ummm played this 2 times yesterday... once with cruiser, 2nd time with raider... will never play this with an escort type ship again... same for sci ship. cruiser with frigate pets is the way to go. also this taskforce is a pure time gate... multiple locations you need to destroy ships but it's on a timer... need to wait for it to zero out each time. normal version only, also no choice of marks... your stuck getting roughly 100 disc marks each time you do this (counting daily bonus as well).
Without a battle cloak moving from A to B does get a bit old due to the mass of turrets maintaining alert status.
Staying high and broadsiding or stationary torpedo bombardment seem like they'd be better than strafing due to some enemy ships being obscured by the buildings from a lot of angles.
I did do one run where one person swept the map of turrets whilst the rest paired up and did the ship killing in a similar way to azure nebula, seemed a faster or more effective tactic although runs on day one were a nightmare of rubberbanding. The walker section goes faster if folk target the shield gennys and reactor, resulting pop nukes the majority of the fodder nearby.
I honestly didn't know it was actually an original version with how much lower its volume is compared to the rest of the music in the game.
That's a nice mix of Wagner, Klingon and old-school-game soundtrack.
Definitely moving around on this map is easier with a battlecloak.
invest in a competitive engine... one that gives you a boost in speed with hull/shield heal activations... you can be full hp/shield and still get speed boost.
they need to remove the mechanic that blocks you from full impulse while in red alert... they can put a weapon lock out on it instead... under full impulse no weapons... if weapon activated you drop out of full impulse. If your shooting and you hit full impulse, you stop and start flying instead.
Definitely moving around on this map is easier with a battlecloak.
invest in a competitive engine... one that gives you a boost in speed with hull/shield heal activations... you can be full hp/shield and still get speed boost.
they need to remove the mechanic that blocks you from full impulse while in red alert... they can put a weapon lock out on it instead... under full impulse no weapons... if weapon activated you drop out of full impulse. If your shooting and you hit full impulse, you stop and start flying instead.
I've always heard those engines are good, thanks for the suggestion. I've stopped doing that map, even though it is fun, unless I'm on a character with Battlecloak. Without it's just too slow with all of the pew pew interrupting.
Feedback pulse is something folk may find handy, although that won't reduce the massive torpedo damage which can be very painful.
There does seem to be enough turrets about that if you focus a bit more on clearing them you don't get an AFK penalty, so it might be tedious but you're not going to get punished for it.
If there is AFK penalties with this TFO out of the gate where you are not deliberately staying out of the fray AFK, then there is something wrong about its design.
'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.'
If there is AFK penalties with this TFO out of the gate where you are not deliberately staying out of the fray AFK, then there is something wrong about its design.
As far as I know shooting turrets is adequate. It should count as damaging enemies.
I've done this once with one of my KDF characters, couldn't keep up with some of the faster players who were going for the facilities, so I just wandered around the battleground shooting any turrets I found.
No AFK penalty awarded despite not managing to do anything towards the facilities. Did shoot the boss though.
I've done this once with one of my KDF characters, couldn't keep up with some of the faster players who were going for the facilities, so I just wandered around the battleground shooting any turrets I found.
No AFK penalty awarded despite not managing to do anything towards the facilities. Did shoot the boss though.
I ended up doing much the same with the Kramp'iri carrier (I forget the name offhand, the Fek'iri ship from the winter event), even with faster than usual engines it is too slow to keep up (the ring of fire thing needs fixing btw, it drops the ship out of full impulse every few seconds even when not actually launching ghosts (it is like every time something happens to a fighter it checks to see if it can launch a replacement and it triggers the burst even during launch cooldown).
Even calling the fighters in close by switching to intercept mode between bases did not help since the turrets would goad them into retaliating which would result in the red alert starting up again. I got annoyed enough that I started just blowing paths through the things and it was enough to avoid afk penalties.
Another problem is that the turrets on top of the mass wave of attacker thing makes the lag and visual spam so bad that even triggering a beacon of Kahless sometimes does not make any difference at all to the visibility. This TFO has gotten as bad in that respect as Christmas event arkfalls in Defiance where it often turned into a "slideshow" like some of the anime that uses still frames from the manga they come from in some battle scenes instead of moving animation, because of crushing spamlag.
On the other hand, if there are actually timegates as such they are hidden reasonably well. It actually feels like stuff is all a matter of destroying forces already there or a finite number called in, timers or no timers. The turrets slowing ships down in between the encounter areas is what drags.
Definitely moving around on this map is easier with a battlecloak.
invest in a competitive engine...
Add a Emergency Conn Officer (Phoenix Box) for a doffed reset of evasive maneuvers on use of emergency power to engines to those competitive engines and you can get around the map pretty well even without a battlecloak.
'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.'
Expect many Empire Strikes Back references.
Can we have tow cables to wrap around the walkers' legs please?
Out of copyright concerns, they'll use tractor beams (both franchises use tractor beams ).
Perhaps they will use strands of EMH dental floss.
Fleet Admiral Duane Gundrum, U.S.S. Merrimack
Fleet Admiral Ventaxa Proxmire, U.S.S. Shaka Walls Fell
Blog: http://www.sarbonn.com/?page_id=1990
Foundry series: Bob From Accounting & For the Sake of the Empire
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch." "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
Passion and Serenity are one.
I gain power by understanding both.
In the chaos of their battle, I bring order.
I am a shadow, darkness born from light.
The Force is united within me.
It is defiantly not one of my favorite TFOs though it is not as bad as some (like Battle at the Binary Stars or whatever it is called). One thing I do like about it though is that it does not have silly phone-style minigames in the middle, and the voiceovers, while silly and repetitive are not especially obnoxious.
On the other hand, a major downside was the fact that while it was essentially an FTFO it did not have the choice of marks that all the other FTO events like it have had. Also, the overload of turrets and small units causing truly massive lag really needs to be fixed.
Yeah, while it is tedious to be stuck in combat due to a turret aggroing you for the fraction of a second you were closer than 10km away its a hell of a lot better than battle of the binary grav wells, boredom over pahvo or the blandness of defending starbase one.
I was almost looking forward to doing this over the scanning for the console anniversary but sadly they pulled it, probably performance hit of so much junk flying about being more than the platform can handle.
Comments
Staying high and broadsiding or stationary torpedo bombardment seem like they'd be better than strafing due to some enemy ships being obscured by the buildings from a lot of angles.
I did do one run where one person swept the map of turrets whilst the rest paired up and did the ship killing in a similar way to azure nebula, seemed a faster or more effective tactic although runs on day one were a nightmare of rubberbanding. The walker section goes faster if folk target the shield gennys and reactor, resulting pop nukes the majority of the fodder nearby.
I honestly didn't know it was actually an original version with how much lower its volume is compared to the rest of the music in the game.
That's a nice mix of Wagner, Klingon and old-school-game soundtrack.
invest in a competitive engine... one that gives you a boost in speed with hull/shield heal activations... you can be full hp/shield and still get speed boost.
they need to remove the mechanic that blocks you from full impulse while in red alert... they can put a weapon lock out on it instead... under full impulse no weapons... if weapon activated you drop out of full impulse. If your shooting and you hit full impulse, you stop and start flying instead.
I've always heard those engines are good, thanks for the suggestion. I've stopped doing that map, even though it is fun, unless I'm on a character with Battlecloak. Without it's just too slow with all of the pew pew interrupting.
There does seem to be enough turrets about that if you focus a bit more on clearing them you don't get an AFK penalty, so it might be tedious but you're not going to get punished for 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.'
My character Tsin'xing
No AFK penalty awarded despite not managing to do anything towards the facilities. Did shoot the boss though.
I ended up doing much the same with the Kramp'iri carrier (I forget the name offhand, the Fek'iri ship from the winter event), even with faster than usual engines it is too slow to keep up (the ring of fire thing needs fixing btw, it drops the ship out of full impulse every few seconds even when not actually launching ghosts (it is like every time something happens to a fighter it checks to see if it can launch a replacement and it triggers the burst even during launch cooldown).
Even calling the fighters in close by switching to intercept mode between bases did not help since the turrets would goad them into retaliating which would result in the red alert starting up again. I got annoyed enough that I started just blowing paths through the things and it was enough to avoid afk penalties.
Another problem is that the turrets on top of the mass wave of attacker thing makes the lag and visual spam so bad that even triggering a beacon of Kahless sometimes does not make any difference at all to the visibility. This TFO has gotten as bad in that respect as Christmas event arkfalls in Defiance where it often turned into a "slideshow" like some of the anime that uses still frames from the manga they come from in some battle scenes instead of moving animation, because of crushing spamlag.
On the other hand, if there are actually timegates as such they are hidden reasonably well. It actually feels like stuff is all a matter of destroying forces already there or a finite number called in, timers or no timers. The turrets slowing ships down in between the encounter areas is what drags.
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.'
Perhaps they will use strands of EMH dental floss.
Fleet Admiral Ventaxa Proxmire, U.S.S. Shaka Walls Fell
Blog: http://www.sarbonn.com/?page_id=1990
Foundry series: Bob From Accounting & For the Sake of the Empire
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
LOL I sort of stopped playing the map unless my toon had battlecloak then mostly forgot about it all together. I hope Cryptic keeps the map up though.
not that I know of, every time I've played it at least one ship escapes. most of the time one bird of prey.
if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
Me too. I really quite miss it. I hope it is brought back permanently with advanced and elite options. By far one of the best TFO's STO has ever done.
On the other hand, a major downside was the fact that while it was essentially an FTFO it did not have the choice of marks that all the other FTO events like it have had. Also, the overload of turrets and small units causing truly massive lag really needs to be fixed.
I was almost looking forward to doing this over the scanning for the console anniversary but sadly they pulled it, probably performance hit of so much junk flying about being more than the platform can handle.