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Klingon Scout Force problem

tjpektjpek Member Posts: 3 Arc User
Hi,
Just reporting about the mission Klingon scout Force (federation side), wich has little problems. When you have to complete the objectives "destroy birds of prey", "destroy cruiser", there are only a few of them, so you only complete half of the objective. Then, you have to wait for them to respawn, wich takes several minutes. These minutes are long, so it would be cool that you shorter the cooldown of the respawn, ot that you make all the bop/cruisers spawn at once, so we don't have to wait ages before we can continue the mission.


T'Jpek, Vice Admiral of the federation, member of the Blast Burn's fr.
Post edited by tjpek on

Comments

  • baudlbaudl Member Posts: 4,060 Arc User
    edited January 2013
    yeah totally agree...either they put in more BoP and cruisers (vorchas) or they cut the number to be killed in half.
    also, there are too many players allowed in a single one...it is easily doable with only 5 people actually.
    Go pro or go home
  • jeplechasseurjeplechasseur Member Posts: 2 Arc User
    edited May 2013
    The 7 season has been released long time ago. Lots of maintenance have been set. And we don't have enough mobs in klingon scout force to finish the task quickly.

    I am bored in waiting the respawn of the mobs. I expect that the developer team will improve the task. Or i will no longer queue.

    Let's have fun

    JEP from Blast burn's
  • phyrexianherophyrexianhero Member Posts: 768 Arc User
    edited May 2013
    Shorter cooldowns would be much appreciated. The wait is especially long at the cruiser stage.
    Playing since January 2010. STOwiki administrator. Accolade hunter.
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  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited May 2013
    Needed Klingon Scout Force fixes:

    1. Faster respawns in the first two waves. There should never be zero enemies in play.
    2. Count all the ships in the second wave for the objective, not just the Raptors and Vor'chas.
    3. Either enable the turret-killing objective from the start OR make the turrets unkillable until it's time to kill them. So players don't kill them early and force everyone to wait for them to respawn when the objective comes up.
    4. Dim down the horrible glowing nebula around the boss battle, it kills my framerate and makes it impossible to see anything.
  • edited May 2013
    This content has been removed.
  • yargomeshyargomesh Member Posts: 179 Arc User
    edited May 2013
    Klingon Scout Force is a bit weird because there seems to be a sort of dynamic spawning mechanic in play.
    For instance in the initial spawn of BoP's I have seen as few as 5 in a group. Then when the same group respawns all of a sudden there's 10+ Birds in it. Same with the cruiser groups, though it just seems to be the amount of negh'vars with them.

    The cruiser portion of the map is the only portion that always seems to have about half the required amount of ships to complete the objective, not to mention that the spawns aren't within the indicated area on the map, shifted slightly north a bit too much.

    The turrets are fine, they are an exercise in patience; especially since killing them when they are not part of the objectives doesn't seem to go towards the reward rankings. Some of them seem to like to hide in the asteroid they hang around though, which can be annoying.

    As it is it could be downsized to a 5 ship task force the same as Gorn/Fed Minefield.
  • warpangelwarpangel Member Posts: 9,427 Arc User
    edited May 2013
    yargomesh wrote: »
    Klingon Scout Force is a bit weird because there seems to be a sort of dynamic spawning mechanic in play.
    For instance in the initial spawn of BoP's I have seen as few as 5 in a group. Then when the same group respawns all of a sudden there's 10+ Birds in it. Same with the cruiser groups, though it just seems to be the amount of negh'vars with them.
    Yeah, it's probably based on number of players. Sometimes the BoP part will go without excessive waiting, but usually not.
    The cruiser portion of the map is the only portion that always seems to have about half the required amount of ships to complete the objective, not to mention that the spawns aren't within the indicated area on the map, shifted slightly north a bit too much.
    There might be enough ships, if it didn't arbitrarily exclude half the ships from the count.
    The turrets are fine, they are an exercise in patience; especially since killing them when they are not part of the objectives doesn't seem to go towards the reward rankings. Some of them seem to like to hide in the asteroid they hang around though, which can be annoying.
    Except players don't have patience, someone will always blow the turrets while waiting for the cruisers to respawn, causing yet another wait when its time to kill the turrets. If the turrets can be killed at any time, they should count for the objective at any time. No point respawning them at all.
    As it is it could be downsized to a 5 ship task force the same as Gorn/Fed Minefield.
    It doesn't need to be downsized, it would be a good mission with some minor tweaks. The old Gorn Minefield would have been a good mission with a few tweaks, too. It had the opposite problem, the number of ships and their respawn rate exceeded the mission requirements so much it wasn't even funny anymore.
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