Ahoy, welcome to Season 6! Stick a code fork in it, it's live.
I haven't found any recent posts or threads talking about the Vault, so here's a fresh one.
Executive summary: The clear-all-enemy timers need to be extended slightly (~30+ seconds), depending on the area.
That's it, really. But now for the reasoning...
With all the Starbase stuff going on Tribble, I don't think that the new Vault adjustments were well tested. We knew large ships were going to be excluded. That's fair. Another thread discussed allowing Tier 1 ships to give them some love. But hey I like small craft, I like the Vault, and I like the Reman set. In fact, I'm one of the few people in my large FED/KDF fleets who actually tries to run Vault events. Hasn't panned out, but I'm not here to talk about time-gating. I just want my logs.
So without much flexibility to spec out small craft, I've been enjoying my Stalker with the Aegis set and Torpedo spread. That was working great, and with a minimum of 1 large ship sneaking into the map, I saw a failure rate of maybe 1 in 10 if people got complacent about healing the Rerik, or if a Scorpion got stuck behind a wall and couldn't be found in time.
Since S6 I've run it several times, and so far have a 100% time failure rate without even reaching the Generator room. That's a real bummer! And I can see that the other people on my teams know where to go and what to shoot. And their builds look fine. I enjoy the Stalker because of its reduced aggro and bigger punch. Not helping anymore... The maps are designed to split a group of 5, and in the past circling the room in formation wasn't a good strategy. Now it seems to be the only way to ensure one person doesn't have aggro to activate the triggers early enough, to stop enemy spawns and meet the time limit.
Are there any new strategies working well for others in this post-Cruiser workaday universe?
Comments
Doing the Vault for an hour was already an exercise in frustration, because of power trays. Dstahl and Rivera rightfully say every chance they get, they're looking forward to systems tech that lets players set a default small craft. Awesome. Thumbs up. What needs to be verbally added to that is "and we'll fix the power tray layouts too". I'm a UI mod guy, and a HCI studies guy, and I have a combination of muscle memory and keyboard shortcuts to access all my power trays. Even if I had the dexterity for 100% keybinds I still need to glance at the tray to know my cooldowns.
The fact that switching ships resets the power tray layout every time is... well it should be embarrassing, but clearly not enough to make it a priority after 2 years. It's not as if the trays are suddenly empty every time. It's adding, subtracting, and moving buttons I may not even have used before, so it's populating data from somewhere. And the power list isn't sorted either, it's different every ship and every BOFF configuration. It all eats away at our time. We're F2P now, the point isn't to keep us busy fiddling with menus for a certain percentage of every month. :P The UI in this game is laggy and poor. Full stop. But I love playing despite it.
I'm getting off topic, but the point is there's a combination of many factors that make this particular mission and its rewards annoying to begin with. For people like me who actually enjoy playing it 4 or 5 times in the span of an hour, removing that accomplishment through a much greater likelihood of timed failure makes it a total write off.
I am happy that finally the "big ships" are banned from it. I like the challenge to finish it with small crafts. I did it several time with small crafts only befor S6. It was sometimes very close but at least we could beat it.
I really don't know if there's any change to the mission but today I did my 9th run in a row without even entering room 3.
Yes, I did it with PUGs. But the people did know what to do. The Rerik was healed when it was necessary and the things were disabled. But in this 9 runs every time we were running out of time for beating up all the enemies in the room.
I don't have a problem with loosing the challenge... but 9 times in a row is very frustrating.
So I wonder how many Vault events did other players finished since S6?
before season 6 i typically won at least 3 out of 4 attempts; with or without big ships. as of now i need 7 measly reman datalogs to compete my last upgrade to shields.
i honestly think i lost more with big ships because players expected the big ship to win it for them and they did not work objectives or kill enemy fast enough.
i notice people are still trying to sneak in big ships, which get thrown out and then you only have 3 or 4 players to do an almost impossible mission. at least i discovered if you leave in these cases the timer penalty does not apply. i just start over and hope to get 5.
i have won the vault several times since season 6, but now the ratio is more like 1 out of 4. twice i have received 480 dilithium instead of datalogs. i was livid!! did not see that coming.
it is still possible to win but time is of the essence. i have lost several vaults by mere seconds before that last enemy ship could be destroyed. i am hoping players will get better at doing this mission or as some suggested extend the time or something.
i figure the guys that played only with big ships have to totally re-learn how to do the vault with a small ship. i like using a peregrine fighter with anitproton DHC and beam. the rapid cannon fire works great on turrets and the big BOPs.
and i use a 3 piece borg set with maco 12 shields (i borrow from a big ship), neutronium and mag gens.
50 minutes for a 60 minute event is NOT ACCEPTABLE.
Awoken Dead
Now shaddup about the queues, it's a BUG
That happened to me as well. Unfortunately the queue wasn't full enough so noone was warped in. We tried it with 4 playes but again we ran out of time (even with shutting down the conduits).
The reason the vualt was opened up from its original time gating was supposed to be to allow thoes with terrible schedules who always miss it to actually play it for the data logs but with that removed they end up with dillithium instead. Which many times they still don't get due to the horrible systems in place like a scorpion fighter cloaking and flying into a glitch which then cuases players to struggle to find a way to at least shoot at it before they loose which 9/10 they end up failing.
In every place,
The deeds of men remain the same..."
i would agree with that about the 10 seconds.
also, a little more cooperation would help. how many times have you tried to remodulate 1 or 3 while a BOP is all over you? where is the help?
i know the vault is going to be good when the objectives are done fast and others help me attacke the BOPs.
if i am fighting BOPs all by myself or going from one side to the other to get objectives, i know i am going to lose......and i hate that.
i just need 5 more datalogs and since season 6 they have been slow to come. i do think players are adjusting and are getting better at the vault.
pet peeve: they are still trying to sneak in big ships. sigh.....
Hey guys,
You know,
You can,
TEST things before you send them out?
Could you imagine if food production companies were run the same way.. eh it looks fine.. oh look.. needles in my Turkey Sandwich. ( recent event fyi )
Cryptic must be helping them make the sandwiches. Don't worry, they will fix them, in a day, week, month or year.. or so.
Ya, they sure fixed the vault.
Awoken Dead
Now shaddup about the queues, it's a BUG
I also have to be honest, having done a couple of all shhuttle runs pre-season 6 when i first tried it, i don;t think it's very good anyway. the whole basic premise is flawed becuase it's far too easy to fail this thing. There way too many things that can cause a failure, and everything in their is tightened down to the barest margin of error.
Add that to that fact that shuttle remove everything thats actually fun about flying spacships in STO and i have littile intrest.
My team hit this problem today, we started at 5:55pm and were most upset not to get the datachip at the end. It is hard enough with shuttles without getting kicked at the end because the goal posts have moved and nobody said anything. Please put the vault event back as it was, keep the big ships out but base it on the starting time not the finishing time!
Does the fire at will bug counter this? Fire at will supposedly auto target cloaked enemies.
It is unfortunate the vault is this way, I like the idea of a shuttle mission but this is a bit much. Currently using slipstream in a shuttle is the better shuttle amusement.
Now partying like its 1999 on the forums.
Dunno, it seems better but not 'fun' like the old days.
Awoken Dead
Now shaddup about the queues, it's a BUG
Last week I had a few good runs, but I tried another few tonight and it was alllll over the map.
Run 1: Failed room 3-- had a team leader who REALLY knew his stuff. Record time through rooms 1 & 2. 'Dex did not spawn until <1 minute on timer. Impossible to kill. First time I've ever seen such a thing. Also the thaleron hit the Rerik THREE TIMES. omg....
Run 2: Aborted room 1-- team never got past 4 players. Didn't even see a fifth drop out.
Run 3: Failed room 2-- I pugged with a fleet team of 4. Good coordination but too much aggro in Room 2 at core 4. Couldn't mop up in time.
I am DONE with this event until I see patch notes. :mad: Gorramn waste of time. Don't turn all these events into mini-stfs, that's not the game I want to play.
i played the vault much more relaxed a couple of times after getting all the datalogs i needed. i really paid attention to what was going on.
many in the vault have no idea what is going on. they are waiting on someone else to get the objectives and kill all the enemy.
when obisek calls people to meet him at the door many players are already there; clueless that they must clear the rooms or complete objectives.
poor weapon choices or not good at using weapons choice. i generally used mkII antiproton beam and DHC on a peregrine fighter. worked well for me. i could slow down near a BOP and with rapid cannon fire take it out fast. peregrine fighters are very fast.
funniest moment; a guy was flaming at everyone telling them they needed to destroy the orbs as he set next to the icon to remodulate 1. i just set there watching and was amazed he did not "click" on it to remodulate. just kept typing away about blowing up orbs. too funny.
I have revised my position on this - datachips are awarded for the full hour - you need to start your run 10 minutes before the event start time - this will ensure that your group finishes while the event is underway. (Unfortunately not many players seem to have caught on yet.) You need a group who know how to do the event with the right equipment. It is no good belly aching when you do not have the right gear or an understanding of the tactics required. Even so it has to go like clockwork and it makes it very tough for newbies - at the moment there is no walk-though on Wiki for them to study. You need to start your last mission with 20 minutes left on the event timer. If you finish 1 second after the end time you will not get the datachip. It is not so much fun as it was before when you could get a big ship in if you knew how, no one forced you to fly one but it made the job of obtaining datachip's a lot easier especially when a minimum of 96 are need to achieve the Purple Mk XII set (which is well worth having.). A lot of people complained however and players were accused of cheating! With the new setup it is now a very long term project as you will be very lucky to get 3 datachips per event and most players will probably become bored with the process and give up. All in All what was a fun hour has now become a bit of a grind.
as i stated earlier, i really like the set, but at this time i don't have it in me to get another 89 datalogs. i have another set and one left over datalog (a souvenir), so assuming all upgrade attempts were successful that would be a minimum of 89.
perhaps later when people figure out how to do the mission. right now most players are lost in there.
Is there a way to avoid the Thalaron beams? I seem to always be parked ready to explode when it happens in the last room. Which is strange because I thought I've avoided them in the past.
Now partying like its 1999 on the forums.
Can anyone else confirm this observation ?
Awoken Dead
Now shaddup about the queues, it's a BUG
I suspect that PW do not really want you to upgrade the Re-Man set anymore as they generate no income from it.