The one patrol "Blockade Runner" needs to be rebalanced big time. When I go to rescue the second hostipal ship there are 4 Heavy Artillery ships around and it took me 25 minutes to clear them. When I finished, I went back to the hospital ship and there were 2 more Artillery ships shooting at it.
You need to drop the number os ships. You cannot complete it. Artillery ships keep re-spawning faster than I can kill them.
The one patrol "Blockade Runner" needs to be rebalanced big time. When I go to rescue the second hostipal ship there are 4 Heavy Artillery ships around and it took me 25 minutes to clear them. When I finished, I went back to the hospital ship and there were 2 more Artillery ships shooting at it.
You need to drop the number os ships. You cannot complete it. Artillery ships keep re-spawning faster than I can kill them.
yep pretty much, its so tedious i wanted to quite half way through... the problem is the the huge hp buffers even on normal... and its not really the hp but the insane resistances.
I finished it but 40 minutes for a patrol, in a ship that has no problem even in elite stfs?
Nope thats not gona fly.
The Fran system patrol is also a real bummer, the ships are all so close tho the planet that you constantly fight with the atmosphere effect, that the slor flares blind you dont help... I was fighting the majority of the battle with a white screen. :rolleyes:
The one patrol "Blockade Runner" needs to be rebalanced big time. When I go to rescue the second hostipal ship there are 4 Heavy Artillery ships around and it took me 25 minutes to clear them. When I finished, I went back to the hospital ship and there were 2 more Artillery ships shooting at it.
You need to drop the number os ships. You cannot complete it. Artillery ships keep re-spawning faster than I can kill them.
could not have put it better myself , just took me 45 min to finish that but I was swarmed with 6 artillery ships and 8 assault ships and a few cruisers at the end of the mission . I am using a fully upgraded fleet regent class(T5-U) at level 60 with level 14 ultra rare fleet weapons (upgraded) and the new torps and it could hardly put a dent in their hulls , whats with the rewards for finishing it ? . just getting 5 delta marks and nothing else (pls tell me these rewards are not final) .
edit : I got a crit hit with beam overload of 102k and it hardly scratched the paint on their ships
I think I need to find another boat. I go in with my Galaxy X, drain down my enemy's shields. Buff to next week, Fire off the Spinal Lance, and it does two % at best on the enemy... That's when I can actually get the shot off without their orbital artillery firing.
Can't we atleast get like, say a 30 second charge cycle on that?
Everywhere I look, people are screaming about how bad Cryptic is.
What's my position?
That people should know what they're screaming about!
(paraphrased from "The Newsroom)
zahn system- holy TRIBBLE, i was at that for 45 minutes. i probably destroyed over 20 artillary battleships, and twice that many assault craft. is that much of a pure combat slog really intended?
farn system- everything takes place to close to the planet, the screen is always white with the to close to the atmosphere effect. and no im not confusing that with the solor flairs that were going on. cool effect btw. felt like the waves of attackers was excessive, cut that down by about 2.
xiokel system- the transmission right after all the vadwaur ships were destroyed, with ria sahen, showed one of my boffs, not her
whats with their cruisers having over 200k hull when my fully upgraded fleet regent having only 91k (5x epic neut consoles +hp included in that amount of hull) , it is no wonder our weapons do little and their shields not moving more than a few % even being hit with a 102k crit hit
i also think that zahl mission needs another pass through the quality control department, its far from good or ready. i think a few of the triggers are not set correctly or something, when it came time to save the last group of ships i could only save 2/3 because there was no 3rd for me to save and i trawled the entire map without purpose...
yeah, far too many vaadwuar ships. i wonder if the one who created the "alliances" collective and octanti test with the tac cube and bulwark was the same one who did this, so far not really good caliber and quite unbalanced.
im gonna risk throwing a few more minutes at the mission and see if it passes otherwise i may end up having the skip it.
edit: second pass through, now i know what the problems were on the map, i have accounted for them, my squishy cruiser this time made it through within 10 minutes.
edit2: preying upon the weak, can the amount of solar flares be reduced? its giving me a headache its also coming at the most inconvenient times, ive already been destroyed twice because i couldnt see what was going on at that moment.
T6 Miranda Hero Ship FTW. Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
The solar flares thing was cool Had no problem with seeing anything, but then again, it also doesn't hurt my eyes to look at the KDF UI color for hours, so yeah XD But anyway, much like many of the patrol missions, the level of ships that appear to harass us for whatever reason needs to be cut from 5 to 3.
And perhaps the Artillery Vessel needs a double cooldown on it's ability... summoning allies is all well and good, but when you're struggling even to damage it, it just becomes annoying.
But as far as Blockcade Runner, and Long Arm of the Law (along currently non-remembered patrols in the missions 'Enemies In All the Usual Places' + 'With Friends Like These')... well, I simply couldn't do them. Not that they were unwinnable, but the purple background/nebula/whatever on the maps simply made my performance go from smooth to unplayable. Like the early bloom effect from the Borg Red Alerts, and just as bad if not worse
Whatever they are, it needs to go - though keeping the look only would be fine.
Was named Trek17.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
I feel like I just got done playing a level in Metal Gear Solid.....
So many artillery ships that I just started pulling them far enough away to ignore and rescue the ships.... Might wanna look at the number of the larger ships that spawn, at the moment they literally become small swarms and due to the hp inflation on the hull...ain't nobody got time for that.
The z-axis is buggy on rescuing the ships when dragging them to the warp point. I had to fly one in and out of the warp out point about 4 times before trying to fly it in at an equal height to the beacons, and it finally warped out.
My character is a Level 60 Federation Engineer, flying a T5-U Khyzon. I have tried to complete the Zhal System Patrol both with MK XII Purple gear (Same as what I use on Holodeck, no upgrades) and upgraded MK XIV Ultra Rare/Epic gear (Spent an hour upgrading my gear thinking that was the problem). In both cases I got bored and quit the mission after about 20-30 minutes. I am playing on normal difficulty.
In it's current form this mission is virtually impossible! I don't have a problem with the Uber Artillery, its the number of Artillery ships with what seems like 98-99% shield and hull resistance, which means it takes approx. 10 minutes to kill them and that's without the Assault ships they spawn which are equally resistant to damage and take approx. 5 minutes to kill each. My tactic when facing Artillery ships thus far has been to concentrate on the Artillery ship and then deal with the Assault ships afterwards.
In this mission you can't even do that because your facing 3-5 Artillery ships around one ally target and being hounded by 20 or more Assault ships! Currently I would prefer to play Infected The Conduit (Elite) on Holodeck thousands of times over than play this once, at least ISE is possible to complete without being a 30K+ Scimitar Captain!
Just on the whole for ALL parts of the mission, less enemies.
Also, the damage reduction all the ships seem to have is absolutely intolerable, and this is a delta rising-wide issue. Some rebalancing desperately needs to happen.
"Polls are so annoying, let's make a poll to see who agrees!"
Just on the whole for ALL parts of the mission, less enemies.
Also, the damage reduction all the ships seem to have is absolutely intolerable, and this is a delta rising-wide issue. Some rebalancing desperately needs to happen.
yeah the resistances are ridiculous, it funny because sometimes there spawn lvl 50-52 mobs, and they just burst like the usual 50-52 we currently have in game. But the lvl 60s?
Considering most people here have highend gear, what do thing about people who only play for the story... fighting one ship for 10 minutes on normal? Yeah I am pretty sure that will go well.
yeah the resistances are ridiculous, it funny because sometimes there spawn lvl 50-52 mobs, and they just burst like the usual 50-52 we currently have in game. But the lvl 60s?
Considering most people here have highend gear, what do thing about people who only play for the story... fighting one ship for 10 minutes on normal? Yeah I am pretty sure that will go well.
I remember Cryptic saying that the story content will be accessible to everyone... That seems downright laughable at the moment.
"Polls are so annoying, let's make a poll to see who agrees!"
General:
- Again, I think you list the systems by sector and name it in the mission description.
Kelsid System:
-Arming the turrets is a bit counter intuitive, as you have to click thrice before they appear.
Suggestion: Place at least "ghosts" of the turrets before they are operational after two more clicks so that you get to know you actually placed something.
- Turrets are very weak, the Vaadwaur Artillery "X" cannos make short process of them, so they are kinda worthless to place. They soak up one salvo and that was it.
- The Vaadwaur "X"-artillery weapon is super fun and strong. Was about time NPCs get a good weapon to fight back!
Ram Izad:
- The "Marker" was hidden well behind the first roid so I didn't see it and rather found my way there on my own.
- My Science Officer hailed we with the name of my Tactical.
- Otherwise nice!
Farn:
- Nice fight under the planet, great sky box!
Zahl:
- Awesome ring system/sky box
- "You have been targeted" blast: Very nice! It needs 1 center hit and at least 2 peripheral strikes to destroy a Jem'Hadar Dreadnought, the blast seems to lose a lot of power away from the center so its 4+ to destroy a Dreadnought. As here are 2-3 artillery ships always nearby I think the blast is well balanced as it is.
- Some of the Vaadwaur ships were -10 levels, level 50 only. Only the Heavy Artilery ships and their spawn were level 60.
- It's too longish for a daily mission, but people might rather use it for Vaadwaur and XP hunt.
- BAD: The warp out point for the hospital ships is only marked by two tiny frigates! Place a better marker there or larger transporters so that it is better visible.
- If people could activate the tow without getting it getting interrupted by enemy damage it gets a lot easier
- Maybe it is necessary to tell STO players that they are supposed to drag the hospital ships out rather than trying to kill every Vaadwaur in the ring system.
Xiokel:
- Nice story! Everything OK.
Itani:
- Still reads "Xiokel" in the HUD radar after you supposedly warped to the Itani system!
These missions were really nice and somewhat a step up compared to the previous ones, I liked them. Zahl just needs a few fixes, like telling people to tow out the ships primarly and allowing them to complete the connection process to tow the ships away even under enemy fire.
I did these missions with Mark XII purple gear mostly, a few Mark XIII upgrades in a Jem'Hadar Dreadnought.
Right now oh Holodeck everything in STO except maybe for "the Hive" and the latest Elite Undine queues and the NWS is extremely easy to do.
Even if some testers here like to use hyperbole and exaggerate enemy resistance in the Zahl System I would like to point out that a fresh level 60 can already do it.
Add Mark XIV gear.
The many super effective and powerful "Specializations".
Is is still "difficult" then?
This is by far not too difficult!
I quite agree that the Zahl system could use a reduction in difficulty and some adjustments to make it easier and more convenient.
But just don't overdo it. When I read testers who supposedly spent 45 minutes or so in the system, come on. That's just a lot of exaggeration. Also quite odd to cry for a nerf the very moment the slightest opposition pops up after people asked for a little more challenging content for ages.
I'm playing at 59 with a T5-U sovereign using a torpedo build that's made mincemeat of all of the old elite STF's (I've also upgraded the torpedos.) The Zahl system patrol is so incredibly tedious I barely made it through to the end and its all because of how much enemy health scales between 50 and 60. Its rediculous, there were a few Vaadwuar cruisers at the edge of the system that were only at level 50. They had 77k health. Ones (at 59) closer in had 180k.
This is quite simply madness, I don't want to play this mission (I'm not playing any more until there's an update) and if this is how space combat is going to be from now on at 60 I'm going to get bored very quickly of STO in general. Cryptic, for the love of god do NOT ship this. It will ruin the game. Flat out, no arguments, no exaggeration. Enemy health scaling is a fatal problem with delta rising.
Give the NPC's a buff, surely (10-20% sounds about right, keep it in line with expected upgrades and leveling), but don't more than double enemy health for any content like this.
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Even if some testers here like to use hyperbole and exaggerate enemy resistance in the Zahl System I would like to point out that a fresh level 60 can already do it.
.
Can? Sure. Is it entertaining? No. Technically playable is a very, very poor standard to apply to a video game. (ET and Brink make it on that score.)
And besides, a top level Jem Hadar dreadnaught just making it doesn't say a whole lot about the quality of a normal patrol mission part way through the DR campaign. Just think of what most people fly, and tell me if you expect them to have a good time with this? I'm just going to answer for you again (because I don't want this discussion to get off track), the answer is a simple NO. In absolutely no way should we be expected to develop new game breaking builds (especially with how much that's going to cost in time and resources between ship and equipment upgrades) to advance through NORMAL STORY CONTENT.
That's the end of it. Cryptic, rebalance this BS. It will not suffice. You may be doing a good job with the art, writing, and the voyager cast but when you undermine core gameplay like this you will waste all of that.
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
I did these missions with Mark XII purple gear mostly, a few Mark XIII upgrades in a Jem'Hadar Dreadnought.
Right now oh Holodeck everything in STO except maybe for "the Hive" and the latest Elite Undine queues and the NWS is extremely easy to do.
Even if some testers here like to use hyperbole and exaggerate enemy resistance in the Zahl System I would like to point out that a fresh level 60 can already do it.
Add Mark XIV gear.
The many super effective and powerful "Specializations".
Is is still "difficult" then?
This is by far not too difficult!
I quite agree that the Zahl system could use a reduction in difficulty and some adjustments to make it easier and more convenient.
But just don't overdo it. When I read testers who supposedly spent 45 minutes or so in the system, come on. That's just a lot of exaggeration. Also quite odd to cry for a nerf the very moment the slightest opposition pops up after people asked for a little more challenging content for ages.
sorry to break your fantasy, but people wont have many specializations when they progress normally thought this.
The level of this mission is 57, so people will have 7 spec points.
And for god sakes its a patrol mission, this mission shouldn't last more then 5-10 minutes by cryptics own definition, thats why you have 4-5 in one pack so they play roughly as long as one normal episode.
When one mission takes longer then your normal episode, then there is really something wrong with that.
Especial its no normal and not advance/eilte. Hell I don't even want to touch that mission on elite.
Zahl Patrol - Where to start . . . I have never been so bored playing STO.
Artillery ships are just a massive chore with 201k hps, the disappearing trick and spawning assault ships. One alone is bearable but in this mission it's easy to get the attention or 2-3 quite easily.
Repairing ships caught me out as I sped in and repaired the first ship and zoomed on to the second, then noticed I had not been credited with a repair. Seems you need to destroy the Interdictor Cruiser that spawns to. That meant gaining the attention of a nearby Artillery ship and it's friends.
Destroying 3 Vaadwuar ships - so it would of been nice if the mission tracker would state Artillery ships, so I didn't waste 20 minutes destroying the other types as I was actively avoiding them.
Even if some testers here like to use hyperbole and exaggerate enemy resistance in the Zahl System I would like to point out that a fresh level 60 can already do it.
The DR is ludicrous. Sure, I did the whole thing without dying, but was it fun to take down the 6 artillery ships that spawned at the second hospital ship? No. Was it fun to then take down the dozens of smaller ships they spawned when they went into underspace? Even less No.
40 minutes I spent trying to clear out the second hospital ship as you can't tow it under fire. I was almost glad when the game crashed when it spawned a further 3 artillery ships.
The damage reduction in Delta Rising is in desperate need of a rethink.
"Polls are so annoying, let's make a poll to see who agrees!"
Another round of boring patrols. This is roughly half of your expansion story content and it's very reminiscent of the exploration content you guys so vehemently expunged from the game.
About halfway through Blockade Runner, I just quit the whole thing. I didn't have a hard time with it. It was just so time consuming dealing with the heavy artillery ships, I almost fell asleep.
The premise of the mission is very nice and being targeted by strikes from the planet is nice, but the enemy spawns are RIDICULOUS.
That is a little insane is it not? If I could just tractor the ship and leave I would be fine, but in order to start the tractor you have to be out of combat meaning I have to kill ALL of them.
If I simply had to kill off all of the ships I also wouldn't mind it, but about the time that I kill off all the heavy artillery and start to work on the regular assault ships even more artillery spawn and while killing them another 10 assaults spawn.
Executive Officer of the 1279th Imperial Assault Command
Fleet Admiral Mason
zahl system is the only one i had any major problem with with the hospital ships were fine but the repairs are impossible. The farn system i think would be better with one less wave of enemies with the number of waves there were, it just became a grind.
I had another go at the Zhal system today, and was able to complete it, however I noticed a couple of changes compared to when I tried it the other day.
1. The race I was helping was the Benthans this time rather than the Talaxians
2. The hospital ship on the right of the starting position was considerably further to the right then last time, this meant that it didn't have 3 heavy artillery ships sitting on it like last time, instead there was only one, which was much more manageable!
As I was able to tractor both hospital ships this time I was able to play the rest of the mission, the only major snag I encountered was the mission objective to rescue/repair 3 disabled ships, there are in fact 4 waypoints/markers on the map, although the first ship I rescued/repaired (top right when viewed on map) didn't count towards the objective.
But just don't overdo it. When I read testers who supposedly spent 45 minutes or so in the system, come on. That's just a lot of exaggeration. Also quite odd to cry for a nerf the very moment the slightest opposition pops up after people asked for a little more challenging content for ages.
It's not hyperbole. I wanted to tow a hospital ship and ran into two heavy artillery ships (and their escorts). When I was done with four (I had assumed that I pulled the additional one's by accident from somewhere I saw another heavy artillery ship near the hospital and when I attacked it another one spawned. That's when I broke off since I was playing on a laptop that makes the graphics look worse than Starfleet Academy and at that point the fun was really out of the game. I can only imagine how frustrating the mission will be for builds that are specced for healing or crowd control.
(Ironically on my first try there were 0 ships around the first hospital ship. Unfortunately I lost my internet connection.)
FKA K-Tar, grumpy Klingon/El-Aurian hybrid. Now assimilated by PWE.
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
Suggestion: Scrap the Zahl system patrol and repurpose it as a special event PVE (a la elachi invasion). Even if you guys fix enemy health scaling this mission is structurally a bit too rediculous and tedious to have a 1 man patrol.
It would very much be "better with friends."
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Zahn was a brutal System to get through due to the hp inflation on foes and the sheer number of them. By the time it got to the repair the three ships portion of the mission I felt like it should have ended by now.
I quite agree that the Zahl system could use a reduction in difficulty and some adjustments to make it easier and more convenient.
But just don't overdo it. When I read testers who supposedly spent 45 minutes or so in the system, come on. That's just a lot of exaggeration. Also quite odd to cry for a nerf the very moment the slightest opposition pops up after people asked for a little more challenging content for ages.
Unfortunately, it isn't an exaggeration; it's the literal truth. With your average patrols, and some iffy performance, fifteen minutes. With that particular system, it does take 45 mins
And it's not opposition against more challenging content - it's more opposition against simply taking-too-long-thus-unfun gameplay, and isn't even that more challenging even
Was named Trek17.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
Post update Zahl feedback: much better [its a tolerable mission now] but there are still a few issues.
1. Time between the warning and the vaadwuar artillery shot is about 0.5 seconds too short (though their frequency seems about right to make this mission feel more exciting.)
2. Whe helping the Borg cooperative their fleet was not present.
3. HP scaling. Now Cryptic you guys might want to be pushing for protracted combat with 230k HP cruisers, but when that applies to the Nimbus Pirate Distress Call as well there are getting to be some very odd combat interactions/strategies (particularly for the Zalh patrol, I shouldn't be using pirates as a ****ing trump card). The structure of the mission is better but I still don't think this is terribly functional space combat. On Normal [at the very least] a 15-20% general reduction in NPC HP seems very advisable (and more applied to the nimbus gang).
Bipedal mammal and senior Foundry author.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Post update Zahl feedback: much better [its a tolerable mission now] but there are still a few issues.
1. Time between the warning and the vaadwuar artillery shot is about 0.5 seconds too short (though their frequency seems about right to make this mission feel more exciting.)
2. Whe helping the Borg cooperative their fleet was not present.
3. HP scaling. Now Cryptic you guys might want to be pushing for protracted combat with 230k HP cruisers, but when that applies to the Nimbus Pirate Distress Call as well there are getting to be some very odd combat interactions/strategies (particularly for the Zalh patrol, I shouldn't be using pirates as a ****ing trump card). The structure of the mission is better but I still don't think this is terribly functional space combat. On Normal [at the very least] a 15-20% general reduction in NPC HP seems very advisable (and more applied to the nimbus gang).
Bort has already stated that the HP scaling is under investigation
Was named Trek17.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
Comments
You need to drop the number os ships. You cannot complete it. Artillery ships keep re-spawning faster than I can kill them.
yep pretty much, its so tedious i wanted to quite half way through... the problem is the the huge hp buffers even on normal... and its not really the hp but the insane resistances.
I finished it but 40 minutes for a patrol, in a ship that has no problem even in elite stfs?
Nope thats not gona fly.
The Fran system patrol is also a real bummer, the ships are all so close tho the planet that you constantly fight with the atmosphere effect, that the slor flares blind you dont help... I was fighting the majority of the battle with a white screen. :rolleyes:
could not have put it better myself , just took me 45 min to finish that but I was swarmed with 6 artillery ships and 8 assault ships and a few cruisers at the end of the mission . I am using a fully upgraded fleet regent class(T5-U) at level 60 with level 14 ultra rare fleet weapons (upgraded) and the new torps and it could hardly put a dent in their hulls , whats with the rewards for finishing it ? . just getting 5 delta marks and nothing else (pls tell me these rewards are not final) .
edit : I got a crit hit with beam overload of 102k and it hardly scratched the paint on their ships
DELTA PRICE RISING
I think I need to find another boat. I go in with my Galaxy X, drain down my enemy's shields. Buff to next week, Fire off the Spinal Lance, and it does two % at best on the enemy... That's when I can actually get the shot off without their orbital artillery firing.
Can't we atleast get like, say a 30 second charge cycle on that?
What's my position?
That people should know what they're screaming about!
(paraphrased from "The Newsroom)
farn system- everything takes place to close to the planet, the screen is always white with the to close to the atmosphere effect. and no im not confusing that with the solor flairs that were going on. cool effect btw. felt like the waves of attackers was excessive, cut that down by about 2.
xiokel system- the transmission right after all the vadwaur ships were destroyed, with ria sahen, showed one of my boffs, not her
DELTA PRICE RISING
yeah, far too many vaadwuar ships. i wonder if the one who created the "alliances" collective and octanti test with the tac cube and bulwark was the same one who did this, so far not really good caliber and quite unbalanced.
im gonna risk throwing a few more minutes at the mission and see if it passes otherwise i may end up having the skip it.
edit: second pass through, now i know what the problems were on the map, i have accounted for them, my squishy cruiser this time made it through within 10 minutes.
edit2: preying upon the weak, can the amount of solar flares be reduced? its giving me a headache its also coming at the most inconvenient times, ive already been destroyed twice because i couldnt see what was going on at that moment.
Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
And perhaps the Artillery Vessel needs a double cooldown on it's ability... summoning allies is all well and good, but when you're struggling even to damage it, it just becomes annoying.
But as far as Blockcade Runner, and Long Arm of the Law (along currently non-remembered patrols in the missions 'Enemies In All the Usual Places' + 'With Friends Like These')... well, I simply couldn't do them. Not that they were unwinnable, but the purple background/nebula/whatever on the maps simply made my performance go from smooth to unplayable. Like the early bloom effect from the Borg Red Alerts, and just as bad if not worse
Whatever they are, it needs to go - though keeping the look only would be fine.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
I feel like I just got done playing a level in Metal Gear Solid.....
So many artillery ships that I just started pulling them far enough away to ignore and rescue the ships.... Might wanna look at the number of the larger ships that spawn, at the moment they literally become small swarms and due to the hp inflation on the hull...ain't nobody got time for that.
The z-axis is buggy on rescuing the ships when dragging them to the warp point. I had to fly one in and out of the warp out point about 4 times before trying to fly it in at an equal height to the beacons, and it finally warped out.
In it's current form this mission is virtually impossible! I don't have a problem with the Uber Artillery, its the number of Artillery ships with what seems like 98-99% shield and hull resistance, which means it takes approx. 10 minutes to kill them and that's without the Assault ships they spawn which are equally resistant to damage and take approx. 5 minutes to kill each. My tactic when facing Artillery ships thus far has been to concentrate on the Artillery ship and then deal with the Assault ships afterwards.
In this mission you can't even do that because your facing 3-5 Artillery ships around one ally target and being hounded by 20 or more Assault ships! Currently I would prefer to play Infected The Conduit (Elite) on Holodeck thousands of times over than play this once, at least ISE is possible to complete without being a 30K+ Scimitar Captain!
Also, the damage reduction all the ships seem to have is absolutely intolerable, and this is a delta rising-wide issue. Some rebalancing desperately needs to happen.
yeah the resistances are ridiculous, it funny because sometimes there spawn lvl 50-52 mobs, and they just burst like the usual 50-52 we currently have in game. But the lvl 60s?
Considering most people here have highend gear, what do thing about people who only play for the story... fighting one ship for 10 minutes on normal? Yeah I am pretty sure that will go well.
I remember Cryptic saying that the story content will be accessible to everyone... That seems downright laughable at the moment.
General:
- Again, I think you list the systems by sector and name it in the mission description.
Kelsid System:
-Arming the turrets is a bit counter intuitive, as you have to click thrice before they appear.
Suggestion: Place at least "ghosts" of the turrets before they are operational after two more clicks so that you get to know you actually placed something.
- Turrets are very weak, the Vaadwaur Artillery "X" cannos make short process of them, so they are kinda worthless to place. They soak up one salvo and that was it.
- The Vaadwaur "X"-artillery weapon is super fun and strong. Was about time NPCs get a good weapon to fight back!
Ram Izad:
- The "Marker" was hidden well behind the first roid so I didn't see it and rather found my way there on my own.
- My Science Officer hailed we with the name of my Tactical.
- Otherwise nice!
Farn:
- Nice fight under the planet, great sky box!
Zahl:
- Awesome ring system/sky box
- "You have been targeted" blast: Very nice! It needs 1 center hit and at least 2 peripheral strikes to destroy a Jem'Hadar Dreadnought, the blast seems to lose a lot of power away from the center so its 4+ to destroy a Dreadnought. As here are 2-3 artillery ships always nearby I think the blast is well balanced as it is.
- Some of the Vaadwaur ships were -10 levels, level 50 only. Only the Heavy Artilery ships and their spawn were level 60.
- It's too longish for a daily mission, but people might rather use it for Vaadwaur and XP hunt.
- BAD: The warp out point for the hospital ships is only marked by two tiny frigates! Place a better marker there or larger transporters so that it is better visible.
- If people could activate the tow without getting it getting interrupted by enemy damage it gets a lot easier
- Maybe it is necessary to tell STO players that they are supposed to drag the hospital ships out rather than trying to kill every Vaadwaur in the ring system.
Xiokel:
- Nice story! Everything OK.
Itani:
- Still reads "Xiokel" in the HUD radar after you supposedly warped to the Itani system!
These missions were really nice and somewhat a step up compared to the previous ones, I liked them. Zahl just needs a few fixes, like telling people to tow out the ships primarly and allowing them to complete the connection process to tow the ships away even under enemy fire.
I did these missions with Mark XII purple gear mostly, a few Mark XIII upgrades in a Jem'Hadar Dreadnought.
Right now oh Holodeck everything in STO except maybe for "the Hive" and the latest Elite Undine queues and the NWS is extremely easy to do.
Even if some testers here like to use hyperbole and exaggerate enemy resistance in the Zahl System I would like to point out that a fresh level 60 can already do it.
Add Mark XIV gear.
The many super effective and powerful "Specializations".
Is is still "difficult" then?
This is by far not too difficult!
I quite agree that the Zahl system could use a reduction in difficulty and some adjustments to make it easier and more convenient.
But just don't overdo it. When I read testers who supposedly spent 45 minutes or so in the system, come on. That's just a lot of exaggeration. Also quite odd to cry for a nerf the very moment the slightest opposition pops up after people asked for a little more challenging content for ages.
This is quite simply madness, I don't want to play this mission (I'm not playing any more until there's an update) and if this is how space combat is going to be from now on at 60 I'm going to get bored very quickly of STO in general. Cryptic, for the love of god do NOT ship this. It will ruin the game. Flat out, no arguments, no exaggeration. Enemy health scaling is a fatal problem with delta rising.
Give the NPC's a buff, surely (10-20% sounds about right, keep it in line with expected upgrades and leveling), but don't more than double enemy health for any content like this.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Can? Sure. Is it entertaining? No. Technically playable is a very, very poor standard to apply to a video game. (ET and Brink make it on that score.)
And besides, a top level Jem Hadar dreadnaught just making it doesn't say a whole lot about the quality of a normal patrol mission part way through the DR campaign. Just think of what most people fly, and tell me if you expect them to have a good time with this? I'm just going to answer for you again (because I don't want this discussion to get off track), the answer is a simple NO. In absolutely no way should we be expected to develop new game breaking builds (especially with how much that's going to cost in time and resources between ship and equipment upgrades) to advance through NORMAL STORY CONTENT.
That's the end of it. Cryptic, rebalance this BS. It will not suffice. You may be doing a good job with the art, writing, and the voyager cast but when you undermine core gameplay like this you will waste all of that.
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
sorry to break your fantasy, but people wont have many specializations when they progress normally thought this.
The level of this mission is 57, so people will have 7 spec points.
And for god sakes its a patrol mission, this mission shouldn't last more then 5-10 minutes by cryptics own definition, thats why you have 4-5 in one pack so they play roughly as long as one normal episode.
When one mission takes longer then your normal episode, then there is really something wrong with that.
Especial its no normal and not advance/eilte. Hell I don't even want to touch that mission on elite.
Artillery ships are just a massive chore with 201k hps, the disappearing trick and spawning assault ships. One alone is bearable but in this mission it's easy to get the attention or 2-3 quite easily. Repairing ships caught me out as I sped in and repaired the first ship and zoomed on to the second, then noticed I had not been credited with a repair. Seems you need to destroy the Interdictor Cruiser that spawns to. That meant gaining the attention of a nearby Artillery ship and it's friends. Destroying 3 Vaadwuar ships - so it would of been nice if the mission tracker would state Artillery ships, so I didn't waste 20 minutes destroying the other types as I was actively avoiding them.
Other patrol parts are much better.
The DR is ludicrous. Sure, I did the whole thing without dying, but was it fun to take down the 6 artillery ships that spawned at the second hospital ship? No. Was it fun to then take down the dozens of smaller ships they spawned when they went into underspace? Even less No.
40 minutes I spent trying to clear out the second hospital ship as you can't tow it under fire. I was almost glad when the game crashed when it spawned a further 3 artillery ships.
The damage reduction in Delta Rising is in desperate need of a rethink.
About halfway through Blockade Runner, I just quit the whole thing. I didn't have a hard time with it. It was just so time consuming dealing with the heavy artillery ships, I almost fell asleep.
That is a little insane is it not? If I could just tractor the ship and leave I would be fine, but in order to start the tractor you have to be out of combat meaning I have to kill ALL of them.
If I simply had to kill off all of the ships I also wouldn't mind it, but about the time that I kill off all the heavy artillery and start to work on the regular assault ships even more artillery spawn and while killing them another 10 assaults spawn.
Fleet Admiral Mason
1. The race I was helping was the Benthans this time rather than the Talaxians
2. The hospital ship on the right of the starting position was considerably further to the right then last time, this meant that it didn't have 3 heavy artillery ships sitting on it like last time, instead there was only one, which was much more manageable!
As I was able to tractor both hospital ships this time I was able to play the rest of the mission, the only major snag I encountered was the mission objective to rescue/repair 3 disabled ships, there are in fact 4 waypoints/markers on the map, although the first ship I rescued/repaired (top right when viewed on map) didn't count towards the objective.
It's not hyperbole. I wanted to tow a hospital ship and ran into two heavy artillery ships (and their escorts). When I was done with four (I had assumed that I pulled the additional one's by accident from somewhere I saw another heavy artillery ship near the hospital and when I attacked it another one spawned. That's when I broke off since I was playing on a laptop that makes the graphics look worse than Starfleet Academy and at that point the fun was really out of the game. I can only imagine how frustrating the mission will be for builds that are specced for healing or crowd control.
(Ironically on my first try there were 0 ships around the first hospital ship. Unfortunately I lost my internet connection.)
Sometimes, if you want to bury the hatchet with a Klingon, it has to be in his skull. - Captain K'Tar of the USS Danu about J'mpok.
It would very much be "better with friends."
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
And it's not opposition against more challenging content - it's more opposition against simply taking-too-long-thus-unfun gameplay, and isn't even that more challenging even
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
1. Time between the warning and the vaadwuar artillery shot is about 0.5 seconds too short (though their frequency seems about right to make this mission feel more exciting.)
2. Whe helping the Borg cooperative their fleet was not present.
3. HP scaling. Now Cryptic you guys might want to be pushing for protracted combat with 230k HP cruisers, but when that applies to the Nimbus Pirate Distress Call as well there are getting to be some very odd combat interactions/strategies (particularly for the Zalh patrol, I shouldn't be using pirates as a ****ing trump card). The structure of the mission is better but I still don't think this is terribly functional space combat. On Normal [at the very least] a 15-20% general reduction in NPC HP seems very advisable (and more applied to the nimbus gang).
Notable missions: Apex [AEI], Gemini [SSF], Trident [AEI], Evolution's Smile [SSF], Transcendence
Looking for something new to play? I've started building Foundry missions again in visual novel form!
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.