During 'The Cure' STF I was attacking a cube which was at 90% HP when it instanly went to 0% and was destroyed! This is the second time I've seen something like this.
Anyone else encounter this?
...and people were complaining that the borg were getting harder
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lately I've gotten the cube to 80% and my teammate will 2 shot it from 80%.
not that I'm complaining (well maybe a little, why can't I 2 shot it? lol) but I'm used to escorts out dpsing my cruiser just not that much to where it feels like I'm shooting spit wads while they have nukes.
Yeah I'm getting ready to call it quits on using my sovereign in elite stfs, I mean I can't tank effectively when I get one shotted by borg cubes and the escorts and klingons are better equipped for dps. I'm probably going to get a prometheus, even though I love my sovvy.
I don't think the Borg Cubes are suppost to Tilt. They can rotate but tilt WTF.
Depends on whether you are a purist or a realist. A purist would say they should never tilt, since they don't in any canon depiction.
A realist would say that just as Khan wasn't used to 3 dimensional thinking, neither are most STO players (or science fiction writers). There are presumably top and bottom shields, not just forward, L, R, rear, as well as top and bottom weapons mounts. Borg cubes should be taking full advantage of the extra surface area in both design and in battle.
I've seen this before, when I checked the combat log what had happened was the Cube had tractored a BoP close to it's hull and fire a HY Plasma torpedo at it. When the torpedo exploded the AoE damage was so high it one shot the Cube (I think I have a screenshot somewhere, the damage was over 900k).
Yeh it's easy to kill cubes.
1) Fly against their hull
2) Pull agro
3) It shoots a HY Plasma Torp
4) Don't kill the torp, use evasive maneuvers
5) Let the torp hit you
6) either you live or die, but the cube takes huge damage from its' own torp explosion.
Welcome to Elite STF.
They're not invisible, they're just delayed. Yes, they can do 50-150k damage and insta-frag ships.
As a tanker, your job here is to make sure your shields don't go down and run like hell if and when they do.
Yup, pretty much. You choke it down with its own heavy plasma torpedo.
In SubSpace, bomb damage was calculated in a simple yet brilliant way.
Bombs had a blast radius, if the shooter was inside it they'd take damage.
The bomb's damage minus damage done to the shooter yielded damage done to any enemy within the blast radius.
This added a tactical layer to dog fights as it forced intelligent use of bombs (which had proximity triggers) and prevented people from simply ramming each other and point-blank dropping bombs.
So, from my perspective, this behaviour makes perfect sense.
If a cube is as stupid as shooting a HPT right infront of it, then it deserves soaking pt he brunt of the damage.
Apparently they are looking into it.
Most likely it's the Friendly Fire spalsh damage they added to Tricobalt and Plasma Torpedoes and Mines. As a 4 strip boss, they can do a lot of damage to themselves if they hit an enemy at point blank rang.
Jeremy (Borticus) talked about that on the latest episode of STOked. The issue has to do with graphic effects rendering priority. Each gfx has a priority assigned to it. The priority is used when too many gfx are being rendered on your computer. When that happens gfx with the higher priorities will rendered, any other will not be rendered. If there are still too many gfx to render, they are dropped according to some method. (Jeremy didn't know).
With that said, the Borg Torpedoes are set to highest priority. And there are other gfx set to the same priority. A playe is hitting the too many gfx situation in an STF (obviously). And Borg Torpedoes are not being rendered according to the mysterious selection algorithm. (It may simply be at random). Jeremy said that they Borg graphic effects will be have to examined to make sure the Borg Torpedo gfx are also rendered. His example may be they need to lower the priority on the Borg Beam weapons.
I'd love to see that screenshot, lol
Cheers,
Brandon =/\=
This game is titled Star Trek. I assume the devs would know a thing or 2 about the series.
Not sure if you can see it here (Photobucket resizes the image and the smaller size makes it a little difficult to read) but I think this is the one.
The text is a little too small but it looks like 907908 (418772), it was a few weeks back now so I can't remember. And all that against a Tac/ Hegh'ta, might have been overkill for that 32k hull.
I suppose I could just AoE them but I can never hit them when they're close enough anyways.
Yeah i just figured that tactic out on elite stfs. I sit right on top of a borg cube and pour damage into the cube tank the damage and sometimes it shoots its plasma torp and a couple of times it killed me and damages itself at the same time then my warp core goes off right next to it. However in the 5 times I've tried this tactic its never gone from 90 to 0, more its loses like 20-30 health.
HUG A BORG :D
A weekend at Risa - $450 energy Credits
Watching a Borg Cube blow up from its own Plasma filth - PRICELESS
I believe he is wrong. It is not so much the case of a dropped/delayed queue rendering so much that the damage is simpy applied WAY too early.
Here's what actually happens:
Normally, when something shoots a torpedo at you it takes about 2-4 seconds to reach you (depending on the range), both visually and applying-damage wise.
In this time frame you have a window of opportunity to enact any number of actions (such as Brace For Impact, or attempting to out-run the torpedo which has a limited life-span) in order to mitigate damage from the incoming fire.
This is also represented graphically by way of the, relatively, slow encroachment through space of the approaching torpedo onto your ship until the inevitable impact.
However, with the torpedo in question (a regular plasma torpedo, from both cubes and spheres, as well as the borgified raptors in Cure Space), the moment your facing shields are down the game immediately triggers a launch...so far so good, except...this torpedo then also immediately register a hit!
That is, your ship suffers damage instantly as soon as a torpedo is launched. Before any graphical representation makes its way, before any visual impact, before you have a chance to employ any counter measures.
IMMEDIATELY YOU ARE HIT!!!
If you die and don't respawn, you can float dead in space as a sea of debris for a bit and after a while (mere seconds, usually, again, depending upon range) you'll see the torpedo finally coming to hit you...well, the space dustl that once was you.
So, as said, the problem here is there is a LACK of DELAY between the time it is shot until the time damage is applied.
Rather than the rendering itself being delayed.
IMHO.
I don't think a HPT object that is 'killed' (shot down) has any explosive damage to anything nearby it?
Have you experimented and verified with the combat log?
Or did you mean to say that if you intercept it (by way of having a player ship come close to it, triggering the proximity detonation) then it explodes too close to the cube and can bring it down (because that's precisely what we're doing)?