test content
What is the Arc Client?
Install Arc
Options

Official Tholian Red Alert Feedback

salamiinfernosalamiinferno Member Posts: 159 Cryptic Developer
Any feedback, comments, or concerns on the Tholian Red Alert goes here!
Post edited by salamiinferno on

Comments

  • Options
    zeuxidemus001zeuxidemus001 Member Posts: 3,357 Arc User
    edited October 2012
    I saw a redalert tab and it gave mission info on killing insects LOL. I looked around as much as I could but found no insects but found a cinematic that was really cool :D

    I was wondering if it was suppossed to be space red alert that popped while I was on the ground or not... still wondering LOL.
  • Options
    bdziecbdziec Member Posts: 22 Arc User
    edited October 2012
    In about 2 hrs of time i was able to get all three tholian capitals plus the accompaning accolade. First two RA's had +2 ships, then the last one was 0. They all had some enemy FEd shps so that will also help toward that accolad for those who need it. The capital ships all seemed to be fleeing the attack.
  • Options
    carl103carl103 Member Posts: 1 Arc User
    edited October 2012
    Not seen it yet but my reaction to the mission quest was bassiclly:

    Tholians in a red alert, what are those crazy crystals upto this time...
  • Options
    suavekssuaveks Member Posts: 1,736 Arc User
    edited October 2012
    >Warp in
    >See 8min timer
    >Blow up everything in about 1min
    >Warp out

    Yeah, nothing wrong with the map, but it's as simple as that - pew pew pew for a minute or two and move on. Not impressed.
    PyKDqad.jpg
  • Options
    brigadooombrigadooom Member Posts: 0 Arc User
    edited October 2012
    It was almost over before I understood what was going on.
    ----
    [SIGPIC][/SIGPIC]
  • Options
    canis36canis36 Member Posts: 737 Arc User
    edited October 2012
    Beamed into one of the Ground Red Alerts and had 5 minutes to kill roughly 80-100 Tholians (Ensigns gave me 1% completion, Lieutenants 2%, and Commanders 3%) and encountered mostly Ensigns. Was only able to get to 20% due to the low enemy population density (though higher density would have had me dying way too much). Is this "working as intended" or are we supposed to have more time to hunt down and kill the Tholians?

    If it is working as intended could you look at possibly adjusting it somehow so that you don't have to be a Mk XII murder machine that knows EXACTLY where to go to get 100% completion?
  • Options
    azurianstarazurianstar Member Posts: 6,985 Arc User
    edited October 2012
    canis36 wrote: »
    Beamed into one of the Ground Red Alerts and had 5 minutes to kill roughly 80-100 Tholians (Ensigns gave me 1% completion, Lieutenants 2%, and Commanders 3%) and encountered mostly Ensigns. Was only able to get to 20% due to the low enemy population density (though higher density would have had me dying way too much). Is this "working as intended" or are we supposed to have more time to hunt down and kill the Tholians?

    If it is working as intended could you look at possibly adjusting it somehow so that you don't have to be a Mk XII murder machine that knows EXACTLY where to go to get 100% completion?

    I think this is refering to the Space DSEs, not the ones on New Romulus.

    The ones on New Romulus, is an Area Event, where multiple people work towards getting 100% in the time limit. So when this goes live and there are 20-30 people all doing it, then the goal would likely be accomplished.
  • Options
    superherofansuperherofan Member Posts: 342 Arc User
    edited October 2012
    Found the map a little overwhelming. Tholians need to be spaced out more.
  • Options
    aegon1iceaegon1ice Member Posts: 0 Arc User
    edited October 2012
    It worked fine for me. Nevertheless I have a few comments:

    1) Reset time
    There is the same flaw as the old Enemy Contact maps had:
    Reset timers! I find it really stupid having to wait an eternity after finishing the neccessary enemy groups...

    Please lower the reset timer to 2 minutes after objective for the map is achieved.

    2) The completetion percentage
    Now, you get 15% for completing one map. This is too low in my opinion. In combination withe the aweful long reset timer on the maps you need 7 maps to complete it and this leads you to 7 x 15% = 105% ...Someone should re-do the calculation here...

    Count the current reset time of 10min? you will need 70minutes just to complete the daily. I thought the How am I going to actually do my dailies on New Romulus, Red Alert and for example the Fleet Mark Events?

    It's just too much here and the majority of the time goes for waiting for reset timers.
  • Options
    diogene0diogene0 Member Posts: 0 Arc User
    edited October 2012
    Very easy, a lot of people in the instance, there were 5 minutes left when the mission was over. The tholians looks scared to use the web (i've seen it once in the instance), they deal almost no damage since i could handle the aggro of half of the capital group in an escort... :D The most difficult (and funny) part was that there were many mobs, but clearly nott enough to my taste!

    Nice map but not a challenge at all, and very thin chance to fail it. I'd say that the borg red alert are two times more difficult, with their huge boss and the impressive torp attack.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • Options
    nicha0nicha0 Member Posts: 1,456 Arc User
    edited October 2012
    Not sure what all this easy talk is. I joined one today.. only 2 other people on the map, they were always dead in seconds. The tholians had us spawn camped, I spawned and have 55% hull left before my shields even flicked up, they disable your weapons every 5s and use 100% FAW constantly.

    If the groups start separate it'd probably be easy, but when I got there it was one massive group constantly disabling your ship, using tractors, and rarely missing. Eventually I was able to get out of the big spawn and eliminate some ships but the other 2 people there were just hopeless.
    Delirium Tremens
    Completed Starbase, Embassy, Mine, Spire and No Win Scenario
    Nothing to do anymore.
    http://dtfleet.com/
    Visit our Youtube channel
  • Options
    studleydoostudleydoo Member Posts: 105 Arc User
    edited October 2012
    nicha0 wrote: »
    Not sure what all this easy talk is. I joined one today.. only 2 other people on the map, they were always dead in seconds. The tholians had us spawn camped, I spawned and have 55% hull left before my shields even flicked up, they disable your weapons every 5s and use 100% FAW constantly.

    If the groups start separate it'd probably be easy, but when I got there it was one massive group constantly disabling your ship, using tractors, and rarely missing. Eventually I was able to get out of the big spawn and eliminate some ships but the other 2 people there were just hopeless.

    I had the same issue in one of my Tholian fleet alerts as I spawned in the middle of a mass battle. It was rather disorienting and they were constantly disabling my weapons...my shields were shredded and hull down to 50%...but once I regrouped...I made them pay for their impudence...ha ha ha. Actually I loved the fact that it was more challenging than when I meet the Tholians in the regular fleet alerts. The Tholians in the regular fleet alerts are pushovers....the Tholians in the Tholian fleet alert seemed more "angry" and aggressive. They could probably just fix the spawning location
  • Options
    nicha0nicha0 Member Posts: 1,456 Arc User
    edited October 2012
    I was able to polarize hull and evasive out of there, but they all follow, and you can knock off 3-4 ships at a time and run again but there were only a couple minutes on the clock by that time anyway.
    Delirium Tremens
    Completed Starbase, Embassy, Mine, Spire and No Win Scenario
    Nothing to do anymore.
    http://dtfleet.com/
    Visit our Youtube channel
  • Options
    captainrevo1captainrevo1 Member Posts: 3,948 Arc User
    edited October 2012
    It was a bit quick and easy. did it with 2.30 to spare but there was about 8 or 9 ships there, if there was only meant to be 5 then too many are coming through and making it too easy.

    if they are allowing more than 5 in then it could do with a couple more groups.
  • Options
    hroothvitnirhroothvitnir Member Posts: 322
    edited October 2012
    Space red alert a bit on the easy side. Give their big ships an AOE or cone disable to keep the players thinking.

    And the grounds well I haven't won one yet but I think thats probably a population issue. Which means you will have to watch that and adjust the difficulty to the average population that hangs out in the new area after the release surge goes through.
  • Options
    emperormakemperormak Member Posts: 137 Arc User
    edited November 2012
    When I clicked the Red Alert button, it gave the standard "Borg have been sighted..." information that the Borg Red Alerts have.
  • Options
    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited November 2012
    Space red alert a bit on the easy side. Give their big ships an AOE or cone disable to keep the players thinking.

    Tholian "Tarantula" Dreadnoughts have:

    - The ability to launch fighters
    - A beam-enhance ability that is a combo of Fire-at-Will and Subsystem Targeting : Weapons that can hit up to 10 nearby targets (2 at a time, per burst)
    - Heavy Disruption Torpedoes (drain Weapons & Engines energy)
    - Subspace Snare, which will put you in the firing arc of....
    - ... a "Web Cannon" that is similar to the Scimitar's Thalaron Cannon, except it deals a smaller amount of damage. However, if hit, you will be ensnared (Held, Disabled) and take DOT damage for several seconds afterward.

    If you're not experiencing those abilities, then we may have AI issues at play.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • Options
    icegavelicegavel Member Posts: 991 Arc User
    edited November 2012
    Tholian "Tarantula" Dreadnoughts have:

    - The ability to launch fighters
    - A beam-enhance ability that is a combo of Fire-at-Will and Subsystem Targeting : Weapons that can hit up to 10 nearby targets (2 at a time, per burst)
    - Heavy Disruption Torpedoes (drain Weapons & Engines energy)
    - Subspace Snare, which will put you in the firing arc of....
    - ... a "Web Cannon" that is similar to the Scimitar's Thalaron Cannon, except it deals a smaller amount of damage. However, if hit, you will be ensnared (Held, Disabled) and take DOT damage for several seconds afterward.

    If you're not experiencing those abilities, then we may have AI issues at play.

    It has Weapons Target at Will? No WONDER I lose weapons so often... Still, it's a neat challenge. I have to say, though... That weapon FAW is a little too powerful. I'm losing weapons entirely every 20 or so seconds.
  • Options
    borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited November 2012
    icegavel wrote: »
    It has Weapons Target at Will? No WONDER I lose weapons so often... Still, it's a neat challenge. I have to say, though... That weapon FAW is a little too powerful. I'm losing weapons entirely every 20 or so seconds.

    Other non-fighter enemies in the Tholian group can also Target Weapons, as well as draining weapon subsystem energy. So clear them out before facing the Dreadnought.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • Options
    megtrekkiemegtrekkie Member Posts: 85 Arc User
    edited November 2012
    yeah but when you enter the area you seeing the tholians take out the borg is awesome i love that first entry of the red alert
  • Options
    icegavelicegavel Member Posts: 991 Arc User
    edited November 2012
    Other non-fighter enemies in the Tholian group can also Target Weapons, as well as draining weapon subsystem energy. So clear them out before facing the Dreadnought.

    Easier said than done when every player within weapons' range of a Tholian ship has had its weapons disabled. If not removal, perhaps consider toning the drain on them down, so as to allow people to actually clear out those ships.
  • Options
    megtrekkiemegtrekkie Member Posts: 85 Arc User
    edited November 2012
    icegavel wrote: »
    Easier said than done when every player within weapons' range of a Tholian ship has had its weapons disabled. If not removal, perhaps consider toning the drain on them down, so as to allow people to actually clear out those ships.

    or why dont you add power insulators to stop them draining you weapon system or any system for that matter
  • Options
    diogene0diogene0 Member Posts: 0 Arc User
    edited November 2012
    If you're not experiencing those abilities, then we may have AI issues at play.

    Two runs so far. I've not seen many of these abilities used by the dreadnought. It was rather... inoffensive. Just a fat whale to kill.
    Lenny Barre, lvl 60 DC. 18k.
    God, lvl 60 CW. 17k.
  • Options
    lostusthornlostusthorn Member Posts: 844
    edited November 2012
    Had a very weird encounter.
    Warp in, a lot of Borg and Tholian ships battleing it out.
    Zone as lagging to hell and back. It was so bad that you on occasion went from standing still unable to do anything to bumm in an instant with no clue what happend.
    Then the borg somehow all vanished, lag got better.
    In general, pretty much a little better paced borg red alert with Tholians instead.
  • Options
    stohansonstohanson Member Posts: 106 Arc User
    edited November 2012
    When I warp in they are allready over.. It's just more of the same.. It's not fun.
  • Options
    adamonlineadamonline Member Posts: 0 Arc User
    edited November 2012
    I spent over an hour swaping instances, entering red alerts to find them already finished, is this some kind of joke?
  • Options
    captainoblivouscaptainoblivous Member Posts: 2,284 Arc User
    edited November 2012
    EDIT

    Oops, wrong forum! My bad.
    I need a beer.

  • Options
    maltinpolarmaltinpolar Member Posts: 5 Arc User
    edited November 2012
    nicha0 wrote: »
    Not sure what all this easy talk is. I joined one today.. only 2 other people on the map, they were always dead in seconds. The tholians had us spawn camped, I spawned and have 55% hull left before my shields even flicked up, they disable your weapons every 5s and use 100% FAW constantly.

    If the groups start separate it'd probably be easy, but when I got there it was one massive group constantly disabling your ship, using tractors, and rarely missing. Eventually I was able to get out of the big spawn and eliminate some ships but the other 2 people there were just hopeless.

    Same issue here. Have tried it several times, still unable to finish it even with several people on the map. We all kept dying.

    Not fun at all. A total waste of time.
  • Options
    versakgearboltversakgearbolt Member Posts: 0 Arc User
    edited April 2014
    So now it's 2014 and the Tholian Red Alert is next to impossible and I'm reading all these 2012 messages saying how it was so easy.
  • Options
    questeriusquesterius Member Posts: 8,426 Arc User
    edited April 2014
    So now it's 2014 and the Tholian Red Alert is next to impossible and I'm reading all these 2012 messages saying how it was so easy.

    Necro post.

    Anyway, Tholian Red alert IS easy if you split in teams of 2-3.
    Last few times i ran TRA we finished with 6-7 minutes on the clock simply because we did split in teams and worked from the outside inward.
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
This discussion has been closed.