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STF Elite Ground Too Difficult Due to Bugs?

linyivelinyive Member Posts: 1,086 Arc User
STF Elite Ground Too Difficult Due to Bugs?
Even though I love a good challenge, the elite ground stfs are becoming too difficult. Is this due to a bug? Why do these stfs always feel broken? Why are there so many overpowered Borg? When did the Borg start running at high-speeds? When did they get the ability to kill with one shot?

Can someone tone down the ground elite stfs? Just a little? Just a tiny smidgen? Please?

Khitomer is fine.

I am referring to Cure and Infected.

Why are the bosses and endgame so damn impossible to beat?

I had no problem with them before, so why did you guys change the elite stfs?
Post edited by linyive on

Comments

  • mexxxmemexxxme Member Posts: 37 Arc User
    edited August 2012
    I know I've noticed at least a damage increase on a *lot* of the trash mob borgs

    Also noticed CRAZY strong assimilation nanites - ticking for over 100 damage, too rapidly to even clear them before you're dead.

    Oh yeah - also had Armek knock me down+away - then shoot me in the crotch with his 1-shot-gun before I could get up. That was a bit much.
  • elandarkskyelandarksky Member Posts: 1,013 Arc User
    edited August 2012
    The only bugs i've noticed are:

    Cure:
    One or two groups of borg that you encounter on the way between transformer sets there are borg that move at double speed AT LEAST, they run while walking animation, and their fire seems to be a lot more potent than your average elite.. yeah not pretty.

    On the second set of transformers, the first and second transformers sometimes have a worker that will not move at all, (kinda in the player's favor)

    Every worker drone appears bugged also, whenever abilities are used to hold/root they do get rooted.. but then long-jump (litterally looks like an olympic event) to the node it protects. VERY annoying.

    Infected:
    The second chamber with ensigns (spefically the bit before the 4th ensign) borg that have been aggroed, can magically appear from one side of the wall divide to the other, which as a bug can give them flanking damage, not good for the players.

    Boss room, recently falling into the plasma is more a death sentence, when a team mate tries to revive a fallen player they stand up then instantly hit the floor again. insta-death which racks up injuries and respawn timers until they strike lucky and are given an opportunity to move. VERY bad for players.

    Khitomer Accord:
    from the starting room, (after the intital borg and elite) there are two corridors to choose from with a standard borg patrol each, these are glitched in the same way as Cure's patrol is, speeds of a mugato, and increased damage output DUE TO SPEED UP, Managable be can catch off guard.

    A very frustating thing can occur in the "shield room" or "the room" as its dubbed, when a player sets the machine to e.g. Beta Three, runs to the tower where borg appear to extend the shields, and the prompt to extend doesnt even appear. (this extend function is sometimes KEY for teams that arn't highly dps-y)((not everyone knows how to make a high dps catpain)) so this bug is VERY annoying at times.

    These are all i can think of, off the top of my head, Devs or whoever, look into them please :D
    [Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
  • elandarkskyelandarksky Member Posts: 1,013 Arc User
    edited August 2012
    linyive wrote: »
    STF Elite Ground Too Difficult Due to Bugs?
    When did they get the ability to kill with one shot?

    Ah the horrors of a critical one shot, yeah they suck, but i dont mind them being in ground (at least) a team mate can pick you up, in space however... heh.

    Besides its funny documenting/comparing your highest 1shot attacks, 654 was my highest if memory serves, yet i survived :D! (sci captain with 3 purple doctor doffs boosting max hp ftw.) ^^
    [Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
  • carmenaracarmenara Member Posts: 0 Arc User
    edited August 2012
    All these bugs do make the Elite Ground STFs hilarious in a masochistic sort of way.

    I play them because I am familiar enough with the maps (from reading all the STF fails threads ironically) that I can alert the team when these bugs appear and to move to counter them.

    Setting chronitron mines in front of double-speed Borg is a ball of fun, or just standing by a pulsewave secondary fire attack to blast them back where they came from. Enemies have huge hitpoints? No problemo, minigun salvoes to expose and compression pistol Mk XII [Borg] to blast big holes into them. Play a medic to guarantee teammates' survival or unleash massive riot control powers.

    Not only preparation is required for these maps, you sort of got to know how to 'exploit' the game to win them. They have, as aforementioned, zero margin of error and beginners can definitely feel that you can be killed the moment some Terminator drone fires at you.

    A lot of players from casual fleets simply don't dare to run these Elite Ground maps, or just plain give up halfway through CGE and refuse to try them ever again.

    This is kind of why I love to PUG these maps. Sometimes you get a team with DPS so low you can't even progress through the beginning phase of the maps. Sometimes you get a team with MACO gear but have no idea how to do damage to the enemy.

    But at other times you get an awesome squad leader and elite teammates from one of the major, serious Fleets out there and you will learn a wealth of things just watching them in action.

    It's a sort of "what goes round comes around" - I typically talk PUGs through the mission and expect half of them to fail anyway (or have to improvise tactics and do a 3-man boss fight) but I also will look out for people with new tactics and good command authority to go ahead and lead the team to victory.

    As we know, Victory is Life.

    Playing Elite Grounds and winning it is something very few players have the willpower to do, because one needs to not just review the enemy capabilities in the field, but also troubleshoot his/her own personality, teamwork, etc under stress.

    Infected and Cure Ground Elite is where captains are made into Elite Force operatives :D
    STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

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  • janetza#4790 janetza Member Posts: 0 Arc User
    edited August 2012
    Infected:

    Boss room, recently falling into the plasma is more a death sentence, when a team mate tries to revive a fallen player they stand up then instantly hit the floor again. insta-death which racks up injuries and respawn timers until they strike lucky and are given an opportunity to move. VERY bad for players.

    Solution is easy, don't fall. lol
    Khitomer Accord:

    A very frustating thing can occur in the "shield room" or "the room" as its dubbed, when a player sets the machine to e.g. Beta Three, runs to the tower where borg appear to extend the shields, and the prompt to extend doesnt even appear. (this extend function is sometimes KEY for teams that arn't highly dps-y)((not everyone knows how to make a high dps catpain)) so this bug is VERY annoying at times.

    It's not bug. Shield extension appears when team do enough damage
    to the generator.

    There is nothing difficult about STF's completely. You can do any mission in 20-30min. Even elite tac drones can get blown at 3-5 seconds. Armek, the most powerful ground enemy, will fall after like 10 sec if you will use correct tactic.
    As for space, I seen captains that die quickly against Tac cube or Donatra. They say after how it is imbalanced too. But they don't do anything for defence. Buff yourself, tac team, brace for impact, subspace remodulator, etc.
    Example from my experience: Tac Cube, last boss on infected, blown away 3 captains and directed his fire power at me. In the end I had 20% hull left.
    Gear up, learn your misstakes and ESTF's will be a walk in park for you. Thanks
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  • elandarkskyelandarksky Member Posts: 1,013 Arc User
    edited August 2012
    taut0u wrote: »
    Solution is easy, don't fall. lol

    Not always easy.. Lag at the wrong time = death/multi injury: P

    And i didnt know about the extend depending on damage, my bad ^^

    I think Stfs are manageable, but the bugs are vaguely annoying :p
    [Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
  • carmenaracarmenara Member Posts: 0 Arc User
    edited August 2012
    Jumping -

    The class with the theoretically easiest jumping is Tactical with Close Combat Specialist kit. It has a Motion Accelerator ability.

    Indeed the jumping tolerances are very small on IGE so doing it carefully is better than slipping and falling into the juice.
    STF Flight Instructor since Early 2012. Newbies are the reason why STO lives and breathes today. Do not discriminate.

    My Youtube Channel
  • elandarkskyelandarksky Member Posts: 1,013 Arc User
    edited August 2012
    Case and point i ran a premade IGE with 4 other very good players, all of use donned in beautify mkxii suits, optional gotten, yet as soon as we got to the boss room it went to pieces XD,

    I fell in a few times, one person was riddled with lag and sustained lots of injuries,


    And it was at the most inopportune times, e.g. 3transformers activated then one falls into the goo, or borg spawn in and flank us,

    Even with a good team all it takes is a snifter of lag to put a spanner in the works ^^

    as for which class is best in the goo, i'd put my money on a sci/medic :p, bounce-tactics and healing as you go, its fun running across the slime as if it was fire ^^
    [Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
  • skhcskhc Member Posts: 355 Arc User
    edited August 2012
    The only bug that impacts difficulty I can think of is the grasshopper Worker Drones in Cure that jump straight to the generator after they recover from a knockdown. Even if they weren't actually at the generator in the first place.

    I've never had a problem with the boss rooms (well not since the changeover anyway. Obviously I couldn't do the bosses perfectly my first time out on the old STFs). Yes they are stupidly stat padded, with ridiculous '**** you' attacks, but that seems to be the only way to make them threatening. I wouldn't have any issues with Cryptic rebuilding the bosses to find an alternative way to make them difficult, but as it is the bosses reliably fall down to specific tactics. So, imo, it does not need to be toned down.


    What sort of tactics are you using?
  • skhcskhc Member Posts: 355 Arc User
    edited August 2012
    reyan01 wrote: »
    Given up on Cure for now to be honest - played it a few days ago and the drones seemed to have transporters or something. Seriously - they appeared, and in the blink of an eye they'd magically appeared next to the transformer.

    The only workaround I can think of atm is to not actually knock them back until they reach the transformer, since they'll just jump straight to it even you knock them on their TRIBBLE when they're 15 metres away. Just primary fire them for damage as they're approaching.

    But that's been in the game for months at this stage.
  • tobar26thtobar26th Member Posts: 799 Arc User
    edited August 2012
    reyan01 wrote: »
    Given up on Cure for now to be honest - played it a few days ago and the drones seemed to have transporters or something. Seriously - they appeared, and in the blink of an eye they'd magically appeared next to the transformer.

    Whilst I feel this is a bit exagerrated I can safely say I've seen drones beam in and then...well, lunge I guess? Towards the transporters.

    I think the problem comes in that the game has several groupings.

    NPCs.
    Pets.
    Ships

    etc that have different behaviour scripts. We need a new one. Borg. That way Borg AI can be programmed in to be specific to the Borg without any of this silliness appearing.



    That said - I want to be clear - please Cryptic, keep the Elite STFs where they are now, I already miss the old Elites ;-) Just fix a few AI bugs and we'll be golden.
  • ikenstein1ikenstein1 Member Posts: 65 Arc User
    edited August 2012
    They are no too difficult. The elite stf is supposed to be challenging for experienced players. Try doing them on normal until you can get the optional every time, and have a full set of gear. Then move on to the elite.

    I would hate to see the elites made easy so that people can just walk in and do them effortlessly.
  • linyivelinyive Member Posts: 1,086 Arc User
    edited August 2012
    ikenstein1 wrote: »
    They are no too difficult. The elite stf is supposed to be challenging for experienced players. Try doing them on normal until you can get the optional every time, and have a full set of gear. Then move on to the elite.

    I would hate to see the elites made easy so that people can just walk in and do them effortlessly.
    I am talking about a slight down tick. I am not talking about a major drop.

    Second, what type of gear do you think I have in my inventory? Too bad your assessment is inaccurate.

    As myself and others have mentioned, the problems with the elite stfs may be simple bugs.
  • tobar26thtobar26th Member Posts: 799 Arc User
    edited August 2012
    linyive wrote: »
    I am talking about a slight down tick. I am not talking about a major drop.

    Second, what type of gear do you think I have in my inventory? Too bad your assessment is inaccurate.

    As myself and others have mentioned, the problems with the elite stfs may be simple bugs.

    But you see this is what we're saying, they already had that (since December) they have dropped the Borg NPCs by 2 levels already. You're only fighting same level Borg at the minute.

    I'm intrigued what is in your inventory, but I'll say that the ground STFs are relatively well manageable with Green MK X gear (except perhaps shields/armor - I'd say get Purple X's for them)

    Space is obviously a bit different, but again - uber gear is less important than a decent team :) Elite should be Elite.
  • diogene0diogene0 Member Posts: 0 Arc User
    edited August 2012
    No changes, it's still easy. Don't try in pugs though, they are often clueless about what they have to do and how to play in a STF. The typical pug guy comes with a minigun, zone and team chat closed, won't answer to tells, has no hypo and no regenerator, has no idea about the meaning of teamwork, about their role as a tac/sci/eng, will gladly snipe from 40m while you're trying to do some damage at melee range, and will not listen to any advice because they are "great players" (sic).
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • mexxxmemexxxme Member Posts: 37 Arc User
    edited August 2012
    i'm not personally saying things are "too hard"

    Just that when you hit these obvious bugs - it throws a monkey wrench in the works, and can TRIBBLE up boss encounters at least.
  • mjaymor78mjaymor78 Member Posts: 0 Arc User
    edited August 2012
    Do what ever you want to the Elite STFs as long as you give me an uber elite level.

    I also love it when something bugs out on a STF run, changes the STF run a little bit so that it is at least a little bit different then the other 10,000 runs I have already been on.
    Join Date: Dec 2009
  • janetza#4790 janetza Member Posts: 0 Arc User
    edited August 2012
    Pugs may be unplayable indeed. But it is not problem with bugs. It is ignorant players that refuse to learn and communicate ruining them for pugs.
    mjaymor78 wrote: »
    Do what ever you want to the Elite STFs as long as you give me an uber elite level.

    I would like to see old-styled stf's too. There is Terradome still, but it is hard to assemble a team...
    __________________
    [Combat (Self)] You lose 6549 (7572) Cold from the torment of the underworld.

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