, but we won't let you choose where. Also we're occasionally going to beam in guys from in front of you and behind so you start the fight flanked. In an alley where you can't move to not be flanked.

    Even though the game has come light years in the quality of its mission design, this one is just awful and it bothers me they have pulled/combined way better episodes but left this one mostly alone.

    What career are you playing?, if its tac you do know you can "alpha" a ground tac cpt right?.

    Dropping grenades first after an alpha buff pretty much wipes everything from existence except Hakeev.

    If its engineer or sci career the mission is even easier, providing you build for them on the ground at all.

    Gotta agree with this guy. The key to this mission is AoE abilities, if you spec for decent AoE and remember to find the "beam in reinforcements" button, this mission is actually pretty fun.

    The first time I played the mission was with a melee focused Tactical captain, and I was about as frustrated as you were. This week I went through it with a Sci captain who had Exothermic Induction Field / Hyperonic Radiation and the groups died before they could come close to touching me. Def. try grenades.

    Lol well yea, if it is his/her first go at it, this mission can indeed be a respawn fest.

    If so hunker down for the Vaadwaur, those guys take no prisoners, and respawn like rabbits breed.

    I've played every mission in the game once. This one has been on my "skip" list since the first time I played it. Good to know I have more "fun" ahead of me in my mission to play every single story mission. :smile:

  • shurkhemolightshurkhemolight Member Posts: 399 Arc User
    edited July 2016
    If you are playing tac, stacking optics iii/ambush and supression fire over a grenade toss/full auto sweep pretty much downs any group youl come to in its entirety, unless theres also a boss present.

    If so getting rid of his/her support first is "mandatory", takes all those annoying flankers out of play, and the ever oppressive scis and medics.

    Supression fire stacked on full auto sweeps is why i prefer full auto rifles on tac cpts and most any away team members.

    If a full away team is available on missions i prefer the Cpt/1tac/ and 3 engineers with chrono mines and turrets.

    One of my cpts is a liberated borg klingon engineer with a lvl 65 burst turret that i have taken "4" engineers down with all with mines and turrets.

    With an armory doff slotted the sheer firepower this crew puts downrange with full autos equiped is just sick.

    Even most bosses never reach the minefields.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    ashstorm1 wrote: »
    Then i suggest you play Dust to Dust.

    Where you get to do insta-kill puzzle jumps while listening to Harry Kim's emo soliloquies without hope of him ever shutting up.

    I actually have no problems with Dust to Dust. The puzzles are not difficult and the dialog can be skipped. The Samsar is a pretty good ship, but to this day I have not flown it yet. Probably never will at this point in time.
  • echattyechatty Member Posts: 5,918 Arc User
    I absolutely hated Cutting the Cord the first time I did it. Now that I've done it multiple times I can get through it without dying most times. The "Call for Support" button that pops up in front of my face at critical times is used each and every time.

    My worst spot was that group of Tal Shiar where I have to get the commander's code. Not anymore. Especially on my engi captain and his turrets/drones/other lockbox goodies he has.
    Now a LTS and loving it.
    Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
    I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything. :D
  • shurkhemolightshurkhemolight Member Posts: 399 Arc User
    I forgot battle strategies mk 13 between op3 and supression fire, but the effect is usually final.

    If im messing with borg one of the 3 engineers usually gets replaced with a good sci for heals, and i like to mix up the energy types on those full autos.

    Nice thing about buffed grenade throws is borg do not adapt to grenades, lol, or chroniton mines.

  • echattyechatty Member Posts: 5,918 Arc User
    As for Dust to Dust, I have to agree about the deadly puzzle jumping game. I love puzzles, but I can do without that one. I've never been able to get across without falling/dying at least once. On Normal.
    Now a LTS and loving it.
    Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
    I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything. :D
  • This content has been removed.
  • nightkennightken Member Posts: 2,824 Arc User
    I forgot battle strategies mk 13 between op3 and supression fire, but the effect is usually final.

    If im messing with borg one of the 3 engineers usually gets replaced with a good sci for heals, and i like to mix up the energy types on those full autos.

    Nice thing about buffed grenade throws is borg do not adapt to grenades, lol, or chroniton mines.

    borg also can't adapt swords and boomsticks. make really easy when half my team doesn't have to worry about borg adapting.


    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
  • jaguarskxjaguarskx Member Posts: 5,945 Arc User
    Don't forget the TR-116B Sniper Rifle which does kinetic damage and 100% shield penetration.
  • nightkennightken Member Posts: 2,824 Arc User
    jaguarskx wrote: »
    Don't forget the TR-116B Sniper Rifle which does kinetic damage and 100% shield penetration.

    oh yeah... at some point I really should make a few. then my whole team doesn't have to care about adaption while zombie hunting. >:)


    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    reyan01 wrote: »
    amosov78 wrote: »
    jaguarskx wrote: »
    Just wait until you reach the second half of Cardassian Struggle (especially Boldly they Rode), you'll find Cutting the Cord pretty good.

    Ugggh... don't remind me. I played Boldly They Rode last night on 5 captains to get Shard of Possibilities. I fell asleep for about 35 minutes while playing the mission on the 3rd captain.

    Cutting the Cord is not a perfect mission, but it is a lot quicker to complete and is more interesting than Boldly They Rode. Sadly, Boldly They Rode probably has the best Polaron weapon mission reward so I may have to force myself to play that mission yet again to get enough of the polaron beam weapons for a science cruiser build.

    The Cardassian Struggle has always been struggle for me to complete because playing Of Bajor, Operation Gamma and Boldly They Rode feels like doing chores.

    Weirdly enough I'm a big DS9 fan and even I can't stand the Dominion Arc, like, any of it. It just rubs me up the wrong way for some reason.

    Me too. And I know the reason(s) it rubs me up the wrong way.

    A: We don't know know how old those Dominion ships in the fleet in 'Sacrifice of Angels' were, but 'Operation return' (Sacrifice of Angels) was during 2374. So even if we were to assume that the Dominion fleet in the wormhole consisted of brand-new ships, they'd STILL be over thirty years old by the time we encounter them in 'Boldly they Rode'. They should have been a challenge, but not the uber-threat that they were portrayed to be.

    B: Deep Space Nine itself (i.e the station). what happened to those defenses that the station once had? The ones that were installed just prior to 'Way of the Warrior'? The ones that were perfectly capable of cutting down small ships in seconds and causing severe damage to larger ones? "We were caught off guard" is a terrible excuse, and I LOATHE convienient "they're offline" excuses.

    when you have 23rd century ships that can lay the hurt on 29th century ships, a mere 30 year difference - especially from an enemy that had SUPERIOR technology at the time - means absolutely nothing​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #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!"
    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.
  • toivatoiva Member Posts: 3,276 Arc User
    I love this mission. And yes, I too used to die a lot at first.

    I find the best tactic is to keep your distance. With a sniper rifle, you can attack many Romulans from the catwalks when they can't reach you in return. Calling for support when possible is obviously advisable.
    TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class.
    Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
    Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.

    Don't make ARC mandatory! Keep it optional only!
  • trygvar13trygvar13 Member Posts: 697 Arc User
    I love Cutting the Cord. I despise The Vault however. Very very very boring.
    Dahar Master Qor'aS
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