Gravity Kills is just a joke. On facility Gamma, the particles all drift into the Instakill area, and that's assuming everyone didn't ragequit before you get there.
Why is it bad? The mechanic is tedious, and when the particles drift inevitably into the Instakill zone, it becomes impossible to get them.
I was also the ONLY member of my team who had a ship fast enough (about 50 impulse with max to mk Mk XIV engines) that could even grab a particle on Facility Gamma before it drifted into the Instakill Zone.
I understand making queues more interesting than just mashing Spacebar and spamming Fire At Will III beams (which massive Crit Chance and Severity, seriously, FaW needs nerfing (or Scatter Volley, Rapid Fire and Overload need large buffs), beams should NOT be the most damaging weapon type, Dual Cannons should), but this mechanic is clearly not well thought out, as few ships are fast enough to complete it, and people didn't seem to realise the mission wouldn't complete without doing it.
I seriously hope The Tzenkethi Front is better, because unless it has masssive changes, Gravity Kills is pretty much unplayable.
As for the battlezone, it seems fine, except for the fact the points seem to enemy recapture way too quickly, and that's before you add in the fact the points have a minimum capture time.
If you can't solve it logically, solve it like a moron.
51 + 1 Foundry Character Slots is NOT enough. Some of us love our characters. If I want to buy more character slots, why can't I? I couldn't experience the entire Delta Recruitment event without deleting a character.
The Iconians themselves can't time travel because their memories revert, but there is nothing to say an Iconian couldn't write everything she needed to do on a PADD, pin it to herself, travel back, read the PADD, do the tasks and return. Or just get one of her Non-Herald underlings to go back in time for her.
Oh yeah, I do Foundry missions for both KDFs and Feds. Just search KSTF (Short for Kinas Special Task Force, where Kinas is the name of the Admiral you will be serving under). The earlier ones are less story based and more combat based, while the later ones have a much heavier story element, but keep the large battles.
Gravity Kills is just a joke. On facility Gamma, the particles all drift into the Instakill area, and that's assuming everyone didn't ragequit before you get there.
Why is it bad? The mechanic is tedious, and when the particles drift inevitably into the Instakill zone, it becomes impossible to get them.
I was also the ONLY member of my team who had a ship fast enough (about 50 impulse with max to mk Mk XIV engines) that could even grab a particle on Facility Gamma before it drifted into the Instakill Zone.
I understand making queues more interesting than just mashing Spacebar and spamming Fire At Will III beams (which massive Crit Chance and Severity, seriously, FaW needs nerfing (or Scatter Volley, Rapid Fire and Overload need large buffs), beams should NOT be the most damaging weapon type, Dual Cannons should), but this mechanic is clearly not well thought out, as few ships are fast enough to complete it, and people didn't seem to realise the mission wouldn't complete without doing it.
I seriously hope The Tzenkethi Front is better, because unless it has masssive changes, Gravity Kills is pretty much unplayable.
As for the battlezone, it seems fine, except for the fact the points seem to enemy recapture way too quickly, and that's before you add in the fact the points have a minimum capture time.
About your point on cannons. Yes, I was annoyed when they matched damage fall-off with beams. Completely and utterly wrong in terms of physics and STO canon. Cannons are close-range high burst damage. They do more damage at extreme close range than beams, but their fall-off is higher (due to not having anything sustaining the energy, which bleeds off at a high rate, unlike beams which are constantly fed) and they have shorter range than beams, which as previously stated are sustained by a constant feed of energy. You will not find one clip in all of ST which has cannons fired at the same extreme range as beams. Even the Defiant is shown at dog-fighting distances firing it's quads.
"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.
Comments
Why is it bad? The mechanic is tedious, and when the particles drift inevitably into the Instakill zone, it becomes impossible to get them.
I was also the ONLY member of my team who had a ship fast enough (about 50 impulse with max to mk Mk XIV engines) that could even grab a particle on Facility Gamma before it drifted into the Instakill Zone.
I understand making queues more interesting than just mashing Spacebar and spamming Fire At Will III beams (which massive Crit Chance and Severity, seriously, FaW needs nerfing (or Scatter Volley, Rapid Fire and Overload need large buffs), beams should NOT be the most damaging weapon type, Dual Cannons should), but this mechanic is clearly not well thought out, as few ships are fast enough to complete it, and people didn't seem to realise the mission wouldn't complete without doing it.
I seriously hope The Tzenkethi Front is better, because unless it has masssive changes, Gravity Kills is pretty much unplayable.
As for the battlezone, it seems fine, except for the fact the points seem to enemy recapture way too quickly, and that's before you add in the fact the points have a minimum capture time.
About your point on cannons. Yes, I was annoyed when they matched damage fall-off with beams. Completely and utterly wrong in terms of physics and STO canon. Cannons are close-range high burst damage. They do more damage at extreme close range than beams, but their fall-off is higher (due to not having anything sustaining the energy, which bleeds off at a high rate, unlike beams which are constantly fed) and they have shorter range than beams, which as previously stated are sustained by a constant feed of energy. You will not find one clip in all of ST which has cannons fired at the same extreme range as beams. Even the Defiant is shown at dog-fighting distances firing it's quads.