This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
DEVS PLEASE DO NOT DEPRECIATE THE THOLIANS IN CE - Some of us (like myself) enjoy the mop-up at the end of the match. Sometimes there's not much to it, because everyone sticks around, has decent DPS, and/or the ships get caught in a giant warp core breach grav well soup at the end. But sometimes half the players warp out and it's pretty challenging/fun to try and clear the foes before the timer runs out for the handful of us that stick around. Extra XP, loot, and fun. Good times!
This! Best fun in the queue to be had at the end
... and of course, I'd love to have a T5/6 Kamarag, like there is a T5/6 Ambassador.
It would be great if these new AP weapons established a set bonus with the Crystalline Energy Torpedo. Can't wait to see the stats.
Combine with questerius' suggestion to add the CAM to make it a proper trio, and it would sync well with my idea (found on the first page of this thread) of the reward weapons being the advanced form of a new AP 'family' (access to which via the Nukara store would also be unlocked with this event).
In my opinion this is the best one because it’s so short and you can do it on multiple characters without wasting your life.
Since there's an account unlock I'm not sure if it's worth completing the event project on multiple characters anymore. For that matter they may have made the crystal shard a once per account per 20 hour type of reward. Or they may not have since they didn't do it the last time the event ran and I manage to rack up quite a few spare shards the last time this ran in which case I may queue this up on an extra character or two a day but definitely not all.
I am wondering, why would anyone want to use hanger bay pets in this queue?
I tried it once and as soon as the radial pulse went off, my pet count went from six to zero instantly.
That is why I don't use hanger bay pets in this queue, because it just means wasted time redeploying them and the second radial wave will just remove them again.
Why should carrier captains be disadvataged in any queue ? They spec into those ships just like any other captian. Skill points invested in pets on the tree do not fit any other ship ( coordianted protocals helps team mates ) as well as flight deck Doffs. It isn't as simple as switching to a cruiser/sci or tac ship if you have points invested in the tree that are specific to pets.
Another 2 cents, having turned over some ideas overnight...what about reabsorbed shards boosting the radius of the energy release, so that if you don't remove them and don't pay attention, you're not safe at the normal range?
Or, since large shard detonations debuff players, what about also having them buff Tholians?
Or, as in the Gamma BZ, the Tholians can absorb/ catch the small shards for a buff.
I am wondering, why would anyone want to use hanger bay pets in this queue?
I tried it once and as soon as the radial pulse went off, my pet count went from six to zero instantly.
That is why I don't use hanger bay pets in this queue, because it just means wasted time redeploying them and the second radial wave will just remove them again.
Most people who fly Carriers tend to use the Scrabble Fighters trait as its one of the key if not main Carrier traits. This has a lot of benefits from boosting pet damage, healing pets and making pets immune to the pulse if timed correctly.
I'm completely satisfied with the new Crystal event. Really nice work!
Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Even with the absorb phase and odd ship going pop this is still a "quick and dirty" run.
Curious about the exact radius of the pulse. It was obviously done so that you take the full impact regardless of distance but moving beyond 10km range you still take the knockback and damage regardless. Was expecting that after such a long time away from the game it'd have a level of polish like the pulse having a diminishing effect the further you are but instead its just another enemy attack that can be done from beyond your range.
Oh and the static on the entire screen when you load in... AWFUL!
Easily on par with the nauseating grain fx that the tos have to endure during their tutorial.
There is now a 30 second mission briefing time before the queue begins. This allows players time to join the queue and read the briefing if necessary, before taking on the Entity.
We all knew that Yanishev was pretty desperate to get some attention, but this is a bit sad lol
Even with the absorb phase and odd ship going pop this is still a "quick and dirty" run.
Curious about the exact radius of the pulse. It was obviously done so that you take the full impact regardless of distance but moving beyond 10km range you still take the knockback and damage regardless. Was expecting that after such a long time away from the game it'd have a level of polish like the pulse having a diminishing effect the further you are but instead its just another enemy attack that can be done from beyond your range.
Oh and the static on the entire screen when you load in... AWFUL!
Easily on par with the nauseating grain fx that the tos have to endure during their tutorial.
The distance show to your target isn't the range of the pulse. the range shown is actually to the center point of the model, while the pulse range is measured from the edge.
The distance show to your target isn't the range of the pulse. the range shown is actually to the center point of the model, while the pulse range is measured from the edge.
So, how far is this edge (of the entity?) from the center point where our distance from target is measured??
"Spend your life doing strange things with weird people." -- UNK
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
Love this new iteration guys! Love how our ships get repulsed by the Energy wave. Is it harder? Not by much folks!
"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.
I am wondering, why would anyone want to use hanger bay pets in this queue?
I tried it once and as soon as the radial pulse went off, my pet count went from six to zero instantly.
That is why I don't use hanger bay pets in this queue, because it just means wasted time redeploying them and the second radial wave will just remove them again.
Why should carrier captains be disadvataged in any queue ?
Apparently the point was missed.
There is no need to switch ships, the point I was making was that deploying some pets with low HP that will be one-shotted serves no purpose.
To be honest, if a carrier type vessel can't perform in combat without it's pets, then that player was placing too much reliance on them in the first place.
It's as simple as not activating the hanger bays, that's all that needs to be done for this queue.
And yes, there have been occasions when I think players activate hanger bays by reflex, without thinking about if they should.
For example, I don't use them in Khitomer Space, because they keep triggering the enemy Scimitar cloak/thalaron ambush.
I wish other players would exercise that level of restraint if they intend to use a hanger bay vessel, but so far, I've seen no evidence that they will/do.
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad
The distance show to your target isn't the range of the pulse. the range shown is actually to the center point of the model, while the pulse range is measured from the edge.
So, how far is this edge (of the entity?) from the center point where our distance from target is measured??
Gee to bad the game won't load with this weeks patch. YEs I posted in support but it seems the only way to get them to pay attention is to post in other forums.
I am wondering, why would anyone want to use hanger bay pets in this queue?
I tried it once and as soon as the radial pulse went off, my pet count went from six to zero instantly.
That is why I don't use hanger bay pets in this queue, because it just means wasted time redeploying them and the second radial wave will just remove them again.
Why should carrier captains be disadvataged in any queue ?
Apparently the point was missed.
There is no need to switch ships, the point I was making was that deploying some pets with low HP that will be one-shotted serves no purpose.
To be honest, if a carrier type vessel can't perform in combat without it's pets, then that player was placing too much reliance on them in the first place.
It's as simple as not activating the hanger bays, that's all that needs to be done for this queue.
That I disagree with about not activating pets or that a carrier should perform without pets. My carrier build has zero points spent in energy weapons. It’s built like a carrier with mass point defence and offense is from the pets. Zero skill points in energy weapons and zero tactical slots in weapons its all geared towards pet damage and pet generation. Anyway I don’t see the problem as Carriers are not disadvantaged as I ran the queue and didn’t lose any pets to 1 shots.
The new map version is alright I guess. The energy wave now actually being deadly is no issue, should always have been tbh. The 30 sec timer sounded annoying but 30 secs seems to actually a rather sweet spot for not being too long or short. I like it. Decreasing the timer in other instances to 30 secs would be greatly appreciated (also adding the 30 secs to ISA would be nice so you can start it from space without people already fighting when the pointless and very annoying warp-in sequence is done when entering from space instead of a ground map).
I also have Zero issues with any build, even with the rather new Jem's. It's not overly difficult especially as it seems there are less/weaker Tholians buzzing around.
Even with the absorb phase and odd ship going pop this is still a "quick and dirty" run.
Curious about the exact radius of the pulse. It was obviously done so that you take the full impact regardless of distance but moving beyond 10km range you still take the knockback and damage regardless. Was expecting that after such a long time away from the game it'd have a level of polish like the pulse having a diminishing effect the further you are but instead its just another enemy attack that can be done from beyond your range.
Oh and the static on the entire screen when you load in... AWFUL!
Easily on par with the nauseating grain fx that the tos have to endure during their tutorial.
The distance show to your target isn't the range of the pulse. the range shown is actually to the center point of the model, while the pulse range is measured from the edge.
The red disc that shows during the pulse also stops at the 10km range and being outside it would imply that you're safe from taking the massive hit one might expect from the epicentre.
rock & roll does not work anymore. least not in event.
I find that usually when grabbed by the tholians - which is pretty much all they do - the rock and roll won't work. But if you can hit polarize then rock and roll through the lag it does work.
Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
[...]The 30 sec timer sounded annoying but 30 secs seems to actually a rather sweet spot for not being too long or short. I like it. Decreasing the timer in other instances to 30 secs would be greatly appreciated (also adding the 30 secs to ISA would be nice so you can start it from space without people already fighting when the pointless and very annoying warp-in sequence is done when entering from space instead of a ground map).[...]
As much as I dislike timers this is a very good suggestion. It's quite possible to enter an ISA with the first cube popping upon warp in if others have entered via a ground map.
Even with the absorb phase and odd ship going pop this is still a "quick and dirty" run.
Curious about the exact radius of the pulse. It was obviously done so that you take the full impact regardless of distance but moving beyond 10km range you still take the knockback and damage regardless. Was expecting that after such a long time away from the game it'd have a level of polish like the pulse having a diminishing effect the further you are but instead its just another enemy attack that can be done from beyond your range.
Oh and the static on the entire screen when you load in... AWFUL!
Easily on par with the nauseating grain fx that the tos have to endure during their tutorial.
The distance show to your target isn't the range of the pulse. the range shown is actually to the center point of the model, while the pulse range is measured from the edge.
The red disc that shows during the pulse also stops at the 10km range and being outside it would imply that you're safe from taking the massive hit one might expect from the epicentre.
As I said lack of polish.
Well , i thought the red zone was the zone of death but ... i was well outside of it and still blew up , 17km from the CE turning around for another attack and boom , insta pop.
rock & roll does not work anymore. least not in event.
I find that usually when grabbed by the tholians - which is pretty much all they do - the rock and roll won't work. But if you can hit polarize then rock and roll through the lag it does work.
to avoid the pulse wave? not sure if I was tractor'd or not but I get smashed to bits with rock & roll.
rock & roll does not work anymore. least not in event.
I find that usually when grabbed by the tholians - which is pretty much all they do - the rock and roll won't work. But if you can hit polarize then rock and roll through the lag it does work.
to avoid the pulse wave? not sure if I was tractor'd or not but I get smashed to bits with rock & roll.
for me rock and roll just doesn't work at all when being tractored by tholians. If it doesn't go you will be killed by the pulse. it's pretty hard for me to click polarize then rock in time due to the lag. when I can, rock does work and I get the immunity (if timed right with the pulse - and again the lag can make the time off when it seems ok). I try to have as many grab immunities as possible. The polarize and attack omega. evasive leaves me tractored so it won't enable rock and roll - though it usually gets me out of dodge. I'm big on not being grabbed. I hate being touched!
Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Even with the absorb phase and odd ship going pop this is still a "quick and dirty" run.
Curious about the exact radius of the pulse. It was obviously done so that you take the full impact regardless of distance but moving beyond 10km range you still take the knockback and damage regardless. Was expecting that after such a long time away from the game it'd have a level of polish like the pulse having a diminishing effect the further you are but instead its just another enemy attack that can be done from beyond your range.
Oh and the static on the entire screen when you load in... AWFUL!
Easily on par with the nauseating grain fx that the tos have to endure during their tutorial.
The distance show to your target isn't the range of the pulse. the range shown is actually to the center point of the model, while the pulse range is measured from the edge.
The red disc that shows during the pulse also stops at the 10km range and being outside it would imply that you're safe from taking the massive hit one might expect from the epicentre.
As I said lack of polish.
So after experimenting a bit, I sometimes got hit when between 10k and around 10.5. also the red circle does NOT extend to 10k.
Comments
Or with this console:
https://sto.gamepedia.com/Console_-_Universal_-_Crystalline_Absorption_Matrix
This! Best fun in the queue to be had at the end
... and of course, I'd love to have a T5/6 Kamarag, like there is a T5/6 Ambassador.
Why should carrier captains be disadvataged in any queue ? They spec into those ships just like any other captian. Skill points invested in pets on the tree do not fit any other ship ( coordianted protocals helps team mates ) as well as flight deck Doffs. It isn't as simple as switching to a cruiser/sci or tac ship if you have points invested in the tree that are specific to pets.
Or, since large shard detonations debuff players, what about also having them buff Tholians?
Or, as in the Gamma BZ, the Tholians can absorb/ catch the small shards for a buff.
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Curious about the exact radius of the pulse. It was obviously done so that you take the full impact regardless of distance but moving beyond 10km range you still take the knockback and damage regardless. Was expecting that after such a long time away from the game it'd have a level of polish like the pulse having a diminishing effect the further you are but instead its just another enemy attack that can be done from beyond your range.
Oh and the static on the entire screen when you load in... AWFUL!
Easily on par with the nauseating grain fx that the tos have to endure during their tutorial.
We all knew that Yanishev was pretty desperate to get some attention, but this is a bit sad lol
My character Tsin'xing
So, how far is this edge (of the entity?) from the center point where our distance from target is measured??
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin
Apparently the point was missed.
There is no need to switch ships, the point I was making was that deploying some pets with low HP that will be one-shotted serves no purpose.
To be honest, if a carrier type vessel can't perform in combat without it's pets, then that player was placing too much reliance on them in the first place.
It's as simple as not activating the hanger bays, that's all that needs to be done for this queue.
And yes, there have been occasions when I think players activate hanger bays by reflex, without thinking about if they should.
For example, I don't use them in Khitomer Space, because they keep triggering the enemy Scimitar cloak/thalaron ambush.
I wish other players would exercise that level of restraint if they intend to use a hanger bay vessel, but so far, I've seen no evidence that they will/do.
Bees like honey, they don't like vinegar.
Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad
My character Tsin'xing
Neat. I might actually log back in and give it a go because it's one of the very few queue events I don't completely detest..
"Collect 14 once-per-day tokens for.."
Nah.. nevermind.
I also have Zero issues with any build, even with the rather new Jem's. It's not overly difficult especially as it seems there are less/weaker Tholians buzzing around.
The red disc that shows during the pulse also stops at the 10km range and being outside it would imply that you're safe from taking the massive hit one might expect from the epicentre.
As I said lack of polish.
I find that usually when grabbed by the tholians - which is pretty much all they do - the rock and roll won't work. But if you can hit polarize then rock and roll through the lag it does work.
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
Well , i thought the red zone was the zone of death but ... i was well outside of it and still blew up , 17km from the CE turning around for another attack and boom , insta pop.
to avoid the pulse wave? not sure if I was tractor'd or not but I get smashed to bits with rock & roll.
for me rock and roll just doesn't work at all when being tractored by tholians. If it doesn't go you will be killed by the pulse. it's pretty hard for me to click polarize then rock in time due to the lag. when I can, rock does work and I get the immunity (if timed right with the pulse - and again the lag can make the time off when it seems ok). I try to have as many grab immunities as possible. The polarize and attack omega. evasive leaves me tractored so it won't enable rock and roll - though it usually gets me out of dodge. I'm big on not being grabbed. I hate being touched!
"With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."
My character Tsin'xing