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Boldly they rode.

fovrelfovrel Member Posts: 1,448 Arc User
This mission is slightly changed as it seems. In the old version you could send mines into the turbo lift. This blew up a couple of guys. When you went up yourself you spawned in the office and could ambush Karu Kan from there. This fight was easy to manage.

As it is now you spawn right in his arms and have to fight him and that demo guy. There is no first strike and the demo guy blows you up with his mines. I haven't won this fight a single time. It is not a bug but well game design isn't it either. I think the player should spawn on the turbolift platform.

The final space battle seems to be nerved. I always got a lot of focus when my ship spawned in the middle of the battle. It also didn't help that the game took over control with the cut scene. My favourite tactic always was to take agro from a couple of ships and fly off in a big circle back to the station, bringing them in piece by piece. You should have seen the feds and KDF burn through the diverted escaders.

But all this fancy doing isn't necessary anymore. I have fought the battle twice (on Normal) and I could just shoot things up.
Post edited by fovrel on

Comments

  • warrenhammandwarrenhammand Member Posts: 0 Arc User
    edited August 2012
    I noticed those issues as well when I was replaying it with a friend. Also, Kurland here, this is Kurland.
  • mkilczewskimkilczewski Member Posts: 284
    edited August 2012
    You did pick up the explosives, right?
  • trek21trek21 Member Posts: 2,246 Arc User
    edited August 2012
    You did pick up the explosives, right?
    Yeah, I've played less than a week ago on my Science character, picked up the explosives, and when the soldiers opened the turbolift... boom :)

    You may have simply forgotten to pick them up.
    Was named Trek17.

    Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
  • fovrelfovrel Member Posts: 1,448 Arc User
    edited August 2012
    trek21 wrote: »
    Yeah, I've played less than a week ago on my Science character, picked up the explosives, and when the soldiers opened the turbolift... boom :)

    You may have simply forgotten to pick them up.

    It is not about the explosives. That just works fine. After that, when you go up yourself with the turbo lift, you spawn in the office room. That was also the case in the old version, but Kar'Ukan was in the middle of the operations centre, now he is also in the office room. You spawn litteraly on his lip. The old fight wasn't easy either because of the demo guy, but it is now nearly impossible.

    BTW. At the end of the scene, where Kar'Ukan warns his guards to watch the lift, you see him running into the office. That is also new; I never have seen it before.

    I have played this missions alot, since I have a couple of alts and I want to fit them out with the Jem'Haddar set.
  • matridunadan1matridunadan1 Member Posts: 579 Arc User
    edited August 2012
    fovrel wrote: »
    It is not about the explosives. That just works fine. After that, when you go up yourself with the turbo lift, you spawn in the office room. That was also the case in the old version, but Kar'Ukan was in the middle of the operations centre, now he is also in the office room. You spawn litteraly on his lip. The old fight wasn't easy either because of the demo guy, but it is now nearly impossible.

    BTW. At the end of the scene, where Kar'Ukan warns his guards to watch the lift, you see him running into the office. That is also new; I never have seen it before.

    I have played this missions alot, since I have a couple of alts and I want to fit them out with the Jem'Haddar set.

    This was pointed out in the July 12th (Season 6) release notes.
    • Tweaked position of Kar'ukan in "Boldly They Rode" Ops area and made him more aggressive about pursuing players after they respawn.
  • fovrelfovrel Member Posts: 1,448 Arc User
    edited August 2012
    This was pointed out in the July 12th (Season 6) release notes.


    Then my question is, why doesn't the player spawn in the turbolift, after all that is the most logical place given the fact that you go up with the turbolift.

    The problem now is that you have to fight two NPC's and one can be regarded as a mini boss. I think a mission should be played without deing on normal level and on a first time.

    I can also say that it is not a big deal, you cannot kill Kar'Ukan, you have to fight him in space. He can kill you, but you can continue the fight after the respawn button an a much easier basis. Still, I think the mission isn't well designed as it goes now.
  • matridunadan1matridunadan1 Member Posts: 579 Arc User
    edited August 2012
    fovrel wrote: »
    Still, I think the mission isn't well designed as it goes now.
    No dispute or disagreement there.
  • logandarklighterlogandarklighter Member Posts: 96 Arc User
    edited August 2012
    I had this problem as well the other day. It was the first time I'd played the mission in months, and I was doing it with my KDF character. I ALMOST managed to beat him and the demo guy straight up without dying, even though I was VERY surprised when I popped at the turbolift rather than in the office.

    I actually DID drive Kara'Kan off and defeat the demoman, but it was a mutual kill, I shot away his last HP just as the grenade he'd thrown went off just a little too close to me (I'd -tried- to dive out of the way, but got hung on a table or something.) And I had no shields left and half health.

    So yeah - ouch. Re-spawned to the empty command center and then beamed up to my ship. I did something wrong there as well and died once, but I think it was just me not keeping track of shield facings in the furball.

    I do want to say - I LOVE everything that happens up to the Command Center fight.

    I've done this set of missions twice, once with a Fed Captain, once with KDF. But both of them were Tactical. I have one Science Cap I'm about ready to do this with, and I'm looking forward to seeing how differently it plays.

    One piece of advice - if you're a Tactical Captain.

    If you can, get yourself the Tactical Kit "Operative". That's the one with the personal cloak. Use personal cloak/invisibility and it'll make your life a LOT easier during the promenade section. Just be warned, using lifts and access panels will drop the cloak. So you'll have to fight any Jem-Hadar close by. But it definitely cuts down on random fights on the way. I like having the tactical advantage of being able to pick and choose which fights I want to get into.

    (Heh. Nothing like the adrenaline spike that occurs when you "bump" into a Jem-Hadar who is also cloaked. :eek: "ACK! Did he see me? He didn't see me.... WHEW...")

    :cool: TF2 SPY: "It seems I am not the only spy around!" )
  • macfellymacfelly Member Posts: 107 Arc User
    edited August 2012
    fovrel wrote: »
    Then my question is, why doesn't the player spawn in the turbolift, after all that is the most logical place given the fact that you go up with the turbolift.

    You crawl through a jefferies tube to the office, and trigger the turbolift remotely. At least that's how I always imagined it.
    Apparently not loyal enough :|
  • deadspacex64deadspacex64 Member Posts: 565 Arc User
    edited August 2012
    done this mission 11 times >.< as part of reg mission then 6 times for phased polaron loadout.
    operation gamma 14
    i want an option to bypass cutscenes/cinematics...and perhaps kill kurland as an optional.

    'come in, kurland here' dude...shut the **** up, this is supposed to be a clandestine mission and you keep comming me every 5 seconds!

    on topic, it's somewhat random where he is when the cutscene ends, evidently sometimes he's frozen while it plays (the others getting blown up at the lift) and sometimes he's not frozen. had him be right on top of me when the scene ends, the other jem'hader hugging me while he's still outside the office, and a few times where no one was in the office at all.

    the cutscenes/cinematics are buggy they don't always freeze the npc's the way they do you. ex: farking enterprise warping in to 'help' you at the end fight. they really needed to relegate that to a comm window that doesn't lock you out of combat while that idiot andorian preens himself.

    cutscenes/cinematics fine first run through, thereafter there NEEDS to be a toggle to shut them off. especially missions like boldly they rode that you have to run through multiple times if you want the end rewards to equip your ship.
    Dr. Patricia Tanis ~ "Bacon is for sycophants and products of incest."
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  • fovrelfovrel Member Posts: 1,448 Arc User
    edited August 2012
    Here is an update. Recently I finished the mission without dying. As soon as I spawned in the office of the operations level, I ran off to the larger operations room. I played with an engineer character and I put a shield in the doorway, Locking in Kar'ukan and his helper.This gave me some time.

    Strangely Kar'ukan and that other dude appeared suddenly in operations, as if there was no shield in the doorway. Now here is an old trick that works in most games, I kept moving. It seems you take less damage when you run arround, but perhaps I am wrong. Weapons malfunction on Kar'ukan and nuking his helper (first the adds then the boss). They went down pretty easy.
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited August 2012
    That sequence was changed, but I guess it's somewhat logical, since you sent explosives up one turbolift that killed a bunch of Jem'hadar they would be alerted to the idea that you were coming in by a different means and watching the other turbo lift would be foolish.
    I've no problems with these changes, you use palm strike or rifle butt to make room then keep moving .
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
  • matth431matth431 Member Posts: 72 Arc User
    edited September 2012
    Dead in less than a second to the two guys in the Commander's office, respawn and take out the demolitionist, only to find Kar'ukan has vanished, unable to complete the mission. Beam out and re-enter... right back at the start of the Promenade... great.
  • dcmstechdcmstech Member Posts: 39 Arc User
    edited September 2012
    Did you wait for Red Alert to clear before a dialogue box opens and says beam to ship with a button?

    Also Kar'ukan beams out before you can kill him anyway.
  • timelord79timelord79 Member Posts: 1,852 Arc User
    edited September 2012
    Canon has it that there is a seperate entrance to the office, which was deliberately used by Dax I believe so she wouldn't be seen by Worf in OPS.

    Personal Cloak is clearly the way to go here as the mission is the closest thing to a stealth/ Starship Mine / Die Hard scenario the game has.
    11750640_1051211588222593_450219911807924697_n.jpg
  • matth431matth431 Member Posts: 72 Arc User
    edited September 2012
    dcmstech wrote: »
    Did you wait for Red Alert to clear before a dialogue box opens and says beam to ship with a button?

    Also Kar'ukan beams out before you can kill him anyway.

    Thanks, but this is my fourth playthrough so I know how the mission is supposed to progress - he didn't beam out, he just vanished from the map, so I never got the beam to ship dialogue. My suspicion is that he got stuck in the office wall - the spot where they killed me was pretty crowded.

    Repeated on lower difficulty and this time managed to pull him out into main room before dying - he was still present on respawn and I was able to complete the mission.
  • wizierowiziero Member Posts: 5 Arc User
    edited June 2013
    encountered a similar issue, i died in the middle of the room and when i respawned i just saw kar'ukan vanishing and got stuck there without advancing... :( any suggestions?
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