I am getting really fed up of getting killed in STFs by this UBER Borg Plasma Torpedo. Its quite frustrating to have full shields and hull and have this thing hit you and one hit kill you or cripple you and you die a minute later.
I got hit by a Tactical Cube's Heavy Plasma Torpedo while I had Reverse Shield Polarity, Brace for Impact, Rotate Shield Frequency and Emergency Power to Shields all active, with full shield and hull strength at the time of impact. Basically every panic button I have since I knew too many of my weapons were still cycling to respond in time.
Instantly killed.
I don't mind a high level enemy like a Tactical Cube doing a ton of damage, but it needs to be spread out at least a little so I have time to respond! Even escorts shouldn't be blowing up from single hits as a gameplay mechanic; by all means kill them under pressure, but right now it's such pot luck that even a well built tank can't guarantee survival since the damage varies so wildly.
I got hit by a Tactical Cube's Heavy Plasma Torpedo while I had Reverse Shield Polarity, Brace for Impact, Rotate Shield Frequency and Emergency Power to Shields all active
Really? You're kidding, right?
Beam Fire at Will
Eject Warp Plasma
Evasive Maneuvers
Tractor Beam Repulsors
Cannon Scatter Volley
Torpedo Spread
or just clicking on it and shooting the damn thing straight up by staying 3km away instead of snuggling right up to the cube. I do that in my cruiser, but that's because I spam BFAW and TBR alternating so that I can't get hit by a HYT.
lol, another nerf borg post. STF are so easy now its ridiculous. Leave them be, the only one really op is the queen and she should stay the way she is now otherwise you remove all challenge. Torp are so easy to deal with, slow moving so they are not a problem, if you get one in the face you did something wrong or got caught with your pants down ( i know it happens to me once in a while).
The real problem is those invisible shot, most ppl called them invisitorp, but they are heavy cannon hits. But than again, they never come alone, first one will take down facing shield, second or third hit will get you if you haven't reacted in time. And once in a while it will crit thrue shield but that rarely happens.
Jamal : Tactical space specialist. USS Bug Warrior and many others
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
I'm in an Oddy, with an Engineer captain, and I've used every healing command I have plus been healed by someone else, plus used Miracle worker split seconds BEFORE getting hit by these and died.
Granted the Borg SHOULD be hard, but this is rediculous.
I've seen REGULAR cubes do this.
I could see this maybe from a tactical cube, or from one of the Fusion cubes in Armada 2, but a normal run of the mill cube? Don't think so.
I'm in an Oddy, with an Engineer captain, and I've used every healing command I have plus been healed by someone else, plus used Miracle worker split seconds BEFORE getting hit by these and died.
Granted the Borg SHOULD be hard, but this is rediculous.
I've seen REGULAR cubes do this.
I could see this maybe from a tactical cube, or from one of the Fusion cubes in Armada 2, but a normal run of the mill cube? Don't think so.
Yes, the Borg should be HARD.
But this isn't hard, it's just them being overpowered.
Instead of increasing the enemy AI to make them a challenge, Cryptic instead cranked the holy heck out of the enemy Damage output.
But this isn't hard, it's just them being overpowered.
Instead of increasing the enemy AI to make them a challenge, Cryptic instead cranked the holy heck out of the enemy Damage output.
Heavy Torpedoes can be shot down, thus, it's not overpowered. Also, outside of Voyager's End Game episode, how many times have you seen a single ship take out a Borg cube easily? Or even 5 ships take out a single cube?
Correct me if I am wrong BUT.... in Star Trek... was a borg cube ever taken out by ships firing in general until it blew up? If I remember correctly they always had an insight... Picard directing the fleet cos of Locutus, viruses, Janeways future self... So... if I can sit there and not move and take out a cube on my own surely the mechanics are wrong and they need to be a HECKOFALOT harder... so your ship gets taken out by a torpedo... big whoop.. star trek and the encounters with the borg involve a lot of ships being decimated by a SINGLE borg cube. So a powerful torpedo heads towards you from one of these... shoot it or move out the way... its the freakin Borg! Have you never SEEN Star Trek???
Personally, I don't mind the high output of these cubes. They are after all Borg and should be damn challenging to take down. What I do find disastrous are the invisible/non-rendered incoming torpedoes. And I know of many that cannot see them coming from the cube in Infected Space Elite.
It's impossible to prepare for an incoming hit when you can't even see it coming in. If it is a bug, it needs to be addressed. If it is a matter of video settings, which one is it? I cannot believe this is working as intended.
Donatra's Torpedo Spread is another example, the visual animation or the torps do not coincide with the impact as you get hit way before they reach you in many cases.
"If you cannot control yourself, you cannot command others." -- Klingon Honor Guard Manual, Pg. 16
Getting hit by "heavy" torps is the players fault. If you don't prepare to deal with them, that's your bad. If an elite cube targets you, I suggest popping Reverse Shield Polarity, prepping hazard emitters, and getting ready to fire off whatever point-defense you have available. (I'm a fan of repulsors for cubes, personally, does a lot of hull damage and will instantly pop their torps causing them to get hit by their own splash damage.)
That said, yes, the borg do tend to get in some cheap shots every now and then. I've gotten insta-popped three times in a row on a run before. It sucked, but honestly, that's probably the only way I really end up dying in STFs these days - even elite Donatra hasn't actually popped me in.. I don't remember how long... (knock on wood)
or just clicking on it and shooting the damn thing straight up by staying 3km away instead of snuggling right up to the cube. I do that in my cruiser, but that's because I spam BFAW and TBR alternating so that I can't get hit by a HYT.
that's great when you can see the damn thing and target it.
or just clicking on it and shooting the damn thing straight up by staying 3km away instead of snuggling right up to the cube. I do that in my cruiser, but that's because I spam BFAW and TBR alternating so that I can't get hit by a HYT.
Moro's advise is sound. I too, tend to hug the Cubes and Gates in Elite but I'm well guarded by AoE. Another tactic I tend to us a lot is nose dive strafes attacks on the top of the cube...either tactic requires a tractor beam break like evasive, polarize hull, omega. Getting stopped point blank on a cube is a sure fire way to make a near deadly torp a sure fire kill.
Heavy Torpedoes can be shot down, thus, it's not overpowered. Also, outside of Voyager's End Game episode, how many times have you seen a single ship take out a Borg cube easily? Or even 5 ships take out a single cube?
I was referring simply to the insane amount of damage they're capable of, not how easy they can be to deal with.
Now, Blowing up because you suffered "260k ??? Damage" to the hull that's some serious bull flop.
ANd yes, this has happened to me before. The damage type was "???".
I don't get hit by the Uber torpedo any more, or at least have not experienced an Uber hit since I RESPEC'd my tac captain. I believe skill choices impact that likelihood.
An early version of a tac captain had no developed threat as a skill. That version experienced much of the pain described in this thread. As he went through successive RESPEC builds, and threat as a skill was added, the problem of the Uber torpedo seemed to be relegated to others.
My engineering captain runs a tank, so threat was always part of the skill build. Same goes for my sci captain, although at a much lower level. In both cases, easily 200+ STF's no problem with the Uber torpedo. The one hit kills (against me) never happened, or at least I have not seen it.
I have been running ACT most games as I track my ships development and builds.
Wild Guess: Could there be a connection with the level of intrinsic threat developed as a skill and who gets targeted?
I ran a little test with a KDF Tac captain, RESPEC'ing him to no threat as a skill. Over the first 10 STF's I experienced 3 sudden unexplained deaths. One was definitely an Uber torp (thank you ACT), while the other two are debatable. RESPEC'ing him back to a moderate threat level, and I have not experienced the Uber torpedo since.
It's hard to say who gets targeted for the Uber torpedo and why.
We do know that targeting choices by gates are modified by who is generating damage. As groups go I play with same people over and over, and for the most part they have threat as a skill AND have above average dps. They don't seem to be affected by Uber torps either.
Observation: Players with developed threat skill appear to be hit less often than those with zero developed threat skill.
Anecdotal conclusion: There does seem to be a correlation between having no developed threat and the likelihood of being hit by the Uber torpedo.
Anecdotal conclusion: There does seem to be a correlation between having no developed threat and the likelihood of being hit by the Uber torpedo.
Anyone else notice this?
I notice the opposite, that's why i return to my old skill set without treath, while it doesn't stopped the problem it seems to make it more unlikely
By the way I just started to use my fighters on escort mode when i'm attacking the gates and tac cubes (lastly i fly the heavy escort carrier, both the fed an the jem), i suppose they are doing their job, because i haven't been killed in one hit since then
"In every age,
In every place,
The deeds of men remain the same..."
I would have to agree with the OP. I don't like the one shot one kill method. Although if you could see it coming all the time I would not mind, I could tab target off just like I do for the ones I always see. I would like to see the Borg changed a little. Instead of spike damage, i would like to see constant pressure. I think this would fix many things people complain about. People complain about how things work but don't offer solutions. Here is my idea on how to fix the one shot one kill torp.
1. Torp should always be seen.
2. Damage should be heavy but not one shot one kill heavy. You should be able to survive with about 10% hull. Yes I know people and ships have different builds.
3. More pressure damage from cubes. Make people cycle there heals and back off or cross heal. I only heal a person if they have aggro from the cube or gate.
4. Encourage cross ship teams. The concept of dps rules needs to go. It is sad that most people push a five escort team just to get it over with. Objectives should be able to be done by any class or ship type but, get rid of dps is the answer for STFs.
5. Add threat to ships specs, it could be based off hull size. Keep the players ability to spec into threat. Lets face it if the Borg had pressure damage and it took a cruiser to tank it out to allow escorts to stay alive, this would give a reason for cruisers to be in STFs.
These are a few suggestions. They can be tweaked and modified but there is more improvements to be done.
1. They aren't shot after every 5 seconds. Things could have been worst :P
2. Get yourself engineering console that can resist against such torpedoes. (can't remember the name)
3. Use hazard emitter because the radiation fire/burn of that thing is the killer.
4. Brace for impact. Love it, learn it and use it.
I usually survive it in my Krenn destroyer but I do have to admit that my hull goes to 30% - 35% followed by big red numbers coming out of my ship.
Grinding for MkIV epic gear?
Ain't Nobody Got Time for That
1. They aren't shot after every 5 seconds. Things could have been worst :P
2. Get yourself engineering console that can resist against such torpedoes. (can't remember the name)
3. Use hazard emitter because the radiation fire/burn of that thing is the killer.
4. Brace for impact. Love it, learn it and use it.
I usually survive it in my Krenn destroyer but I do have to admit that my hull goes to 30% - 35% followed by big red numbers coming out of my ship.
Ohhh... So Brace For Impact... Ooooobhhh... And that engineering console... Suuure... I'm sure you missed my post where I said I was in a Fleet Excelsior and got hit for 350k damage... I run a dual aux2batt build, maybe I'll find room for this "hazard emitter" you speak of and that 350k damage problem will be solved...
On HOE, I expect BS because of the brick wall made of of tax cubes... But when you're on ISE and 12 kms from the gate and are instakilled for no apparent reason, that's pretty douchetastic... I think some of you are talking about the laughably easy to destroy Borg high yield torpedo and others are talking about the invisible grim reaper that doesn't care who or where you, you're simply goingto die...
Not to pick on you, but your advice was hazard emitters... That's like sayg b an umbrella, its raining...
I've been tired of these things as well. There are numerous times that i've been dropped by them as well, full shields and all. In an escort as a Tac Captain hit by anything over 50K is death, and that's not including the fact that I've got the Autoturret that's made just to handle these. If that's not picking them up either than it's a clear sign that something is wrong, even checking the combat log it's not always high yield but some times just a regular torpedo that just some how puts on Chuck Norris' beard and decides to break the rules.
Comments
There are ways to survive, but ill admit the torps are kinda annoying
Instantly killed.
I don't mind a high level enemy like a Tactical Cube doing a ton of damage, but it needs to be spread out at least a little so I have time to respond! Even escorts shouldn't be blowing up from single hits as a gameplay mechanic; by all means kill them under pressure, but right now it's such pot luck that even a well built tank can't guarantee survival since the damage varies so wildly.
Game Balance - Ship Size and Wingmates
Awoken Dead
Now shaddup about the queues, it's a BUG
Really? You're kidding, right?
Beam Fire at Will
Eject Warp Plasma
Evasive Maneuvers
Tractor Beam Repulsors
Cannon Scatter Volley
Torpedo Spread
or just clicking on it and shooting the damn thing straight up by staying 3km away instead of snuggling right up to the cube. I do that in my cruiser, but that's because I spam BFAW and TBR alternating so that I can't get hit by a HYT.
The real problem is those invisible shot, most ppl called them invisitorp, but they are heavy cannon hits. But than again, they never come alone, first one will take down facing shield, second or third hit will get you if you haven't reacted in time. And once in a while it will crit thrue shield but that rarely happens.
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
Granted the Borg SHOULD be hard, but this is rediculous.
I've seen REGULAR cubes do this.
I could see this maybe from a tactical cube, or from one of the Fusion cubes in Armada 2, but a normal run of the mill cube? Don't think so.
Yes, the Borg should be HARD.
But this isn't hard, it's just them being overpowered.
Instead of increasing the enemy AI to make them a challenge, Cryptic instead cranked the holy heck out of the enemy Damage output.
Heavy Torpedoes can be shot down, thus, it's not overpowered. Also, outside of Voyager's End Game episode, how many times have you seen a single ship take out a Borg cube easily? Or even 5 ships take out a single cube?
It's impossible to prepare for an incoming hit when you can't even see it coming in. If it is a bug, it needs to be addressed. If it is a matter of video settings, which one is it? I cannot believe this is working as intended.
Donatra's Torpedo Spread is another example, the visual animation or the torps do not coincide with the impact as you get hit way before they reach you in many cases.
That said, yes, the borg do tend to get in some cheap shots every now and then. I've gotten insta-popped three times in a row on a run before. It sucked, but honestly, that's probably the only way I really end up dying in STFs these days - even elite Donatra hasn't actually popped me in.. I don't remember how long... (knock on wood)
what is the point of haing 12 sets and have get the one shot
that's great when you can see the damn thing and target it.
Moro's advise is sound. I too, tend to hug the Cubes and Gates in Elite but I'm well guarded by AoE. Another tactic I tend to us a lot is nose dive strafes attacks on the top of the cube...either tactic requires a tractor beam break like evasive, polarize hull, omega. Getting stopped point blank on a cube is a sure fire way to make a near deadly torp a sure fire kill.
Not true. Bfaw, Torp Spread, TBR's, PSW, even eject warp plasma will kill a torp that is invisible or not outside the hull of the cube that fired it.
there's no defense against a weapon that you cannot see and the only functional defense is to run away whenever you get the cube's aggro.
I was referring simply to the insane amount of damage they're capable of, not how easy they can be to deal with.
Now, Blowing up because you suffered "260k ??? Damage" to the hull that's some serious bull flop.
ANd yes, this has happened to me before. The damage type was "???".
It's like I was space killed by a dang Missingno.
An early version of a tac captain had no developed threat as a skill. That version experienced much of the pain described in this thread. As he went through successive RESPEC builds, and threat as a skill was added, the problem of the Uber torpedo seemed to be relegated to others.
My engineering captain runs a tank, so threat was always part of the skill build. Same goes for my sci captain, although at a much lower level. In both cases, easily 200+ STF's no problem with the Uber torpedo. The one hit kills (against me) never happened, or at least I have not seen it.
I have been running ACT most games as I track my ships development and builds.
Wild Guess: Could there be a connection with the level of intrinsic threat developed as a skill and who gets targeted?
I ran a little test with a KDF Tac captain, RESPEC'ing him to no threat as a skill. Over the first 10 STF's I experienced 3 sudden unexplained deaths. One was definitely an Uber torp (thank you ACT), while the other two are debatable. RESPEC'ing him back to a moderate threat level, and I have not experienced the Uber torpedo since.
It's hard to say who gets targeted for the Uber torpedo and why.
We do know that targeting choices by gates are modified by who is generating damage. As groups go I play with same people over and over, and for the most part they have threat as a skill AND have above average dps. They don't seem to be affected by Uber torps either.
Observation: Players with developed threat skill appear to be hit less often than those with zero developed threat skill.
Anecdotal conclusion: There does seem to be a correlation between having no developed threat and the likelihood of being hit by the Uber torpedo.
Anyone else notice this?
I notice the opposite, that's why i return to my old skill set without treath, while it doesn't stopped the problem it seems to make it more unlikely
By the way I just started to use my fighters on escort mode when i'm attacking the gates and tac cubes (lastly i fly the heavy escort carrier, both the fed an the jem), i suppose they are doing their job, because i haven't been killed in one hit since then
In every place,
The deeds of men remain the same..."
1. Torp should always be seen.
2. Damage should be heavy but not one shot one kill heavy. You should be able to survive with about 10% hull. Yes I know people and ships have different builds.
3. More pressure damage from cubes. Make people cycle there heals and back off or cross heal. I only heal a person if they have aggro from the cube or gate.
4. Encourage cross ship teams. The concept of dps rules needs to go. It is sad that most people push a five escort team just to get it over with. Objectives should be able to be done by any class or ship type but, get rid of dps is the answer for STFs.
5. Add threat to ships specs, it could be based off hull size. Keep the players ability to spec into threat. Lets face it if the Borg had pressure damage and it took a cruiser to tank it out to allow escorts to stay alive, this would give a reason for cruisers to be in STFs.
These are a few suggestions. They can be tweaked and modified but there is more improvements to be done.
1. They aren't shot after every 5 seconds. Things could have been worst :P
2. Get yourself engineering console that can resist against such torpedoes. (can't remember the name)
3. Use hazard emitter because the radiation fire/burn of that thing is the killer.
4. Brace for impact. Love it, learn it and use it.
I usually survive it in my Krenn destroyer but I do have to admit that my hull goes to 30% - 35% followed by big red numbers coming out of my ship.
Ain't Nobody Got Time for That
[SIGPIC][/SIGPIC]
Ohhh... So Brace For Impact... Ooooobhhh... And that engineering console... Suuure... I'm sure you missed my post where I said I was in a Fleet Excelsior and got hit for 350k damage... I run a dual aux2batt build, maybe I'll find room for this "hazard emitter" you speak of and that 350k damage problem will be solved...
On HOE, I expect BS because of the brick wall made of of tax cubes... But when you're on ISE and 12 kms from the gate and are instakilled for no apparent reason, that's pretty douchetastic... I think some of you are talking about the laughably easy to destroy Borg high yield torpedo and others are talking about the invisible grim reaper that doesn't care who or where you, you're simply goingto die...
Not to pick on you, but your advice was hazard emitters... That's like sayg b an umbrella, its raining...