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Cryptic needs to redo the Transport Raid and Erikson

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I also failed with my Neg'Var.

    I will try the Vrocha once I get one using the tactics in this thread.

    I managed to at least complete the main mission in my Hegh'ta.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I just got the optional this weekend solo, after I figured it out I got it twice.

    Hegh'ta, with Gravity Well and Eject Warp Plasma.

    I started below the shielded freighters so that the two pairs were within 10k but the patrols were outside of 10k. Dropped cloak, GW on the left freighters and open fire on the right (Scatter Volley). The pair had an escort and when that was down I looted them, the whole time being careful not to aggro the patrols. This meant keeping out of optimum cannon range until the freighters pulled away from them.

    As soon as the first pair was looted I cloaked, deuterium and evasive, and caught up with the other pair. Gravity well was back up and I hit the last pair, killed the escort and looted.

    The first time it went so well I didn't pop EWP, another time I needed to stall them even longer and used it to slow them down.

    The most important part for me was not drawing the patrols from above the bubble shield, and delaying the second group so that sprint in between is as short as possible.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Anybody have any luck with Chroniton Torpedos to slow?

    Also how about a Tricobalt to quickly drop the freighters to loot status? I got a sweet [CrtD]X2 launcher drop yesterday.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Axterix wrote:
    Well, based on blowing up the freighters, I'd say Mel is a tactical captain, which makes it easier than being a science captain. And that's better than being an engineer. And, of course, flies a tactical ship.

    Myself, I can barely pull it off as a sci captain in a guramba with all rare Mk XII consoles and green Mk XII and purple Mk XI weapons, with 135 attack power. Since I don't use siege mode to try and get the optional objective, I could slightly increase my performance by swapping out my two DBBs for some extra DC/DHCs. But since I can do it with what I have, I don't bother.

    Mel's list is pretty much what I do, minus the decloaking, of course.



    The main difference if that for #1, I don't care about aggro'ing the patrols, I use Photonic Fleet and let it play with any extras while I blow up that first escort and go on to step 2. And for step 3, I use APA and evasive, possibly a deuterium surplus. And it is close, very close.

    For step 2, I go for the ones that are heading right. For the second group, I go for the ones that are fleeing directly away from where you came into the system, not the ones fleeing left. Shorter distance, pythagorean theorem and all.

    It is all about speed. You need to quickly loot the first freighters, then scoot and loot another pair of two.

    Once the bug gets fixed on live, they'll be easy, since you'll only have to get 2 of the first 6 and can then fulfill the requirements with the 2 in the shield bubble.

    Of course, there's always a second way to go:
    1. Ask for another klingon to work with you to get the optional.
    2. Have the lower level invite the higher level and match level.
    3. One goes after the freighters fleeing left, the other after right.
    4. Blow up the escorts.
    5. Disable freighters and loot.
    6. First one done tries to get the two fleeing directly away from spawn point.

    This becomes much easier with a gravity well, if you're a cruiser or a carrier I recommend tanking finding a bird to help you or getting a bird for running this mission and 2 copies of grav well. Drop one grav well on the first 2 freighters then loot, jet over drop your 2nd grav. well on 2nd freighter group, don't kill. Then go to group 3 loot and kill. You should get the 4 looted before the 2nd group warps out because you slowed them with grav wells. I recommend running a tactical officer in your Lt cmdr. slot. I love that this mission is challenging, even if it is still bugged. Thanks Gozer for upping the HP disable threshold, my carrier would often fail because my birds would have several torpedos in the air when it disabled at 35% and it would die when they hit.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Thlaylie wrote: »
    Anybody have any luck with Chroniton Torpedos to slow?

    I'm not sure that would really benefit you. On the transport one, if one gets away, you fail. And on Eriksson, you've got to stop 4 transports, so the snare only really helps on the last one. Now, maybe if you used the AoE torpedo ability, but then, you're again trading off DPS, as that could have been a T:HY.

    And in return, you're doing less DPS the entire time.

    You'd probably be better off using a science ability to slow ships, like tractor beam or GW.
    Also how about a Tricobalt to quickly drop the freighters to loot status? I got a sweet [CrtD]X2 launcher drop yesterday.

    I'd see two problems with the tricobalt. First, the loss of DPS due to its long recharge. You can use it on one, but that's about it. And second, especially with the one you found, a "lucky" crit could kill the freighter. Unless you use it to hit shields, in which case you're looking at only doing 25% of the damage, which brings us back to the 1 minute recharge time.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I tried it in my new Vor'cha, but failed. I am rearranging my fore weapons to include a DBB to get more out of BA:O.

    I find it a bit unrealistic however that an Oracle class Sci Vessel would ignore a Klingon Dreadnought to come and chase me while getting pounded by the Dread and fighters?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Man do I just love these missions. Lets see, today while doing Eriksson Outpost Incursion mission, all the ships just followed me and kept shooting me, so I could only get 2 freighters:eek:. Then the Transport Raid mission, the one ship that usually stays in the rear of the convoy decided that it wanted to move up front with the other ship. So I even failed that one. Not only the optional objective but the main mission too. I hit those ships with everything I had and it seemed like I was shooting paperclips at them with a rubberband.:mad: Suffice it to say, my keyboard almost paid the price because of my anger. I am hoping that since the holiday season is now over, we will be getting some fixes for these missions very soon. It's just sad that they made us these nice new missions and most of the players can not even complete them because of bugs.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    We end the day with a glorious victory again. I was able to complete the Path of the Warrior mission the Chauncellor gave me, by completing the Eriksson system mission by the skin of my fangs. Must run drills first thing, certain crew members are getting soft. They'll either shape up, or ... heh heh. Because of this darn cargo pick up bug, I have missed out on getting at least 20 ships' cargo already. We are talking about at least 100 data samples that I worked real hard to steal from the spineless Federation. I need to kill my transporter officer and find a suitable replacement who will get the job done properly. Note, we need to get some fresh gagh. We are starting to run low again. At least once I kill that worthless p'tahk, we will have a few extra days worth. Also, pick up more blood wine. We can never have enough of that on board. Ha ha ha ha.

    Long Live The Empire!!

    End Log
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I managed to at least complete the Bravo mission with my Vorcha using 4 Mk X green RCS accelerators.

    I just crafted 2 blue ones and the ship is almost turning like the Hegh'ta.

    I'll keep working on it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    I know one thing which would really help us out with these missions. Cryptic needs to give us control over our ships Red Alert status. If I was able to cancel my Red Alert as soon as I destroyed or disabled a ship, then I'd be able to cloak instantly and hit full impulse instantly too. Now do not get me wrong, if you are in the middle of a firefight or if an enemy is shooting you, then it should be stuck on. But as soon as the danger is over, we should be able to shut it right down. If I could do that, then I'd have no problem doing the Eriksson System Outpost Incursion.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    booker9172 wrote: »
    Now do not get me wrong, if you are in the middle of a firefight or if an enemy is shooting you, then it should be stuck on. But as soon as the danger is over, we should be able to shut it right down.
    Which it does - after 20 seconds. :rolleyes:

    There really is no other way to determine this. Sure, the devs could probably program some sort of exception routine just for this one mission, but really ... wouldn't it be far easier to just fix the bug, as it is already being done? Besides, the optional objectives are quite simply not intended to be solo'd, but this would become too easily achievable if you would cancel out all the time you loose due to alert status.

    Keep your patience, warriors. Or gather and hunt together.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    booker9172 wrote: »
    I know one thing which would really help us out with these missions. Cryptic needs to give us control over our ships Red Alert status. If I was able to cancel my Red Alert as soon as I destroyed or disabled a ship, then I'd be able to cloak instantly and hit full impulse instantly too. Now do not get me wrong, if you are in the middle of a firefight or if an enemy is shooting you, then it should be stuck on. But as soon as the danger is over, we should be able to shut it right down. If I could do that, then I'd have no problem doing the Eriksson System Outpost Incursion.

    You don't really need to be out of combat to get speedy though.

    There's APA (okay, not a cruiser option), EPtEngines, Evasive Maneuvers, Deuterium Surpluss, and engine batteries. With your cruiser, you should be able to pop an engine battery combined with maneuvers or surplus and be speedier and better able to turn than you would be at full impulse. And if that doesn't do it, toss EPtEngines on top of it all.

    I've found tractor beam to be useful as well. When you get close to that point where they might be warping, tractor beam the freighter. The 4th, 5th (if the escort just warped) or 6th (if you're going for all 6) would be the ones you want to tractor. Stops 'em cold, buys time to disable.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    You guys do remember the post where Gozer stated many of the optional objectives will be either hard or near impossible to defeat solo; and that the current objectives were best handled by the Tactical class character (he was going to add different optional objecives for the other clases at some future time, and the mission would then detect what class was running it; and put up the appropriate ones...right? ;)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Armsman wrote: »
    You guys do remember the post where Gozer stated many of the optional objectives will be either hard or near impossible to defeat solo; and that the current objectives were best handled by the Tactical class character (he was going to add different optional objecives for the other clases at some future time, and the mission would then detect what class was running it; and put up the appropriate ones...right? ;)

    They aren't hard or near impossible to defeat solo though. There's only 2 of the 6 people have trouble with. And for both of those, it is primarily because of a bug. So the problem people are having isn't difficulty, but a bug that will be fixed.

    Eriksson, for example, once you only have get 2 of the first 6 and can get the two that started out shielded to get your total of four suddenly becomes cake. And with the transport one, it'll take two unlooted ones to get away, rather than the one currently. Plus I'm not really sure how people are having trouble with that one anyway :)

    That said, I wouldn't mind seeing a Path of the Warrior (Advanced) and a Path of the Warrior (elite) daily...ones that require you to run them on those difficulties and provide additional rewards.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Axterix wrote:
    Eriksson, for example, once you only have get 2 of the first 6 and can get the two that started out shielded to get your total of four suddenly becomes cake. And with the transport one, it'll take two unlooted ones to get away, rather than the one currently. Plus I'm not really sure how people are having trouble with that one anyway :)

    The reason people are having trouble is because if two freighters are blown up or escape before you have looted all 5 you fail regardless of the fact that you already looted them and there are still four freighters you can loot on the map. This is complicated in a carrier by the fact that your birds don't switch targets with you so they kill the freighters you have already looted. Maybe if we had an AI control interface for our zerglings this wouldn't happen.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    It's also more complicated by the fact that the escorts share the same ground mob fault of chasing just you around regardless of summoned threats.

    I had an Oracle chasing me while a Klingon dreadnought was pounding him. Since I had the difficulty on Advanced, the two ships were now evenly matched due to the "challenging" factor involved.

    Just a little more AI would go a long way. They already have an option for us to toggle "Target attacking enemies" or some such, how hard would it be to get mobs to do this in both space and ground?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    KamikazKid wrote:
    The reason people are having trouble is because if two freighters are blown up or escape before you have looted all 5 you fail regardless of the fact that you already looted them and there are still four freighters you can loot on the map. This is complicated in a carrier by the fact that your birds don't switch targets with you so they kill the freighters you have already looted. Maybe if we had an AI control interface for our zerglings this wouldn't happen.

    That should only impact carriers however. Not cruisers. And should also become less of a problem once the fixes go live.
    It's also more complicated by the fact that the escorts share the same ground mob fault of chasing just you around regardless of summoned threats.

    Not a problem I have. I use photonic fleet to keep the escorts busy in Eriksson all the time. Works great, part of what lets me snag all six of the initial freighters a decent chunk of the time, my crappy connection willing. I'm guessing maybe you shot at that escort a bit first? NPC ships do crappy energy weapon damage and torp damage is reduced by 1/4th on shields. So it wouldn't take much to place you quite a bit higher on the hate list than your summoned threat.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    At Eriksson, I got 3 of the four today...was actually firing on the fourth as it warped out.

    If I had an engine battery on hand, I think I could have done it.

    In my Sci BoP, I can release Photonic Fleet at the first group of Frieghters. They will keep the escorts occupied while you disable the frieghters. Using Evasive maenuvers, I can disengage from the fight while the Phontonic Fleets deals with them. If I ha d an engine battery, I could get over to second group in time to likely get the 3rd and the 4th.

    Other than that, I suspect you need to bring a team of guys to swat them all down.


    For the transport convoy, I'm still uncertain of how many to get, but Photonic Fleet tends to kill off Freighters in that mission...they just linger and keep shooting at whatever is there.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    cocoa-jin wrote: »
    At Eriksson, I got 3 of the four today...was actually firing on the fourth as it warped out.

    Tractor beam comes in handy in this situation as well. If you'd tractored that 4th one, you'd probably have had enough time to disable it.
    For the transport convoy, I'm still uncertain of how many to get, but Photonic Fleet tends to kill off Freighters in that mission...they just linger and keep shooting at whatever is there.

    I don't have this problem, probably due to how I run the mission.

    I full impulse to within 10k of the front 3 freighters. Then I start shooting at one of those, the right most one. Once the first escort shows up, I engage it and pop photonic fleet. After that escort is dead, my fleet will play with the rear three freighters. By the time I've looted that right most freighter, killed the second escort, and looted the other 2 freighters, the photonic fleet has maybe stopped 1 freighter, but that's it. And since none of those rear 3 freighters have been looted and fleet dps is low, if the fleet can attack them, they'll just stop them, not kill them.

    Of course, that requires you to be able to stop the front 3 + 1 escort by yourself.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Axterix wrote:
    Tractor beam comes in handy in this situation as well. If you'd tractored that 4th one, you'd probably have had enough time to disable it.



    I don't have this problem, probably due to how I run the mission.

    I full impulse to within 10k of the front 3 freighters. Then I start shooting at one of those, the right most one. Once the first escort shows up, I engage it and pop photonic fleet. After that escort is dead, my fleet will play with the rear three freighters. By the time I've looted that right most freighter, killed the second escort, and looted the other 2 freighters, the photonic fleet has maybe stopped 1 freighter, but that's it. And since none of those rear 3 freighters have been looted and fleet dps is low, if the fleet can attack them, they'll just stop them, not kill them.

    Of course, that requires you to be able to stop the front 3 + 1 escort by yourself.

    Hmmm, I'll have to try both those methods...it might be worthwile to try the repulsor skill too. Use to push all three frieghters away from the warp out point.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    cocoa-jin wrote: »
    Hmmm, I'll have to try both those methods...it might be worthwile to try the repulsor skill too. Use to push all three frieghters away from the warp out point.

    To use that well, you've got to be in front of them, which costs you time both in positioning and due to lowered DPS. For it to be effective, it'd need to be faster than traveling the least distance possible (approach from the rear to within 5-10k) using high DPS weapons (DC, DHC), which happen to have a limited firing arc.

    So not sure how effective that would be. If I were to try something like that, I'd probably combo it with EWP. Zip through the 2nd group of freighters using Deuturium Burn or Evasive Maneuvers while using EWP. EWP's snare should buy time for proper positioning. And then push 'em back.

    Though whether that would be more or equally effective compared to using those engineering BOff power slots for DEM, I couldn't tell you.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Do not get me wrong, I love the Eriksson System mission part of the Bravo Sortie. I do it quite often. It is a great challenge to try to do it in a cruiser. As for Emergency Power to Engines, I really do not see getting a skill that I will only use for one mission. I have used engine batteries, red matter, you name it. Most of the times I can not complete the mission in my cruiser, but that is fine. It makes it even more enjoyable when I do. As for the Red Alert, I feel that waiting the 10 or 20 seconds for it to end is a little bit too much. I mean you destroy the ship, the captain says "Cancel red alert", and bam, it is over. I do not think you should have to wait that long for it to end. However that is a discussion for another thread on another day. I do think they need to either extend the timer so people have more time to get the freighters, or have it so that if you are able to get 2 of the first 6 freighters, then you will be able to complete the optional objectives by getting the last 2 freighters in the force field. Maybe make it so that if you do it that way, you would only get 3 emblems for completing the "Path of the Warrior" instead of 5 emblems. As for me, I will keep on doing it the hard way until I get it done. Then I will start all over again.:D


    Kirk: We volunteered?
    Spock: There is an old Vulcan proverb, "Only Nixon could go to China".
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    booker9172 wrote: »
    I do think they need to either extend the timer so people have more time to get the freighters, or have it so that if you are able to get 2 of the first 6 freighters, then you will be able to complete the optional objectives by getting the last 2 freighters in the force field.

    The latter is how it is supposed to work. The fix for it just hasn't made it to live yet.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Well at Lt. Com 3 with a cruiser + engineering captain Eriksson seemed easy enough.

    Got 5 of the first 6 first time out and that's with my K'tinga, using 1 DHC, 1 DC, 2 DBB, and 2 turrets in back. All common Mk VI, available from the vendor in the shipyard. Only offensive powers used were Fire At Will I, C:RF I, and EPS Power Transfer I (for extra weapon power).

    Strat was simple. Cloaked and went swung to the east, using full impulse, then turned and attacked the escort+2 freighters that flee north, using EPS Power Transfer for its power transfer rate buff. Looted those 2 freighters, then used Evasive Maneuvers followed by engine battery to go after the group that flees east. Again, escort first, then the freighters. And then cloaked and rushed after the west group, knocked out one freighter, then the other warped out and I killed the escort, followed by looting of the freighter. Avoided aggro with the center two escorts the entire time.

    So in T3, seems pretty easy to do with a cruiser. Be interesting to see how it is in T4 and T5, if it gets harder.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Axterix wrote:
    The latter is how it is supposed to work. The fix for it just hasn't made it to live yet.
    It is in the release note for today's patch!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    It is in the release note for today's patch!

    Too bad...

    Any kind of challenge is gone from these missions now, now theyre just free emblems like every other mission :(
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Too bad...

    Any kind of challenge is gone from these missions now, now theyre just free emblems like every other mission :(

    Wonderful:p

    Did they "over-fix" the missions and make them too easy?
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    Too bad...

    Any kind of challenge is gone from these missions now, now theyre just free emblems like every other mission :(

    I m more than fine with that.You know what ? I realy hate missions of this repetitive kind .Like deferi ,like B tran and of course Pi canis.If i had a choice i would never do them again.For me they are no fun and definitely no challenge competing with the machine.All i want is PvP...pvp and pvp again.Hell...hangin out in Kerrat for hours is by far more enjoyable than doing these stupid missions...But thats just me:o
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011

    I've fixed the missions internally, the fixes should be headed out to Holodeck shortly. Keep an eye on the patch notes.
    Fixed issue with Failure condtiion on the KDF Eriksson Mission.

    Can´t see any changes into the Errikson System Mission :(
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2011
    still broken for me :(
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