I think that everybody had their fair share of not able to cap all the zones so here's is a possible solution. First we need to cap the outer zones first, then have at least 1 to 3 players stay behind and guard the zone while the other players go for the next zone. Then do the same thing with another zone and have at least 2 players stay guard and wait for the tzenkethi ships to respawn. When all the outer zones are capped. Go to the 3 inner middle zones and do the same. Then all players should take out the boss who ever it may be.
Today, in one of the instances we did exactly that. But we didn't manage to cap all the outer zones because we kept on losing the capped zones due to the fact the Tzenkethi ship (THEIR CRUISERS) are op. Although it is a level 60 BZ. We had 2 outer zone left to cap and when we capped them, we discovered that 2 outer zones (and later 3) were under (attack) the Tzenkethi control. So we were stuck capping the outer zones all day. The real problem is that there weren't enough players in the instance to successfully hold and cap all the zones (Maximum players in a instance is ONLY 15). We were practically in a stalemate situation and have been playing a small game of tug of war all day without any success with the Tzenkethi even though we did get plenty of Lukari marks, but that's not the issue.
Hopefully this strategy might help the players and those who have better weapons and equipment to beat this nightmare.
"Our history, our past, our present and our future is now forever changed. All we can do is preserve what is left and continue onwards. This is not a surrender nor defeat, we will continue the fight. This is our last hope, our last chance... for victory."
Vlasek D. Lasor - 4.19.3580Star Trek Online: Foundry Storyline Series 0
Comments
Tzenkethi ships are kinda boring. They don't seem to do much damage, but have lots of hit points (and seem to be immune from some angles)
The Badlands battle zone is fun. I do it a lot even though I have no need to.
They are very weak in head on passes and if they are grouped taking them out in an order is key.
1 : healer the Bor....somthing
2 : Frigates they buff and regen their teamates shields
3 : Battleship (should be last if in a group of these 3 classes)
4 : Dreadnought (when facing the tzen dread it should be last because the battleships buff weapons and armor
Note : the healers dont heal each other if they did youd never be able to kill them so getting them outta the fight early on is key to overall victory.
"Our history, our past, our present and our future is now forever changed. All we can do is preserve what is left and continue onwards. This is not a surrender nor defeat, we will continue the fight. This is our last hope, our last chance... for victory."
Vlasek D. Lasor - 4.19.3580
Star Trek Online: Foundry Storyline Series
'cuz their tactics and weaknesses were explained there quite some time ago.
Tzenkethi ships definitely require tactics that players are not used to, and that was designed quite on purpose.
Why would someone go through all this when they can get the marks from other sources and both the other Battlezones (Undine and Badlands) are both easier and more rewarding?
I have no problem with variety, in fact, I really like the basic idea behind this BZ, but it's important to keep in mind that Battle Zones are pubic areas, they're not commonly done by coordinated groups that are in communication with each other. Unless they do some adjustment to how difficult it is to succeed and add some Elite Marks to the mix, their well designed battle zone is going to end up a ghost town.
And that would honestly be a real shame.
I think every one here is like shoot first read later ^^;
So it's definitely bugged either in not awarding them to or not presenting us with these so-called 'significant events'.
The Respawn timer seems a bit too short.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
While I do agree that rewards are a great incentive to do and re-do certain content, sometimes people play stuff just because they enjoy it. Which doesn't necessarily mean that this zone would benefit too heavily, but that depends on players. (Sorry if I am coming off as rude, I don't intend to, but I got rubbed the wrong way in a "bug in Azura" thread, where people were constantly using the "don't do Azura, doesn't reward properly" stuff, when players explicitely said they were in it for the queue enjoyment)
Got around to trying it today and that was pretty much my experience. Players were doing their thing. Capping areas was not extraordinarily difficult, but them going straight from allied controlled to enemy controlled without a contested phase like the Undine BZ was annoying. After a little more than forever, we got the outer areas capped and tried doing King of the Hill. No Joy. Then in the blink of an eye, half the areas were recaptured.
Said "F" this and logged out.
No offense taken, in fact.. I agree with you. I also enjoy more 'fun' content over more 'rewarding' content. The problem is that preference such as ours are a great minority and not enough to sustain this area for any real period of time. I don't want to see them make the zone as unreal easy as say the Undine Zone, but I find the Badlands can be quite enjoyable, especially in smaller groups.
I believe there is a middle ground that can bring players to the Zone but still leave it unique and fun to play. It just needs a slight tweak as opposed to a total overhaul. I like the zone overall, I just think some of the mechanics such as respawn times can be adjusted to make it a little more friendly to the common player. The addition of Elite marks would also help since that is a standard for the other BZ's that were already in the game.
At the moment the new BZ is definitely not fun. I don't mind hard challenges, in fact I enjoy them
quite a lot, but this BZ is not challenging, it is simply just annoying.
In almost all of the TBZs I have played thus far the battle eventually resulted in a stalemate. Captured
zones get recaptured way to fast, that it is a pain to hold all of them. We would capture most points
but while doing so the Tzenkethi recaptured one or two others. So eventually everyone gets bored
and annoyed by it and just warps out.
You need a reasonably coordinated group of players, that know what they are doing. For what I can
see the requirements on the group are a good bit higher than in former BZs (Badlands, Undine), which
is totally fine, since a lot of players like such challenges, but it is also problematic in a public area, where
you have no choice who to play with. Inevitably you will end up with some players in your team who will
just do their thing. And it seems that the new BZ tolerates a much lower numbers of such players before
it becomes problematic.
I think with some tweaking the new BZ could be quite fun. I really like the asteroid-tug of war and the
overall design.
The respawn timer is too short and the whole battle zone is messed up. Today me and others players actually managed to cap all the zones. But here's a kick to the boys, the inner zones were capped. But they still showed up as red on the map with no hostile ships insight except for one zone. It said in green letters "Destroy Tzenkethi ships (5/5)" but they still kept on coming. Two and half hours of work, plenty of marks later and we still have a no cookie.
Hopefully tomorrow's patch gonna fix this problem.
"Our history, our past, our present and our future is now forever changed. All we can do is preserve what is left and continue onwards. This is not a surrender nor defeat, we will continue the fight. This is our last hope, our last chance... for victory."
Vlasek D. Lasor - 4.19.3580
Star Trek Online: Foundry Storyline Series
I use a hybrid build based on this, using standard polaron and phased polaron. Makes the dreadnoughts weak and feeble, so a teammate can blast them with higher damage weapons. I would imagine you could make a combined build using polaron-based beams for solo work.
I would suggest using BZ chat to get groups of people using varied builds if you do not have decent fleetmates/friends available. On the small scale - a debuffer/drain ship paired with a DPS monster, always working in a pair on a given set of targets. Drainer is the tank, drawing fire while the DPS barge holds off a few seconds before unleashing beam overloads etc - preferably on the forward arc of the target where their shields are weakest (their weapons damage their own shields). Debuff/drainer can spam fire anywhere as long as it hits and procs.
Grav-well can be a curse with many targets, as you then have trouble hitting the front arcs. Use sparingly unless a teammate can time a tyken's rift just afterwards. Pick off the targets starting with the smallest, moving up to the biggest and not the other way around.
If the tank is tanky enough, it should be able to hold a captured outer zone solo, with the DPSer moving on to assist others. Can always recall if needed.
The enemy is absolutely NOT overpowered, their HP are not that high - they just have high resistances and epic healing from surrounding ships. These are pretty decent end-game level foes that actually require some tactics to defeat. This is a GOOD thing; who wants yet another easy enemy anyway?
Yes completion is bugged for whatever reason, but it can still be farmed and is a good place to practise tactics in the meantime.
It's a shame considering that all other BZ's in the game reward Elite Marks. They're a great alternative for players that don't like to do Queued content. I'm wondering if this is still an oversight or an attempt to push people to the Queues.
Either way, I'm always in favor of options. The BZ should award Elite Marks for the Tzenkethi reputation.
So still bugged.
Spock to Kirk, as Kirk is about to hug him.
Star Trek V: "The Final Frontier"
No wonder it's so hairy
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Do we know for sure it's a bug? It's not mentioned as a known issue and was never addressed in any of the patches we have seen. I don't know for sure if it's a bug or intended.
http://sto.gamepedia.com/Protomatter_Microcontainer
Under the Info Tab of the Lukari Reputation, it lists Major Events in the Tzenkethi Battlezone in the "Where can I earn Protomatter Microcontainers?" question. So if the Tzenkethi Battlezone is not awarding Protomatter Microcontainers, then it is a bug either through a typo about inaccurate information or not awarding them.
Terran Battlezone offers Gravimetric Inducers and Chroniton Buffers too, so it stands to reason the Tzenkethi Battlezone should offer Protomatter Microcontainers.
Either there is a bug in the awarding or there is a bug in noting the accomplishment of a 'significant event'.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
Tzenkethi are faster to regain areas.
Success is too difficult to get, this battlezone will end in oblivion
Not oblivion per se; they just need to adjust things.
I did bale today, though, as I was simply getting bored, having to sit there, for sometimes ten minutes, watching a zone and the paint dry, with no foe in sight, and no gain whatsoever. Having ppl spread out, but only awarding the group that is engaging the enemy, is less of an incentive to those guarding than Cryptic may think. Terran Battlezone is set up much better that way.
Though even just a slight buff to the time to retake the points would be nice, Though so often I notice alot of people in the battle-zones (not merely the Tzenkethi, but the voth, terran, Undine too.) just not defending the captures, because doing so does not directly improve give them any rewards. It might be fun if defending contested zones might give you a small-scale boost to your mark/dil payout for that battle-zone, and would last for a short duration, but that resets the duration each time you defend a contested point, but when the zone resets the boost resets as well.