Ran the new CE event a few times yesterday and saw my crew being hammered.
Whilst the event isn't too hard my crew come out of it with 95% in the orange.
I'm a tank and like taking a beating, but even after a particularly tough Elite STF run I have more white crew available than that. And this is with 2 piece KHG set on which gives extra crew resiliency.
My fed toon without that set bonus did worse with the crew.
That aspect of CE a little OP?
Considering they'll likely do an Elite version when they re-release it back into game after this event I'd hate to think what my crew would look like after playing it on elite.
CE has been nerfed to childish stupidity, and is so simple even the cat I don't have can do it with one paw tied to it's back and one eye blind.
NO MORE NERFING THE CE...
Before you go all panic stations crew doesn't effect things too much as it is, but would you be happy going into an elite CE and get hit once and loose half your crew?
As a tanker, I don't like that possibility.
I agree it's too easy, but relative to it's difficulty, the crew loss is a bit much imo.
Should they scale up the damage for an elite version, say hello to flying with no crew.
Considering crew currently does nothing useful, I don't think calling the entity's massive crew damage "overpowered" is really applicable.
Though, it might serve as a good jumping off point for Cryptic to discover why, exactly, our crew are forming suicide pacts and dying in droves every time we go to red alert.
The thing eats people that's it's MO leave it be, and be glad it's not you....now time to send in wave after wave of men at it till it can't feed.:cool:
While I agree that the mission is far too easy, fixing the crew damage it deals wouldn't change that in any meaningful way.
Likewise however the problem with crew damage isn't the entity, it's the fact that the crew damage mechanics have a major flaw that Cryptic seem to be entirely incapable, or unwilling, to fix, which is that crew damage isn't reduced at all by shields. If they fixed that then the entity would probably still hurt crew quite a bit, but nothing like it does now.
This isn't really a CE thing. All of my crew have been dead forever. The presence of lack of CE doesn't change it, everything rapidly kills all of your crew unless you go to ridiculous lengths to keep them alive, for very little gain. Filling all your Sci slots in Biofunction monitors and filling all your Engi slots in Emergency Forcefields is not the answer. It doesn't even work!
crew dont do a lot but have noticerd that less crew u have less weopon bounes u get from stuff like tac team.
i dont get why its classed as a elite mission even puging it u cant fail mission like the other elite missions think there made it so even nOObs that cant raed wont fail it it sould not be classed as elite.
I'm not sure I have anything terribly new to say here (and yet I'm posting anyway...?), but, yeah, the CE eats crew very, very quickly. Although I think that's supposed to be its shtick.
It's a bit of a pain, I guess, that it reduces your passive hull repair rates by said noshing, but maybe that makes heal-boats like I run a little more useful in CE, which I see as a good thing (surprise, surprise).
That said, I also agree with a lot of the posters that have said that the CE is an exceptionally simple mission as it stands right now.
It's about on par with Starbase 24 in terms of difficulty (both of these are missions have a lot in common, now that I think of it). Fortunately, its rewards are also on par with Starbase 24, so I'm not really complaining on that count.
To echo what a lot of other posters have stated, I would love to see a second, Elite version of CE, but I don't think that would need to be "harder," as such. I think it would be more beneficial to see a more complex version of CE if it received an Elite mode.
The current CE is a DPS race. Yes, I tend to place very well with my heal-boats (CE's leader-board seems to reward healing) but my presence is somewhat unnecessary, since if one of the escorts dies, it respawns 10 seconds later with no real penalty. *Shrugs.*
By making non-DPS roles a virtual requirement for success, it would require everyone (including the DPS) to behave at least a little more finessefully, and thus increase the overall challenge of the mission.
You'll notice a lack of specific suggestions in this post regarding how to add an adequate level of role-requirements and complexity to CE. I'm not a MMO game-designer for a reason, and any specifics I suggest would probably be just as likely to be terrible as useful. Also, this post is way too long already.
True success is going from failure to failure without losing enthusiasm.
-- Winston Churchill
Crew, and crew recovery rates, are two of the most currently bungled stats in this game that need looking at how they function. This event does a really solid job of exposing it.
I'm going to keep bringing this up until it changes: I should not have to sit and do nothing for literally three minutes after a PvE to get my crew back to 100% because I fly an Odyssey, so I'm not gimped the next time I go into combat. I should not have to light inventory slots on fire to carry around spare consoles to increase this rate to compensate for a programming design flaw. There is nothing fun about that, at all.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
You guys really need to just ignore Crew as a stat. It doesn't do much of anything and makes no sense in the way the game is structured.
Case in point ... My escort packs in a crew of 50 like snug little sardines. Right. We're all familiar with that. We even remember episodes of DS9 where cast and crew of the Defiant grumbled about the confined quarters and uncomfortable bunks.
But GET THIS ...
My Duty Roster is 100 people deep! I have 100 duty officers, and 12 bridge officers! But only 50 crew!
Make sense? No. It doesn't to me either.
Leave crew alone. It's a broken mechanic and tinkering with it will not help cruisers like people seem to think it will. People just see a big number, like Oh-Em-Gee my cruiser has 800 crew! That's awesome sauce! That's way more than that 50 person escort! But they never realize that the 50 crew escort loses crew at the same percentage and regens it that much faster.
Leave crew alone. Trust me on this. It's not a mechanic that will help you cruiser-nuts out there. Find something else to latch on to, like armor or resistances or whatever. Keep pushing for beam arrays to get some sort of attention even. All that may actually help a cruiser someday. Crew? It's the a can of worms that needs to stay closed.
Neither do I know, what to think of crew. First, in the 24th century, I don't think a big ship needs more crew then a small ship. Unless it has very different task to perform, like mining operations. A carrier might need more crew for handling of the smaller vessels, but that is about it.
Then, the B'Rel has 30 men on board. You can see it standing at KDF shipyard. There is also a Kamarag cruiser docked. This ship has about 700 men on board. However it is not much bigger than the B'Rel. So the B'rel is big and empty or the Kamarag is cramped and full.
Remember this game originates from a TV show. A large crew is handy for story telling. When on the other side of the universe the captain's mother or sister cannot come and pay him a visit. So that line is closed. With a large crew you can move in new personages for story progress without losing credibillaty.
Ran the new CE event a few times yesterday and saw my crew being hammered.
Whilst the event isn't too hard my crew come out of it with 95% in the orange.
I'm a tank and like taking a beating, but even after a particularly tough Elite STF run I have more white crew available than that. And this is with 2 piece KHG set on which gives extra crew resiliency.
My fed toon without that set bonus did worse with the crew.
That aspect of CE a little OP?
Considering they'll likely do an Elite version when they re-release it back into game after this event I'd hate to think what my crew would look like after playing it on elite.
No its not over powered its eating your crew thats what the beam thingy it shoots does, Don't believe me read the blog about it. Still don't buy it watch the TNG episodes where it shows up one of which had it depopulate a planet off screen.
accelerate ship =kills 40% of your crew
park ship =60% crew casualties
torpedo passing you = 90% get a heart attack
theta/plasma = everyone is dead but for some reason the ship still moves
so trying to use your crew to restore disabled subsystem and stuffs like that is the most pointeless thing you can try because your ship will never have any crew.
I've actually had my crew drop to 0 during this mission, and that was when I DIDN'T get hit by shards.... I'm kinda wondering if the energy beam it fires kills crew.
Neither do I know, what to think of crew. First, in the 24th century, I don't think a big ship needs more crew then a small ship. Unless it has very different task to perform, like mining operations. A carrier might need more crew for handling of the smaller vessels, but that is about it.
. . .
Remember this game originates from a TV show. A large crew is handy for story telling. When on the other side of the universe the captain's mother or sister cannot come and pay him a visit. So that line is closed. With a large crew you can move in new personages for story progress without losing credibillaty.
Also, don't forget the design purpose of Federation starships-- they're exploration, research, and diplomatic vessels which can double as warships, when needed.
If you want to be able to analyze something novel you've found on your mission, you need a research staff (ideally several to focus on different fields). If you encounter a new problem which affects your ship's systems, you need an engineering crew (this would likely need to scale slightly in size with the ship), etc.
And in order to house and support these crew, you need a rather sizable support staff of coordinating petty officers, counsellors/chaplains, quartermasters, security teams, and additional maintenance engineers due to the extra quarters and systems needed for these additional support staff.
There's a lot of automation capabilities in the modern United States navy, all things considered, and yet, according to their own web site, their top-of-the-line cruiser still has a crew of 364 people (I too have wondered in the past how many people you really need to manage a warship...)
It certainly doesn't help matters that self-aware AIs are a no-go in the Federation (and apparently the KDF for some reason), so you need to have crewmen on-hand to manage a lot of regular maintenance and damage control issues, due to a lack of Red Dwarf-style scutters to do it automatically.
As for the KDF... I just kinda' assume due to their larger crew compliments, they have some sort of philosophical rejection towards automation. What kind of Klingon replaces a warrior with a cold machine? A sniveling petaQ, that's who! :P
True success is going from failure to failure without losing enthusiasm.
-- Winston Churchill
Comments
CE has been nerfed to childish stupidity, and is so simple even the cat I don't have can do it with one paw tied to it's back and one eye blind.
NO MORE NERFING THE CE...
Before you go all panic stations crew doesn't effect things too much as it is, but would you be happy going into an elite CE and get hit once and loose half your crew?
As a tanker, I don't like that possibility.
I agree it's too easy, but relative to it's difficulty, the crew loss is a bit much imo.
Should they scale up the damage for an elite version, say hello to flying with no crew.
Though, it might serve as a good jumping off point for Cryptic to discover why, exactly, our crew are forming suicide pacts and dying in droves every time we go to red alert.
Leave CE as it is, that's what broke it last time.
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Likewise however the problem with crew damage isn't the entity, it's the fact that the crew damage mechanics have a major flaw that Cryptic seem to be entirely incapable, or unwilling, to fix, which is that crew damage isn't reduced at all by shields. If they fixed that then the entity would probably still hurt crew quite a bit, but nothing like it does now.
Game Balance - Ship Size and Wingmates
If you have a couple of sci Biofunction Monitor consoles to drop in after the battle, your crew restore much more quickly.
i dont get why its classed as a elite mission even puging it u cant fail mission like the other elite missions think there made it so even nOObs that cant raed wont fail it it sould not be classed as elite.
It's a bit of a pain, I guess, that it reduces your passive hull repair rates by said noshing, but maybe that makes heal-boats like I run a little more useful in CE, which I see as a good thing (surprise, surprise).
That said, I also agree with a lot of the posters that have said that the CE is an exceptionally simple mission as it stands right now.
It's about on par with Starbase 24 in terms of difficulty (both of these are missions have a lot in common, now that I think of it). Fortunately, its rewards are also on par with Starbase 24, so I'm not really complaining on that count.
To echo what a lot of other posters have stated, I would love to see a second, Elite version of CE, but I don't think that would need to be "harder," as such. I think it would be more beneficial to see a more complex version of CE if it received an Elite mode.
The current CE is a DPS race. Yes, I tend to place very well with my heal-boats (CE's leader-board seems to reward healing) but my presence is somewhat unnecessary, since if one of the escorts dies, it respawns 10 seconds later with no real penalty. *Shrugs.*
By making non-DPS roles a virtual requirement for success, it would require everyone (including the DPS) to behave at least a little more finessefully, and thus increase the overall challenge of the mission.
You'll notice a lack of specific suggestions in this post regarding how to add an adequate level of role-requirements and complexity to CE. I'm not a MMO game-designer for a reason, and any specifics I suggest would probably be just as likely to be terrible as useful. Also, this post is way too long already.
-- Winston Churchill
I'm going to keep bringing this up until it changes: I should not have to sit and do nothing for literally three minutes after a PvE to get my crew back to 100% because I fly an Odyssey, so I'm not gimped the next time I go into combat. I should not have to light inventory slots on fire to carry around spare consoles to increase this rate to compensate for a programming design flaw. There is nothing fun about that, at all.
"We are smart." - Grebnedlog
Member of Alliance Central Command/boq botlhra'ghom
Case in point ... My escort packs in a crew of 50 like snug little sardines. Right. We're all familiar with that. We even remember episodes of DS9 where cast and crew of the Defiant grumbled about the confined quarters and uncomfortable bunks.
But GET THIS ...
My Duty Roster is 100 people deep! I have 100 duty officers, and 12 bridge officers! But only 50 crew!
Make sense? No. It doesn't to me either.
Leave crew alone. It's a broken mechanic and tinkering with it will not help cruisers like people seem to think it will. People just see a big number, like Oh-Em-Gee my cruiser has 800 crew! That's awesome sauce! That's way more than that 50 person escort! But they never realize that the 50 crew escort loses crew at the same percentage and regens it that much faster.
Leave crew alone. Trust me on this. It's not a mechanic that will help you cruiser-nuts out there. Find something else to latch on to, like armor or resistances or whatever. Keep pushing for beam arrays to get some sort of attention even. All that may actually help a cruiser someday. Crew? It's the a can of worms that needs to stay closed.
Then, the B'Rel has 30 men on board. You can see it standing at KDF shipyard. There is also a Kamarag cruiser docked. This ship has about 700 men on board. However it is not much bigger than the B'Rel. So the B'rel is big and empty or the Kamarag is cramped and full.
Remember this game originates from a TV show. A large crew is handy for story telling. When on the other side of the universe the captain's mother or sister cannot come and pay him a visit. So that line is closed. With a large crew you can move in new personages for story progress without losing credibillaty.
No its not over powered its eating your crew thats what the beam thingy it shoots does, Don't believe me read the blog about it. Still don't buy it watch the TNG episodes where it shows up one of which had it depopulate a planet off screen.
accelerate ship =kills 40% of your crew
park ship =60% crew casualties
torpedo passing you = 90% get a heart attack
theta/plasma = everyone is dead but for some reason the ship still moves
so trying to use your crew to restore disabled subsystem and stuffs like that is the most pointeless thing you can try because your ship will never have any crew.
My character Tsin'xing
Klingon crew in Chel Gret - unharmed after 4 CE's. What the....?
Also, don't forget the design purpose of Federation starships-- they're exploration, research, and diplomatic vessels which can double as warships, when needed.
If you want to be able to analyze something novel you've found on your mission, you need a research staff (ideally several to focus on different fields). If you encounter a new problem which affects your ship's systems, you need an engineering crew (this would likely need to scale slightly in size with the ship), etc.
And in order to house and support these crew, you need a rather sizable support staff of coordinating petty officers, counsellors/chaplains, quartermasters, security teams, and additional maintenance engineers due to the extra quarters and systems needed for these additional support staff.
There's a lot of automation capabilities in the modern United States navy, all things considered, and yet, according to their own web site, their top-of-the-line cruiser still has a crew of 364 people (I too have wondered in the past how many people you really need to manage a warship...)
It certainly doesn't help matters that self-aware AIs are a no-go in the Federation (and apparently the KDF for some reason), so you need to have crewmen on-hand to manage a lot of regular maintenance and damage control issues, due to a lack of Red Dwarf-style scutters to do it automatically.
As for the KDF... I just kinda' assume due to their larger crew compliments, they have some sort of philosophical rejection towards automation. What kind of Klingon replaces a warrior with a cold machine? A sniveling petaQ, that's who! :P
-- Winston Churchill