Didnt take the Cryptic fun police long to realize people were enjoying a que. Now its almost unplayable. It was fun before the patch, it was a challenge for newer players or causal ones. The more elite players could grind it for fun or to help new players out. But god forbid we should be having fun. Crank the health and damage on everything! We must kill the ques even more! Guess I will be writing the one que I actually enjoyed for once off.
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The friendly NPCs seem to have been beefed up, thankfully, but if we're honest no-one cared about keeping them alive before.
Lastly, injuries. Again, it was nice while it lasted but given how often the player gets knocked down (it'll happen well before you get to the crowded section) your average player will have to fill half their inventory with regenerators to reach the end.
Pity as it was really a good queue and i was enjoying it. Not going to play it now if its just another example of hit-point sponges passing for elite content. Honestly, if that's all they can think of to make things a challenge or stop us farming too easily then just make a timed shooting gallery with dumb NPC sponges to shoot at for 10 mins, it would be less painful that the missions are becoming.
I'm sure as always a small group of players will adapt to the changes, but I'm not one for hit point sponges and spending x amount of time hitting the respawn button. I'll stick to space combat
Elite content was never meant to be PUGable. The whole idea is that you need to work together and/or come up with a plan to complete it, possibly even needing players who are fulfilling different roles. Not every random group of derps should be able to get through, so if the patch made this harder or impossible to PUG, then I'd say they did a good job on making it a true elite queue.
Indeed. It's bad enough that one can see players running around with no idea what to do when playing Hive ground elite. Or that I get teams in KAGA where I'm killing more drones than the rest of the team combined, in less time even in most cases. Some people should know that they're not ready yet, there's nothing wrong with the Devs pointing that out by creating a true Elite queue.
For those who are experiencing problems: you don't have to play Elite. No one is going to force you, practice on normal or advanced. I think we can reasonably assume that most players on the Forum are above average and that they should see this as a challenge.
I'm sure most of the posters here will eventually laugh about this anyway.
It's doable, but tough. Need to play it at least once on all my captains to get a better feel and form a better opinion.
As it should be then
Sort of. I found one of my Injuries re-applying stacks of itself every couple seconds, up to 50 stacks... I'm going to keep a list and see how prevalent it is.
Otherwise, yeah, tough but doable. Bring enough Regenerators, though.
I think I can live with the change. Cryptic also left the rewards alone meaning we still get ~1500 Dil, ~250 marks (with daily) and 2 elite marks.
If one does not do this elite map for the marks one earns roughly 4,5k Dil within 15 minutes in there.
Despite the increase in difficulty MIE is still my favorite map at the moment. Fair effort/reward ratio.
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Why are you not rejoicing?
Thing is though it "should" be possible to manage it with a pug if people communicate before starting, in the warm-up period.
But now it looks like it'll need a dedicated team with specific roles and classes, that's going against the very idea of the pug runs.
I'm all for having tougher content that you can't just mash through with spam abilities but I think everyone should be able to give it a shot, and that means playing it in pugs as well as premades. At the very least i'd expect pug run players to be using team chat at the start to say what they plan to do, but i'd think expecting a mission to only be possible with a pre-set team specifically designed for it is a bit far.
A. Because it is supposed to be PUGable although a challenge to complete and does require team work. (Team work in a PUG ?that'll be the day)
Problem is that players don't know their limits or acknowledge their limits, so bad players will queue for whatever, get wiped constantly and whine that the content is to hard instead of excepting that maybe it is them that is the problem and stepping down a level.
I am seriously rusty in ground STF's as I stopped playing them after Delta Risings release. It showed as initially I was getting wiped pre-patch Miner Norm/Advance and Elite. i adapted and realised my setup was wrong. I was geared for ground to do dps only so had little to no resists, so any aggro and it was face in the dirt. (Voth BZ put me in a false sense of awesomeness and showed just how easy that zone is) Changed to a more balanced setup and pre-patch Miner was kicking its TRIBBLE instead of it kicking mine. Yet to try the new Elite might have to try it with a pre-made in one of the DPS channels.
Did another one about this here:
http://www.arcgames.com/en/forums/startrekonline/#/discussion/1221300/holy-frigg-miner-instabilities-elite
This was an issue I mentioned as well. Full stacks of every injury with only a couple of times of having to rez.
I don't think this was due to the guns the Roms used, since that didn't do much damage, but maybe to another one of their weapons, which can kill you instantly if you get hit with it at all. Not sure which weapon, nor how to avoid it. Wasn't used by them before the update. And other than the screen flashing white just before you die, there's no way to know you're about to be hit with it.
I always care when on my sci officers, and when on eng, I shield them, use my rep regens on them, use my rep nano regen on them, etc.
From what I understand, their game engine actually looks at the level of the players currently in the event to determine where the NPCs are going to be scaled to for that individual event.
The scale has a minimum and maximum allowable level for the NPCs for each mode, which is why a lvl 60 player can run Normal/Advanced without it popping God-level NPCs on the recruits.