"Someone at Cryptic must've just watched 300." I said to myself.
Honestly though I wont give full feedback yet, I rushed through some of the dialog last night as I didn't have much time.
I really like Tony Todd. He's got a great voice.
Was it me, or were the enemy ships tougher then usual ?? Maybe I kept blowing up the metreon gas clouds (and myself in the process).. Almost died at the end. Was kind of surprised..
Enemies during episode missions don't usually give me any trouble.
Nice representation on the Son'a ships, they looked pretty neat.
It was okay. But only just okay. Decently fun to play the first time. Just like all the other, "Play this THREE TIMES once a week for THREE WEEKS for an Exceptionally Mediocre Reward!", stuff around here lately. From the hype on this mission I was expecting something a little bigger, a little longer.
Surprised this time there was not some "hidden in plain sight 'edgy' commentary about current events which we'll include at no extra charge!" stuff. What's that? Wasn't there in the Lukari one? Obviously, somebody wasn't paying attention. Hint: Look at the faces of the Kentari PM and Defense Minister. And then look at what side of the conflict they are on. Once you see it, it hits you over the head like a blunt instrument. These things do have a place in Star Trek of course. I just wish people would figure out how to be less ham handed about it. Because it is a serious turn off when people wrongly assume I'm not smart enough by myself to figure it out. I didn't comment publicly on it at the time. I am doing so now because something like this isn't in this one. Refreshing and delightful someone made the decision to leave this stuff out of this mission. Hopefully bcause including it would have cheapened the the return of Martok.
On to the positives about the mission.
The environments are Gorgeous! Serious props to the Dev or Devs who are doing all this spectacular work on environments lately. Any chance you and Thomas and Tacofangs can show the rest of the Devs how to bring their game up to your level? The maps you've done for this mission make it worth a replay all by themselves. I am delighted to see and hear Martok again. JG Wentzler always makes me smile when he does throw away lines. Hopefully, we'll see more of him in STO (A LOT more) in the future.
A six year old boy and his starship. Living the dream.
I was surprised to see and especially hear Worf again. Were those lines already recorded when mr. Dorn was invited all those years ago?
I'm not an expert on Klingon culture, so I hope we'll hear what happens to Martok, how he is regarded within the Empire and all.
The Son'a were a bit weak to be honest, but that's just my impression. I was a bit surprised that we found none within the facility.
Overall it was a good episode, the facility looked great and the ground fight at the end was interesting. I do hope that this story is followed up upon (Martok's position, what will happen to the House of Torg, Rodek realising who he is) and, at the same time, that it will be linked to the bigger story of the Tzenkethi.
It is funny that a VR Mk XII Torg's Dishonored Bat'leth has better stats than the Epic Shard Sword of Kahless from 'The Gates of Gret'hor'.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
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.'
Posted this in another thread before I saw this one. I liked the maps. Hoping we hear from Martok and Rodek/Kurn again.
The prison system map was good. The multiple waves of guards and Tzenkethi were challenging, but not unbeatable. The Son'a ships seemed a bit brittle, but still...overall a good episode. However, even as a Klingon, I think it's time to go somewhere else. For a game that touts itself as being Federation-centric, there have been too many episodes with a Romulan or a Klingon as the focus. Time to return to Federation space.
Well with his DNA locked away, another 'Image of Kahless' can be produced.
You know we get Epic Quality Kit Modules from the Winter and Summer Events, etc. they are usually appropriate to the level of the Character. Free Upgrades until Mk XII, then normal costs for upgrades to XIV. Do the same with the Shard Sword. Let us upgrade it.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
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.'
It is funny that a VR Mk XII Torg's Dishonored Bat'leth has better stats than the Epic Shard Sword of Kahless from 'The Gates of Gret'hor'.
sad to say but I think pretty much every bat'leth is better then the shard sword of kahless. though I think it's a nice touch that torg's bat'leth does toxic damage. just like him to posion his weapon.
if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
The story makes good enough sense to me and does justice to Klingons' reckless bravery. Only major technical mishap I noticed was my away team being stuck downstairs during the enemy waves on the roof, which might or might not have been intentional. If it was, that's some weird design, since they grapple up together with the player character.
The blatantly copy-pasted prisoner uniform is a stain on your honor, devs. Shouldn't be that much of a hassle to scrub off the Tholian symbol on the back, and a generic version could be re-used in many future works without this type of complaint. Point being that a detail like this looks cheap and sloppy in an otherwise polished creation.
Although much of the mission was the typical "shoot things, set charges, interact with glowies while an NPC barks orders" stuff, it was paced well enough to stay entertaining through the as-mazey-as-possible corridor jaunt. The Klingon duo are the stars here and the player is a spectator, but the cutscenes and banter just worked for me. With the notable exception of the suicidal Jem'hadar and Martok's "no don't help him nooooo he died" derp moment. Evil turtle alien's neckbreaking and Sparta ending made an impression. A shade darker than usual; works well with this type of episode.
The Tzenk captain's chain-knockdown is really irritating. Smack, knocked down. Get up, take a shot. Smacked again. Repeat until sick of it and then some more. You know the most common complaint people have about PvP? Losing control of one's character for extended periods of time is not fun gameplay. This guy needs to mix it up a bit instead of spamming KD endlessly. Could've been a problem, had I played it on a higher difficulty setting.
I'd rate this 7.5/10 or so. Fix the facepalmy stuff and it's a solid 8/10. Aside from the Sela TRIBBLE, episodes have been pretty good recently. This one stands out even among the better stuff. As a sidenote, could you guys finally fix the placement of bat'leth held by female characters? The left hand is gripping air both in combat and ready stance.
Well with his DNA locked away, another 'Image of Kahless' can be produced.
You know we get Epic Quality Kit Modules from the Winter and Summer Events, etc. they are usually appropriate to the level of the Character. Free Upgrades until Mk XII, then normal costs for upgrades to XIV. Do the same with the Shard Sword. Let us upgrade it.
I'm surprised you didn't combine the two. Ok, I will do it then. Why not give us a way to get a Kahless pet for the next Winter event?
It is funny that a VR Mk XII Torg's Dishonored Bat'leth has better stats than the Epic Shard Sword of Kahless from 'The Gates of Gret'hor'.
I don't know about you, but I'd say that 141.4 dps (Shard Sword at Level 60) beats 123.7 + 4.5 dps (Torg's sword straight from the mission) any time of the day
I thought the environment was absolutely beautiful. Something about it was just perfect.
It did seem, however, that J.G. Hertzler's performance as Martok was somewhat... subdued. Don't get me wrong, it was good to have him back, but the voice quality was missing some of the gravelly tones we got on DS9, if that makes any sense.
Jem'Hadar dude was an idiot.
"The prisoners may want words with the guards" - cut to ONE prisoner making a break for it when the cells are opened. Where was everyone else? On a break? In the sauna?
Space Barbie Extraordinaire. Got a question about Space Barbie? Just ask.
Things I want in STO:
1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
8) Independent Faction, because yo ho yo ho a pirate's life for me!
> @thorodal said: > ltminns wrote: » > > It is funny that a VR Mk XII Torg's Dishonored Bat'leth has better stats than the Epic Shard Sword of Kahless from 'The Gates of Gret'hor'. > > > > > I don't know about you, but I'd say that 141.4 dps (Shard Sword at Level 60) beats 123.7 + 4.5 dps (Torg's sword straight from the mission) any time of the day
Remember feds cant get the shard sword, so the comparison only applies to KDF. As far as the mission goes I rather liked it especially as a KDF as it seems to fit them better. Love the map itself too I thought that was very well done. Was glad to see Hertzler as Martok again as he was for sure one of the more unique DS9 characters. I was hoping for an accolade for intentionally walking into turrets though I intentionally was not a good little prisoner on my first go with it it was a bit easier to just be submissive.
> @thorodal said:
> ltminns wrote: »
> It is funny that a VR Mk XII Torg's Dishonored Bat'leth has better stats than the Epic Shard Sword of Kahless from 'The Gates of Gret'hor'.
>
> I don't know about you, but I'd say that 141.4 dps (Shard Sword at Level 60) beats 123.7 + 4.5 dps (Torg's sword straight from the mission) any time of the day
Remember feds cant get the shard sword, so the comparison only applies to KDF.
> @thorodal said:
> ltminns wrote: »
> It is funny that a VR Mk XII Torg's Dishonored Bat'leth has better stats than the Epic Shard Sword of Kahless from 'The Gates of Gret'hor'.
>
> I don't know about you, but I'd say that 141.4 dps (Shard Sword at Level 60) beats 123.7 + 4.5 dps (Torg's sword straight from the mission) any time of the day
Remember feds cant get the shard sword, so the comparison only applies to KDF.
Fine, compare it to the KT batleth then.
The KT bat'leth, straight out of the mission, has (for me) 134.5 dps (as a reminder: Shard Sword has 141.4 dps). It does do more crit damage though (+60% compared to the +20% of the Shard Sword, which in turn also has +2% crit chance)
> @haunted101#2485 said:
> azrael605 wrote: »
>
> > @haunted101#2485 said:
> > Within the first 5 minutes of the mission I was already creeped out. Fighting the Son'a was fine. Then after beaming in. I almost dropped the mission all together. But forced myself to continue to play it. Then do to a bug it wanted me to start the mission at the beam in point. Forget it. I am not doing it. I dropped the mission. The first time a mission in this game has creeped me out completely. I can handle a lot from games. But some things I just won't do.
>
> What? Creeped out how?
>
>
>
>
> I was creeped out from the point you first beamed into the prison and had to follow Rodek. Not into playing games like that. But as soon as you go to fight it was cool until the bug I encountered.
Still not understanding what could possibly be considered creepy. Its even more confusing with this explaination. What is so creepy about walking slowly after an npc? For me creepy is Silent Hill, old school Resident Evil, Rob Zombie movies, stuff like that. Even the "Bonnie Kin" mission (What Lies Beneath) does not register on my creepy meter.
Haunted apparently has a thing against handcuffs.
Don't know why... They can be fun in the right circumstances...
Space Barbie Extraordinaire. Got a question about Space Barbie? Just ask.
Things I want in STO:
1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
8) Independent Faction, because yo ho yo ho a pirate's life for me!
0
rattler2Member, Star Trek Online ModeratorPosts: 58,531Community Moderator
lets see, using a lvl 50
the Kor..or whatever it was called...got stuck in a rock near last group of enemy ships
Battleships start respawning in large numbers and were draw to the stuck Kor, which also happened
to be the respawn point
I was 1 vs about 10 major ships + fighters so I died, and respawned on top of the hornets nest there
so was half dead before I could even move.
on a scale of 1 to 10, I give this adventure a 1 - designed to fail and created to challenge power gamers
at the expense of all other players.
suggestions - 1. make the Kor immune to the rocks...he can fly thru them or such
2. no respawning battleships and cruisers while the current ones are still functional
3. restrict the mobs from the respawn points
I know what will follow...you suck...get better gear...learn to play the game better
blah blah blah
answer...don't care.
Only major technical mishap I noticed was my away team being stuck downstairs during the enemy waves on the roof, which might or might not have been intentional. If it was, that's some weird design, since they grapple up together with the player character.
Didn't see that one, but there was an occasion where they ended up at the bottom of that shaft in the circular room with the trio of Tzenkethi... given that the railing around said shaft is too high to jump over, I suspect it's a result of NPC 'superjumping' that crops up on occasion.
The blatantly copy-pasted prisoner uniform is a stain on your honor, devs. Shouldn't be that much of a hassle to scrub off the Tholian symbol on the back, and a generic version could be re-used in many future works without this type of complaint. Point being that a detail like this looks cheap and sloppy in an otherwise polished creation.
And if it's a stain on whoever thought to use it, it's a much bigger stain on whoever saw that and gave it a pass. It's inexcusable.
Although much of the mission was the typical "shoot things, set charges, interact with glowies while an NPC barks orders" stuff, it was paced well enough to stay entertaining through the as-mazey-as-possible corridor jaunt.
Indeed (the fact that we're using a Trojan Horse gambit was an amusing surprise). Sadly, at least in my opinion, it missed a couple of opportunities in terms of lore/immersion. First, recall by way of example the Tal Shiar intel post in 'Enemy Mine'? It's one of several places where consoles have interesting bits of background material players can peruse. Torg's terminal could have been a gold mine in this vein aside from the fact of his having acquired some sort of torpedo from the Tzenkethi. For example: why some of the other prisoners are here; details of the experiments with metaphasic radiation; et cetera. Second, there were a few questions we could have asked Martok; why wasn't this also the case for his Jem'Hadar colleague?
Also, as themadprofessor points out, when we unlock all the cells (surprising that the controls for this aren't in the security office), what becomes of the other prisoners? We can only speculate they found their way into other parts of the facility...
One might also wonder how come we didn't encounter any Son'a personnel dirtside, given that it is, notionally, their facility and they have been performing experiments on some of the inmates...
Actually, since we're on the subject of mission design, the initial part also didn't make sense. As in, why were we obliged to engage any of the Son'a patrols at all? It seems possible, given their placement on the map, to avoid all of them if one is careful... with that option 'No Witnesses' could've been the accolade for 'arrive at insertion point without combat'; the 'Clean Sweep' accolade, on the other hand, would require dispatching all five groups.
The Klingon duo are the stars here and the player is a spectator, but the cutscenes and banter just worked for me. With the notable exception of the suicidal Jem'hadar and Martok's "no don't help him nooooo he died" derp moment. Evil turtle alien's neckbreaking and Sparta ending made an impression. A shade darker than usual; works well with this type of episode.
One could say that the captain's position at the edge of the open shaft made shooting him a risky option if the goal was to get him to release his captive. On the other hand, it could be argued that slim odds of the desired outcome (Kavat’kara being released alive, and not dropping down the shaft) beat no odds. So yes, got to agree with you here; it's a derp moment.
One thing that could've been added at the end is a short cutscene where Martok has invited the player aboard the Kor so they can converse briefly before going their separate ways. The dialogue would remain much the same as is already present, but with an addition along these lines where he gives you Torg's bat'leth in the certainty that it will see more honorable use, something which will surely add to its late owner's suffering in Gre'thor.
The briar patch has speed bumps, at least thats what it seems like when you're flying along and suddenly the ship bumps up and down the same way it would if the auto nav scrapes a star. Except these are invisible barriers in the middle of the space map, where you're meant ot be fighting.
If rodek was allied with house martok surely the minions would recognise his bumpy little forehead.
At the line up two of my boffs managed to use a tribble, with their hands cuffed behind their back. I guess that shocked the guards too much for them to react to it.
If martok was going to get all NOOOOO over the death of the jem hadar maybe he shouldnt have told rodek to put the gun down. After all the teasing in the blog post the best you can come up with is his head getting squished because martok thinks rodek can't hit something that large from so close.
What would have been cool? Martok throws a blade to his spikey headed buddy and the bad guy gets shivved or stabbed in the eye. Jemmy gets dropped and has to cling on to the edge during the fight. Fight goes too long, he loses his grip and falls. Quick fight and accolade for saving him.
The melee range of skippy the bush tenkethi is way too big a swing can hit you from more than 5m away. Acceptable for ground pounds but a simple swing shouldnt be longer than his arms. Also if he's going to leap and land in the hole it should be GG fight over.
When did martok warn us that he was going to beam over to torgs ship? Did he just assume that we wouldnt fire on the enemies flagship or was it drowned out by EXPLOSIONS.
Final fight also shows that cryptic still haven't learned its not good to break combat with cutscenes. worf and sirilla arrive and once I get control I find I'm dead due to a torpedo of some sort that had come along. It's one of gamings biggest faux pas.
Again Son'a turn up and there's babbling going on but can't hear because EXPLOSIONS EVERYWHERE. Only sound thing I've done in sto recently is mute the speakers with their dial if the risa dance thing is the screechy woman.
As said above a reason to have been given torgs weapon would have made sense.
I should mention that after the half assed protect kumaarke fight in the previous episode the rooftop was a much better effort depsite the aforementioned moments of silliness.
The Klingon duo are the stars here and the player is a spectator, but the cutscenes and banter just worked for me. With the notable exception of the suicidal Jem'hadar and Martok's "no don't help him nooooo he died" derp moment. Evil turtle alien's neckbreaking and Sparta ending made an impression. A shade darker than usual; works well with this type of episode.
One could say that the captain's position at the edge of the open shaft made shooting him a risky option if the goal was to get him to release his captive. On the other hand, it could be argued that slim odds of the desired outcome (Kavat’kara being released alive, and not dropping down the shaft) beat no odds. So yes, got to agree with you here; it's a derp moment.
I think Martok was waiting to see if Kavat'kara would do something. Then he gets disappointed at the Jem'Hadar's failure.
Remember the Shard Sword is at max Quality and 'Level'. My Level 60 Character shows it at 145.2 DPS. The Torg Bat'leth at Mk XIV VR shows it at 160.6 DPS. It will go up further at UR and Epic.
'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
Judge Dan Haywood
'As l speak now, the words are forming in my head.
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.'
[..]
I was hoping for an accolade for intentionally walking into turrets though I intentionally was not a good little prisoner on my first go with it it was a bit easier to just be submissive.
I got one. I think it was named "rules are to be followed" or something to that effect.
If you are looking for an excellent PvE fleet consider: Omega Combat Division today.
Former member of the Cryptic Family & FriendsTesting Team. Sadly, one day, it simply vanished - without a word or trace...
My only issue was that one room with the 'UFC ring' in the center with a pit, about half way into the quest. Boffs seemed to like to jump into it. Elissa and T'vrell went SPLAT! o.O!!!
Comments
This is Sparta ! At the end ... I LOL'd ...
"Someone at Cryptic must've just watched 300." I said to myself.
Honestly though I wont give full feedback yet, I rushed through some of the dialog last night as I didn't have much time.
I really like Tony Todd. He's got a great voice.
Was it me, or were the enemy ships tougher then usual ?? Maybe I kept blowing up the metreon gas clouds (and myself in the process).. Almost died at the end. Was kind of surprised..
Enemies during episode missions don't usually give me any trouble.
Nice representation on the Son'a ships, they looked pretty neat.
Surprised this time there was not some "hidden in plain sight 'edgy' commentary about current events which we'll include at no extra charge!" stuff. What's that? Wasn't there in the Lukari one? Obviously, somebody wasn't paying attention. Hint: Look at the faces of the Kentari PM and Defense Minister. And then look at what side of the conflict they are on. Once you see it, it hits you over the head like a blunt instrument. These things do have a place in Star Trek of course. I just wish people would figure out how to be less ham handed about it. Because it is a serious turn off when people wrongly assume I'm not smart enough by myself to figure it out. I didn't comment publicly on it at the time. I am doing so now because something like this isn't in this one. Refreshing and delightful someone made the decision to leave this stuff out of this mission. Hopefully bcause including it would have cheapened the the return of Martok.
On to the positives about the mission.
The environments are Gorgeous! Serious props to the Dev or Devs who are doing all this spectacular work on environments lately. Any chance you and Thomas and Tacofangs can show the rest of the Devs how to bring their game up to your level? The maps you've done for this mission make it worth a replay all by themselves. I am delighted to see and hear Martok again. JG Wentzler always makes me smile when he does throw away lines. Hopefully, we'll see more of him in STO (A LOT more) in the future.
I'm not an expert on Klingon culture, so I hope we'll hear what happens to Martok, how he is regarded within the Empire and all.
The Son'a were a bit weak to be honest, but that's just my impression. I was a bit surprised that we found none within the facility.
Overall it was a good episode, the facility looked great and the ground fight at the end was interesting. I do hope that this story is followed up upon (Martok's position, what will happen to the House of Torg, Rodek realising who he is) and, at the same time, that it will be linked to the bigger story of the Tzenkethi.
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.'
Well which of them survived the Iconian War?
Alternatively: clearly, Torg's Bat'leth has something to prove and Kahless's is riding its rep.
Member Access Denied Armada!
My forum single-issue of rage: Make the Proton Experimental Weapon go for subsystem targetting!
You know we get Epic Quality Kit Modules from the Winter and Summer Events, etc. they are usually appropriate to the level of the Character. Free Upgrades until Mk XII, then normal costs for upgrades to XIV. Do the same with the Shard Sword. Let us upgrade it.
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.'
sad to say but I think pretty much every bat'leth is better then the shard sword of kahless. though I think it's a nice touch that torg's bat'leth does toxic damage. just like him to posion his weapon.
if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
The story makes good enough sense to me and does justice to Klingons' reckless bravery. Only major technical mishap I noticed was my away team being stuck downstairs during the enemy waves on the roof, which might or might not have been intentional. If it was, that's some weird design, since they grapple up together with the player character.
The blatantly copy-pasted prisoner uniform is a stain on your honor, devs. Shouldn't be that much of a hassle to scrub off the Tholian symbol on the back, and a generic version could be re-used in many future works without this type of complaint. Point being that a detail like this looks cheap and sloppy in an otherwise polished creation.
Although much of the mission was the typical "shoot things, set charges, interact with glowies while an NPC barks orders" stuff, it was paced well enough to stay entertaining through the as-mazey-as-possible corridor jaunt. The Klingon duo are the stars here and the player is a spectator, but the cutscenes and banter just worked for me. With the notable exception of the suicidal Jem'hadar and Martok's "no don't help him nooooo he died" derp moment. Evil turtle alien's neckbreaking and Sparta ending made an impression. A shade darker than usual; works well with this type of episode.
The Tzenk captain's chain-knockdown is really irritating. Smack, knocked down. Get up, take a shot. Smacked again. Repeat until sick of it and then some more. You know the most common complaint people have about PvP? Losing control of one's character for extended periods of time is not fun gameplay. This guy needs to mix it up a bit instead of spamming KD endlessly. Could've been a problem, had I played it on a higher difficulty setting.
I'd rate this 7.5/10 or so. Fix the facepalmy stuff and it's a solid 8/10. Aside from the Sela TRIBBLE, episodes have been pretty good recently. This one stands out even among the better stuff. As a sidenote, could you guys finally fix the placement of bat'leth held by female characters? The left hand is gripping air both in combat and ready stance.
I'm surprised you didn't combine the two. Ok, I will do it then. Why not give us a way to get a Kahless pet for the next Winter event?
I don't know about you, but I'd say that 141.4 dps (Shard Sword at Level 60) beats 123.7 + 4.5 dps (Torg's sword straight from the mission) any time of the day
It did seem, however, that J.G. Hertzler's performance as Martok was somewhat... subdued. Don't get me wrong, it was good to have him back, but the voice quality was missing some of the gravelly tones we got on DS9, if that makes any sense.
Jem'Hadar dude was an idiot.
"The prisoners may want words with the guards" - cut to ONE prisoner making a break for it when the cells are opened. Where was everyone else? On a break? In the sauna?
Things I want in STO:
1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
8) Independent Faction, because yo ho yo ho a pirate's life for me!
> ltminns wrote: »
>
> It is funny that a VR Mk XII Torg's Dishonored Bat'leth has better stats than the Epic Shard Sword of Kahless from 'The Gates of Gret'hor'.
>
>
>
>
> I don't know about you, but I'd say that 141.4 dps (Shard Sword at Level 60) beats 123.7 + 4.5 dps (Torg's sword straight from the mission) any time of the day
Remember feds cant get the shard sword, so the comparison only applies to KDF. As far as the mission goes I rather liked it especially as a KDF as it seems to fit them better. Love the map itself too I thought that was very well done. Was glad to see Hertzler as Martok again as he was for sure one of the more unique DS9 characters. I was hoping for an accolade for intentionally walking into turrets though I intentionally was not a good little prisoner on my first go with it it was a bit easier to just be submissive.
My character Tsin'xing
The KT bat'leth, straight out of the mission, has (for me) 134.5 dps (as a reminder: Shard Sword has 141.4 dps). It does do more crit damage though (+60% compared to the +20% of the Shard Sword, which in turn also has +2% crit chance)
Haunted apparently has a thing against handcuffs.
Don't know why... They can be fun in the right circumstances...
Things I want in STO:
1) More character customization options such as more clothing options, letting the toon complexion affect the entire body, not just the head. Also a true RGB color picker applied to all costume and appearance options, which would allow for true appearance customization and homogenous colors instead of "this same exact color looks vastly different on two different pieces."
2) Bridge customization, not bridge packs. Let us pick a general layout and adjust the color palette, console appearance, and chair types, as well as more ready room layout options.
3) Customizable ground weapons, i.e. The aesthetic look of phaser dual pistols but they shoot antiproton bolts. For obvious reasons this would only apply to standard ground weapons.
4) For the love of Q please revamp Plasma Ground Weapons. They look like demented Supersoakers right now.
5) True Vanity Impulse and Deflector effects similar to Vanity Shields.
6) A greater payout for hitting T6 Reputations. Currently it takes more time and resources to get from T5 to T6 than it does to get from nothing to T5. Make that grind really pay out at the end.
7) Mirrorverse Refugee event similar to AoY/Delta/Gamma, complete with new Mirrorverse recruits for all factions.
8) Independent Faction, because yo ho yo ho a pirate's life for me!
That is all.
the Kor..or whatever it was called...got stuck in a rock near last group of enemy ships
Battleships start respawning in large numbers and were draw to the stuck Kor, which also happened
to be the respawn point
I was 1 vs about 10 major ships + fighters so I died, and respawned on top of the hornets nest there
so was half dead before I could even move.
on a scale of 1 to 10, I give this adventure a 1 - designed to fail and created to challenge power gamers
at the expense of all other players.
suggestions - 1. make the Kor immune to the rocks...he can fly thru them or such
2. no respawning battleships and cruisers while the current ones are still functional
3. restrict the mobs from the respawn points
I know what will follow...you suck...get better gear...learn to play the game better
blah blah blah
answer...don't care.
Peace
And if it's a stain on whoever thought to use it, it's a much bigger stain on whoever saw that and gave it a pass. It's inexcusable.
Indeed (the fact that we're using a Trojan Horse gambit was an amusing surprise). Sadly, at least in my opinion, it missed a couple of opportunities in terms of lore/immersion. First, recall by way of example the Tal Shiar intel post in 'Enemy Mine'? It's one of several places where consoles have interesting bits of background material players can peruse. Torg's terminal could have been a gold mine in this vein aside from the fact of his having acquired some sort of torpedo from the Tzenkethi. For example: why some of the other prisoners are here; details of the experiments with metaphasic radiation; et cetera. Second, there were a few questions we could have asked Martok; why wasn't this also the case for his Jem'Hadar colleague?
Also, as themadprofessor points out, when we unlock all the cells (surprising that the controls for this aren't in the security office), what becomes of the other prisoners? We can only speculate they found their way into other parts of the facility...
One might also wonder how come we didn't encounter any Son'a personnel dirtside, given that it is, notionally, their facility and they have been performing experiments on some of the inmates...
Actually, since we're on the subject of mission design, the initial part also didn't make sense. As in, why were we obliged to engage any of the Son'a patrols at all? It seems possible, given their placement on the map, to avoid all of them if one is careful... with that option 'No Witnesses' could've been the accolade for 'arrive at insertion point without combat'; the 'Clean Sweep' accolade, on the other hand, would require dispatching all five groups.
One could say that the captain's position at the edge of the open shaft made shooting him a risky option if the goal was to get him to release his captive. On the other hand, it could be argued that slim odds of the desired outcome (Kavat’kara being released alive, and not dropping down the shaft) beat no odds. So yes, got to agree with you here; it's a derp moment.
One thing that could've been added at the end is a short cutscene where Martok has invited the player aboard the Kor so they can converse briefly before going their separate ways. The dialogue would remain much the same as is already present, but with an addition along these lines where he gives you Torg's bat'leth in the certainty that it will see more honorable use, something which will surely add to its late owner's suffering in Gre'thor.
The briar patch has speed bumps, at least thats what it seems like when you're flying along and suddenly the ship bumps up and down the same way it would if the auto nav scrapes a star. Except these are invisible barriers in the middle of the space map, where you're meant ot be fighting.
If rodek was allied with house martok surely the minions would recognise his bumpy little forehead.
At the line up two of my boffs managed to use a tribble, with their hands cuffed behind their back. I guess that shocked the guards too much for them to react to it.
If martok was going to get all NOOOOO over the death of the jem hadar maybe he shouldnt have told rodek to put the gun down. After all the teasing in the blog post the best you can come up with is his head getting squished because martok thinks rodek can't hit something that large from so close.
What would have been cool? Martok throws a blade to his spikey headed buddy and the bad guy gets shivved or stabbed in the eye. Jemmy gets dropped and has to cling on to the edge during the fight. Fight goes too long, he loses his grip and falls. Quick fight and accolade for saving him.
The melee range of skippy the bush tenkethi is way too big a swing can hit you from more than 5m away. Acceptable for ground pounds but a simple swing shouldnt be longer than his arms. Also if he's going to leap and land in the hole it should be GG fight over.
When did martok warn us that he was going to beam over to torgs ship? Did he just assume that we wouldnt fire on the enemies flagship or was it drowned out by EXPLOSIONS.
Final fight also shows that cryptic still haven't learned its not good to break combat with cutscenes. worf and sirilla arrive and once I get control I find I'm dead due to a torpedo of some sort that had come along. It's one of gamings biggest faux pas.
Again Son'a turn up and there's babbling going on but can't hear because EXPLOSIONS EVERYWHERE. Only sound thing I've done in sto recently is mute the speakers with their dial if the risa dance thing is the screechy woman.
As said above a reason to have been given torgs weapon would have made sense.
I should mention that after the half assed protect kumaarke fight in the previous episode the rooftop was a much better effort depsite the aforementioned moments of silliness.
My character Tsin'xing
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.'
ingame: @.Spartan
Original Cryptic Forum Name: Spartan (member #124)
The Glorious, Kirk’s Protegè
My only issue was that one room with the 'UFC ring' in the center with a pit, about half way into the quest. Boffs seemed to like to jump into it. Elissa and T'vrell went SPLAT! o.O!!!
I also wished the Jemhadar would have lived.