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STFs - Stuff that needs fixed

azurianstarazurianstar Member Posts: 6,985 Arc User
Assimilation Rate: What's the point of having hypos to counter if you cant click on them to use?

Borg in Cure: Jedi Jumping to the Nodes?

Borg in Khitomer: Speed Walking Drones.

Borg Cubes: Second Tractor Beam when Omega or Polarized Hull are in cooldown, nice and cheap.

Cure Space Leave Button not showing, again.

Khitomer Space - Instant Scimitar Thalaron Attack (People sure love this one).


And be nice if Torpedo Damage was looked at again, I thought the 1-shots with full shields with shield resistance was fixed?
Post edited by Unknown User on

Comments

  • captgriffencaptgriffen Member Posts: 0 Arc User
    edited June 2012
    Would be nice for them to fix all those things (Donatra's instant decloak and one shot kill the entire party with no hope of surviving is probably my 'favourite').
    And be nice if Torpedo Damage was looked at again, I thought the 1-shots with full shields with shield resistance was fixed?

    Hmm, against which enemies?

    I think last time I checked Negh'vars could crit (which should now be fixed) and gateways (which I don't think has been fixed), but I can't recall having that happen to me from anything else (well, maybe a raptor?).

    I haven't tested it lately, but they should probably look at gateway torpedo crits at least.
  • aexraelaexrael Member Posts: 0 Arc User
    edited June 2012
    Assimilation Rate: What's the point of having hypos to counter if you cant click on them to use?

    Borg in Cure: Jedi Jumping to the Nodes?

    Borg in Khitomer: Speed Walking Drones.

    Borg Cubes: Second Tractor Beam when Omega or Polarized Hull are in cooldown, nice and cheap.

    Cure Space Leave Button not showing, again.

    Khitomer Space - Instant Scimitar Thalaron Attack (People sure love this one).

    1) It wouldn't be so bad if the cures actually worked all the time when you use them, and not just 1/3 or 1/2 of the times. Might be down to ability activation latency.

    2) More so than a bug which needs fixing, it is a design issue which needs to be addressed. It's a novel ideal to make it more "interesting" or challenging, but given how clunky the running and jumping is in this engine and how often the sprint is interrupted, it's a pretty terrible design.

    3) Speed Walking drones seems to be a universal STF Ground issue, most notably on Cure Ground, where the drones jump and teleport on top of speed walking.

    The Cure space issue has cropped up lately since the last maintenance update.
  • dapperdrakedapperdrake Member Posts: 254 Arc User
    edited June 2012
    Donatra is the worst mob of STF. It's the best one to make you frustrated.
    Donatra is cheating us a lot.
    If you're her target. If you're not out of 10km. She will kill you. No matter you're in or out of talaron beam.
  • mandrake45mandrake45 Member Posts: 0 Arc User
    edited June 2012
    You've already made a thread about that. Donatra does not cheat, she just has a couple of fairly nasty offensive powers.

    I've taken her torp spread in the face several times and lived and the only real problem with the thaloron is when she's surrounded by fighter spam and you can't see which way she's facing.
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  • dapperdrakedapperdrake Member Posts: 254 Arc User
    edited June 2012
    You know. When you run KASE for more than 1 hour because of 2 leavers. You have time to learn the way this mob is working.
    Donatra is cheating us. The arc of talaron is not what you see. And the range between what you see and what you don't see is too big. If you got aggro. Even though you're behind Donatra. Her talaron beam will kill you. And in this case it's not a talaron beam anymore but an invisible talaron spread. So it's cheat because we can't see it.
  • sollvaxsollvax Member Posts: 4 Arc User
    edited June 2012
    Briefing pop up needs to have been read and CLOSED by all ships before ANY Ship can move or fire

    Spawn of all five team members needs to have taken place before anything moves

    And if a team member QUITS an Npc ship of equal or greater power should spawn INSTANTLY in his place
    Live long and Prosper
  • mandrake45mandrake45 Member Posts: 0 Arc User
    edited June 2012
    Talking of popups, the one in Cure Ground after the gens are down is VERY annoying. We can't we just have some ting flash up like in the space ones?
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  • maelwy5maelwy5 Member Posts: 593 Arc User
    edited June 2012
    Donatra is cheating us. The arc of talaron is not what you see. And the range between what you see and what you don't see is too big. If you got aggro. Even though you're behind Donatra. Her talaron beam will kill you. And in this case it's not a talaron beam anymore but an invisible talaron spread. So it's cheat because we can't see it.

    The beams "killing" arc is pretty large, the red graphic is far too narrow compared to the width affected by the actual ability itself. But it's far from 180 degrees, let alone 360.

    I tank Donata all the time on KASE.

    I have issues with the halfway-charged or "instant" shots from decloaking since it's pretty much a one-shot kill... but I never have a problem avoiding it when she decloaks and THEN charges up for a shot, even on a Carrier or an Odyssey. Fly well above/below the beam and angle around behind her, beam fires and you don't get damaged.

    Could certainly do with a graphics tweak, but it's simple enough to avoid it once you practice a few times.
    [ <<<--- @Maelwys --->>> ]
  • jounar1701jounar1701 Member Posts: 19 Arc User
    edited June 2012
    sollvax wrote: »
    And if a team member QUITS an Npc ship of equal or greater power should spawn INSTANTLY in his place


    Good god no that is an awful idea.

    An NPC ship would make elite STF's much, much harder than having only 4 players as how could an NPC ship help defend the Kang, not just kill a cube and spawn raptors in CSE or get all the gens to 10% before nuking them at the same time in ISE.
  • januhulljanuhull Member Posts: 154 Arc User
    edited June 2012
    Torpedo damage is still pretty stunning, though not all of it is just the torpedos. Even the main beam weapons on the Tactical Cubes and the Gateway in Infected can pulverize you in one shot.


    I'm in an Ops Odyssey, I've got 40% base resists on all damage types, the Borg Shield, and I've been one shotted from 100% shields and 100% hull. And it isn't the torpedos, it's the cannon weapons that the Gateway and Tac Cubes have. I've got a very high speed connection and a computer than can handle maxed graphics, and I've watched the shots come in from those non-torp weapons and just pulverize my shields, even with all the tanking skills running with resists up near 50%.

    I don't think we've ever had a problem with invisible torpedos, I think we've been severely underestimating the damage from the cubes' non-torp weapons.


    The bottom line, the shots from the big stuff in STFs is designed to break you, no matter what your build is. The only effective defense is getting the hell out of range.


    As far as Donatra, I've been keeping an eye on this, since the first time I was thalaroned outside of the visible cone. The cone's showing us about a 45 degree arc (give or take, I'm eyeballing under fire, here...) and the real effect area is about 60-90 degrees of arc. I have no seen the range of the Thalaron Projector to be more than 10km. I've been in front of it around the 16km mark and saw nothing but a green sneeze effect. I have never seen an instafired Thalaron shot. I'm almost willing to bet those are individual latency issues. I've heard a lot of people complain about lag in those fights, but I'm absolutely certain I've not had them, and haven't seen any funny business on my end, aside from bad cone visibility mess.

    I speak only of space STFs here, I can count on one hand the number of ground STFs I've done since the conversion of the old missions to the new format.
  • sollvaxsollvax Member Posts: 4 Arc User
    edited June 2012
    The NPC ship would Stand guard on the guard this objective (there usually is one)

    Throw heals on the kang
    and automatically target (and one hit kill) anything in range

    I was thinking maybe a Dreadnought
    with Stadi VA stats and powers
    Live long and Prosper
  • drunkenguyverdrunkenguyver Member Posts: 46 Arc User
    edited June 2012
    sollvax wrote: »
    Briefing pop up needs to have been read and CLOSED by all ships before ANY Ship can move or fire

    That i would love to see, sometimes i've been blasted before i've even had time to close the 3 or 4 dialog windows.

    With regards to the thalaron beam others have mentioned, someone said they find it hard to see which way she is facing, . . i just look at the "Cone" of fire while she's charging to workout which way she's facing . . also i escape that blast everytime using evasive maneuvers button, or Emegency power to engines.

    I have to say i haven't been one shotted by her yet though, although i've been caught with some devastating shots from her . . the horrible tin plated, clanking, clicking, borg harpie !
    [SIGPIC][/SIGPIC]
  • elchup47elchup47 Member Posts: 50 Arc User
    edited June 2012
    Don't understand the complaints about Donatra. I play on elite and always manage to avoid the thalaron pulse with a combination of full impulse and evasive maneauvers.
  • skhcskhc Member Posts: 355 Arc User
    edited June 2012
    elchup47 wrote: »
    Don't understand the complaints about Donatra. I play on elite and always manage to avoid the thalaron pulse with a combination of full impulse and evasive maneauvers.

    She occassionally fires it as soon as she decloaks due to a bug, giving you no time to drop evasive or engine buff.

    When it works as intended, there's no problem, since her tractor probes rarely survive more than a few seconds and aren't actually holding anyone by the time she decloaks.
  • zektorilzektoril Member Posts: 27 Arc User
    edited June 2012
    januhull wrote: »
    I have never seen an instafired Thalaron shot. I'm almost willing to bet those are individual latency issues. I've heard a lot of people complain about lag in those fights, but I'm absolutely certain I've not had them, and haven't seen any funny business on my end, aside from bad cone visibility mess.

    It's not an individual latency issue, she drops out of cloak, and instantly fires while decloaking, and then she runs the charge up sequence, and sometimes, instead of firing instantly, she runs the charge up sequence and halfway through it fires, but the charge up still continues afterward.
  • pillslingerpillslinger Member Posts: 34 Arc User
    edited June 2012
    My only issue currently with KASE is when we finish the optional in plenty of time and for some reason, about half the time, we still don't get the optional loot :( I double check every time we finish under time and no probes got by us, but sure enough, no drops sometimes :confused:

    Side note, as far as Donatra is concerned, the only thing that should be fixed is the insta kill while she is supposed to be charging that big weapon. If they either redo the sound to match the insta shot, or fix it to where it isn't immediate, I would be happier, but I can live with how she is if they fix the drops.
  • mandrake45mandrake45 Member Posts: 0 Arc User
    edited June 2012
    That i would love to see, sometimes i've been blasted before i've even had time to close the 3 or 4 dialog windows.

    With regards to the thalaron beam others have mentioned, someone said they find it hard to see which way she is facing, . . i just look at the "Cone" of fire while she's charging to workout which way she's facing . . also i escape that blast everytime using evasive maneuvers button, or Emegency power to engines.

    I have to say i haven't been one shotted by her yet though, although i've been caught with some devastating shots from her . . the horrible tin plated, clanking, clicking, borg harpie !

    That was me, and it was in relation to pet spam, not in general. At the time I could barely see Donatra at all through the runabouts and stalkers and whatever else.
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  • simeion1simeion1 Member Posts: 898 Arc User
    edited June 2012
    How about lot drops. I have ran ISE three times today and the optional loot is rolled on and nothing is issued in the logs or the people. I submit a ticket but it never shows up when I check on it. I have missed a chance at the rare protype salvage.
    320x240.jpg
  • maelwy5maelwy5 Member Posts: 593 Arc User
    edited June 2012
    januhull wrote: »
    Torpedo damage is still pretty stunning, though not all of it is just the torpedos. Even the main beam weapons on the Tactical Cubes and the Gateway in Infected can pulverize you in one shot.

    I'm in an Ops Odyssey, I've got 40% base resists on all damage types, the Borg Shield, and I've been one shotted from 100% shields and 100% hull. And it isn't the torpedos, it's the cannon weapons that the Gateway and Tac Cubes have. I've got a very high speed connection and a computer than can handle maxed graphics, and I've watched the shots come in from those non-torp weapons and just pulverize my shields, even with all the tanking skills running with resists up near 50%.

    I don't think we've ever had a problem with invisible torpedos, I think we've been severely underestimating the damage from the cubes' non-torp weapons.


    The bottom line, the shots from the big stuff in STFs is designed to break you, no matter what your build is. The only effective defense is getting the hell out of range.

    I'm willing to bet that your issues are less with the Energy Fire from the "big stuff" and more with using a Borg Shield Array.

    Borg Shield arrays are low capacity (you can't take as much shield damage without it impacting your hull) and non-resilient (you receive twice as much hull damage from everything whilst your shields are up). The key to tanking Hard targets is to keep hull damage intake low, keep your shields up, and to keep the shield facings even... basically, Tac Team and a Resilient Shield, plus whatever heals and resistance buffs you can manage.

    My main characters currently fly several ships - two of which are Escorts - which can park in front of an Elite Tac Cube indefinitely at point-blank range without dying. Assuming that you can get rid of the Invisible Torpedos, nothing those Cubes have should be able to one-shot you on a Cruiser through a Resilient Shield and reasonable levels of Shield/Hull Damage Resistances.

    I'll agree that (once torpedos are dispensed with) the damage from Elite Gates is significantly harder to weather than the damage from Elite Tac Cubes, but they're still doable given the right setup. One of the BOFF layouts on my Tac Odyssey is designed to do just that. However, since it's possible for you to park outside the weapon arcs of gateways and just shoot them without any retaliation (and still maintaining aggro) this level of survivability overkill is hardly ever necessary.
    [ <<<--- @Maelwys --->>> ]
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