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TFO Synthwave

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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    ltminns wrote: »
    But to slog through this 20 times for Mk XII VR? Should be UR. And get the reward in the Featured Episode, Mk XI Rare!! Not much of a feature.


    LOL. Sooo.... essentially the rewards are a triple upgrade bill. Seriously, for this much trouble, should have been UR, at the very least.
    3lsZz0w.jpg
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    reyan01 wrote: »
    meimeitoo wrote: »
    Indeed, Synthwave is ridiculously dull and a terrible design. Because of those inescapable 'red beams of death', when the perimeter has collapsed, you spend like 20 minutes 'hiding' between the 2 layers of the station, not dying.
    To be honest, whilst I am sure someone will come up with a good reason (both in-game and otherwise) why it wouldn't be possible, it kinda bothers me that we don't do anything about those damn 'red beams of death'. Surely sending a few ships to blast the c**p out of the source of those beams would be a VERY good idea considering they're the biggest destructive force/threat - take those things out and the 'rescue crew from the surface' element of a mission like this becomes somewhat less necessary.

    In general, I think it's bad design to have skills/weapons that are uncounterable (makes thar part of the TFO simply moot). I'd love to be able to have a few team members 'dive in' towards the surface, and try and take out those 'red beams of death' batteries! :) Even Borg gates can be destroyed (kinda comparable to static ground artillery but then for space).

    So, +1 for your idea.
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  • edited October 2020
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  • gaevsmangaevsman Member Posts: 3,190 Arc User
    > @somtaawkhar said:
    > (Quote)
    > In canon theres like hundreds of defense satellites around Mars, and while only a few are around our area, trying to go near them would allow more of them to fire at us. It would be impossible to get near them without getting blasted.

    Its Chin'toka al over again.. but with way more powerful stations.. so yeah.. not easy..
    The forces of darkness are upon us!
  • cxeronockxcxeronockx Member Posts: 156 Arc User
    It's the second time I played the tfo because I wanted to give it a new chance, 95% of the time three to four are afk, then I'd rather play the mission 16 more times.
  • ltminnsltminns Member Posts: 12,572 Arc User
    > @reyan01 said:
    > (Quote)
    > To be honest, whilst I am sure someone will come up with a good reason (both in-game and otherwise) why it wouldn't be possible, it kinda bothers me that we don't do anything about those damn 'red beams of death'. Surely sending a few ships to blast the c**p out of the source of those beams would be a VERY good idea considering they're the biggest destructive force/threat - take those things out and the 'rescue crew from the surface' element of a mission like this becomes somewhat less necessary.

    Didn't we just go through a slog where we were taking out defensive batteries and other ground facilities? We didn't learn a thing.
    '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.'
    Lt. Philip J. Minns
  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited October 2020
    Just had a lot of fun in Synthwave with Transphasic. If anyone says Transphasic are rubbish point them to these screenshots. I must have been effectively outputting over 1 million DPS if not 2+million DPS with 100% shield pen by the end.

    Although the run took 29mins I loved every moment of it. Below is all raw Tooltip damage without crits and without -DR.
    • Transphasic Clusters volleys are doing 115k per mine so 1.1million per shot.
    • Transphasic Mines are doing 70k per mine, so 280k per second per volley, unless Disposal patten 2 is active then 700k per volley.

    Then add on 200% Crit Severity, Flanking and -DR and as all the mines are AOE so if 1 mine hits 5 ships in a Grav well that’s a x5 multiplier.

    On a more serious note Transphasic are still the 2nd worst mine type, I can get more than triple the damage with other mines.
    For those wondering why the Criticals on screen are so small we are capped by the target hitpoints. If the target had 800k+ hitpoints the Criticals would have shown 800k+

    https://imgur.com/ebsoeWj
    https://imgur.com/4NnrLM3
    https://imgur.com/KQPpA6J

    EDIT: Yes this type of DPS level is completely pointless but its way more fun then playing the TFO in the correct way.
  • terlokiterloki Member Posts: 287 Arc User
    edited October 2020
    I've been enjoying it well enough. Not really up to "run it more than once or twice a day" levels, but it hasn't really felt like a slog. I just wish those little synth ships weren't quite so slippery. My go-to when I'm not stomping around in my Odyssey is a crowd-control oriented science vessel and WOW does it feel like gravity well and graviton pulse do less than nothing against those frigates.

    Like... Holy TRIBBLE, if the AI can fly like that then I feel like asking for a refund on those advanced BoP and fighter hangars I have on my KDF main's carrier. My pilots are seriously slacking.
    Admiral Katrina Tokareva - U.S.S. Cosmos, Yorktown-class Star Cruiser
    Admiral Dananra Lekall - R.R.W. Teverresh, Deihu-class Warbird
    General J'Kar son of K'tsulan - I.K.S. Dlahath, Vo'devwl-class Carrier
  • phoenixc#0738 phoenixc Member Posts: 5,848 Arc User
    I have been mostly doing the mission, and the funny thing is that liberal use of the "F" and ESC keys makes the mission go almost as fast as the overly long TFO, especially as the latter tends to get stuck and drag on.

    The TFO itself is very poorly designed though the idea itself is not too bad considering the tripe Kurtzman's Krew saddled them with. The rescue and transport to fighting ships part is ok (and probably the best part of the whole mess), especially if you have a good cloak that does not drop when transporting. It all too soon devolves into a blind tap-the-spacebar mass wave thing where you get hit from all directions at once, so much so that ordinary shield leakage can kill the ship before any of the shields completely run out on hull-lite ships. And the blow up, respawn, repeat cycle gets boring fast, especially when the TFO does not end when it should.
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  • pottsey5gpottsey5g Member Posts: 4,251 Arc User
    edited October 2020
    pottsey5g wrote: »
    Just had a lot of fun in Synthwave with Transphasic. If anyone says Transphasic are rubbish point them to these screenshots. I must have been effectively outputting over 1 million DPS if not 2+million DPS with 100% shield pen by the end.

    Although the run took 29mins I loved every moment of it. Below is all raw Tooltip damage without crits and without -DR.
    • Transphasic Clusters volleys are doing 115k per mine so 1.1million per shot.
    • Transphasic Mines are doing 70k per mine, so 280k per second per volley, unless Disposal patten 2 is active then 700k per volley.

    Then add on 200% Crit Severity, Flanking and -DR and as all the mines are AOE so if 1 mine hits 5 ships in a Grav well that’s a x5 multiplier.

    On a more serious note Transphasic are still the 2nd worst mine type, I can get more than triple the damage with other mines.
    For those wondering why the Criticals on screen are so small we are capped by the target hitpoints. If the target had 800k+ hitpoints the Criticals would have shown 800k+

    https://imgur.com/ebsoeWj
    https://imgur.com/4NnrLM3
    https://imgur.com/KQPpA6J

    EDIT: Yes this type of DPS level is completely pointless but its way more fun then playing the TFO in the correct way.

    Transphasic *mines* have a distinct advantage over transphasic *torpedoes* which is that they come with an innate 80% shield penetration, meaning it takes very little additional shield pen to make those weapons completely ignore shields (like the TR-116b sniper rifle). So while the damage they deal is much smaller, they're not crippled by enemies shields like every other kinetic weapon in the game. Because the kinetic-shield penalty is applied first before any damage is dealt, which is 90% of their damage removed, straight off the top, if they hit shields. Point of fact, that order of effect is partly why transphasic weapons are viewed as such a bad joke. If the shield-penetrating damage was dealt *FIRST* and then the shield penalty applied to the remaining damage, they'd be viewed very differently.

    Note: transphasic cluster-torpedo mines have much lower shield pen values (60% I think), making them far less useful compared to normal transphasic mines against any enemy with shields.
    Clusters are a little more complicated then that. They do have a reduced shield pen but they also have a noticeable base damage boost. Never done the math to work out how much the extra damage migrates the less shield pen.

    Transphasic don't really have any advantage even with the 100% shield pen. Quantum will still bleed though the same amount of damage though to hull as the base damage is so much higher. Plus you end up taking down shields faster and doing more damage to hull when shields are down. Excluding the Cluster, Quantum are just flat out better at everything.

    Shield Penalty is not applied first, Transphasic do not lose 90% of damage straight off the top. The problem with Transphasic is the raw base damage is stupidly low. They got messed up when we had the new level of items all those years ago. Shield-Penetrating damage for all projectiles is dealt first. The Transphasic's in my screenshot are hitting 70,000 straight to hull.

This discussion has been closed.