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why these risks?

sennahcheribsennahcherib Member Posts: 2,823 Arc User
i don't understand players who during crystalline catastrophe advanced, take the risk to be destroyed during the blast? if 30% of the players are destroyed insta-fail, but NO, they take the risk. .

2 times -> insta-failed. i'm very very very very very very tired, by this kind of players. it's a MMO -> Mblabla MULTIPLAYER Obalbla.

MULTIPLAYER, but these guys/girls play only for themselves. they should leave games, like this one.


give me, stf where i could be alone and earn the mats and the marks, thx.

Cryptic is often judged responsible for all the troubles in this game, the real problem is the mentality of 75-80% of the players. STFs are not really difficult, if the rules are followed.
Post edited by sennahcherib on

Comments

  • chandlerasharichandlerashari Member Posts: 348 Arc User
    edited March 2015
    Personally i can tank the blast with 60 perc hull left but yea unless yr an uber tank...GTFO!
  • tarrynrextarrynrex Member Posts: 77 Arc User
    edited March 2015
    The reason I stay in is to get my 1st, 2nd or 3rd prize. I survive the blast in every T6 I've used, so no worries?...

    Early on when I started the game and the entity was on, I sometimes got caught unawares, but quickly learned to get out of there. Now that the condition is there it is just selfishness that keeps people from avoiding the blast.
  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    edited March 2015
    i avoid each time the blast, and i'm always 1st, so no need to take the risk.

    i can tank with all my toons the blast, but i don't do it, why?
    because i think to the entire team. because i know that in my team there will be always players who will take this risk.

    and sorry, the rewards for the 1st place are not worth this risk. The success of the mission is more important than the 1st, 2nd or 3rd place
  • lingeringsoul888lingeringsoul888 Member Posts: 509 Arc User
    edited March 2015
    take the Samsar Cruiser, and you can park at its door step and do NOTHING and 30 seconds later after the blast, you somehow end up with a full health full shield cruiser.
  • rahmkota19rahmkota19 Member Posts: 1,929 Arc User
    edited March 2015
    Tanking that blast requires some specific planning.

    Most of my characters are capable of taking that blast without trouble. One can even go in unbuffed and still come out with 75%.

    The ones I have that I know cannot tank both blasts, I don't try it with.




    If only every player would think like that.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited March 2015
    Simple question, simple answer…

    DPS

    you want to score high on the board so this behaviour seems engineered by a performing ideal witnessed in a lot of players. One some missions like ISA you leave the trash to handle for others while going in for the next high number granting targets as soon as possible, on other missions like CCA you just…explode.

    I love CCA and had on numerous occasions a surprising time the past 3 weeks going in with DPS 10.000 (lol - including some embaressing fails). It’s hard to grab 1st place from a Scimi equipped with a Valdore console but not at all hard from someone only emphasising on DPS without it.
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    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • jaymclaughlinjaymclaughlin Member Posts: 630 Arc User
    edited March 2015
    Also, sometimes **** happens!

    I can tank the blast in my tempest from 100%. From 75% with Brace for Impact... from 1% if I use Rock n Roll.

    Of course there are times when I try and rock no roll, only for the game to lag and nothing activate.... ergo... death.

    Sometimes you fail missions... it's not always someones fault... it happens. Obviously the more experienced the team is, the less often it happens, but there's always the chance that something can go wrong.
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  • mirrorchaosmirrorchaos Member Posts: 9,844 Arc User
    edited March 2015
    if i know i have no other choices left but to be destroyed, i will use my own ship as a poor mans torpedo before i let it get destroyed harmlessly out of range. my plans are simple, exploit any on the moment chances that happen by and work fro ma general plan, even the unexpected like how powerful a CE blast can be.

    now as far as absorbing the blast, that usually isnt a hard one to figure, it almost always involves brace for impact at the very least, but if your an engineering captain you have rotate shield frequencies for shield hardness and miricle worker for instant emergeny repairs to shields and hull.

    what i also do is brace, hazard emitters, tactical team and perhaps the field modulator as well, thats for tactical captain, most of that is reserved for the 2nd blast, because the 2nd blast is far more harder then the 1st blast.

    engineering as noted above, rotate shield freq., brace for impact, hazard emitters.

    for science sometimes i dont need anything more then hazard emitters and scattering field, and sometimes just scattering field alone, but other times i can run up hazard emitters, brace for impact and scattering field.

    on occasion my ship is almost crippled to 30% hull, managed to get some emergeny repairs to around 60%, with the scattering field and brace at the right time my science captain survived with fairly little damage taken from the 2nd blast at one point.

    luck of the draw how hard it hits.
    T6 Miranda Hero Ship FTW.
    Been around since Dec 2010 on STO and bought LTS in Apr 2013 for STO.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    edited March 2015
    reyan01 wrote: »
    Not true. Not in this case.

    As I said in an above post, my first place standings were acheived in a FT5-U Rhode Island. She has respectable DPS, but that's isn't the primary focus on said ship.

    Healing, debuffing, and crowd-control contribute - they must, because as I noted - my DPS isn't particularly fantastic, yet I managed first place numerous times - so have to assume that my crowd-control, debuff, and healing were contributing factors.
    It’s hard to grab 1st place … but not at all hard from someone only emphasising on DPS...

    I know that and you know that but not those players ignoring the shockwave while faw is angaged. Their board of placement is the DPS section in the combat log reader. ;)
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    Looking for a fun PvE fleet? Join us at Omega Combat Division today.
    felisean wrote: »
    teamwork to reach a goal is awesome and highly appreciated
  • chiyoumikuchiyoumiku Member Posts: 1,028 Arc User
    edited March 2015
    Never once had a problem taking the blasts.Don't know what to tell you.
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    Defending The Galaxy By Breaking One Starfleet Regulation After The Next.
  • hevachhevach Member Posts: 2,777 Arc User
    edited March 2015
    If they were lethal, I'd avoid them. But thanks to specializations I now have a damage immunity power on a shorter cooldown than the shockwave's typical spacing, and failing that can easily stack enough damage resistance to shrug it off.

    There is no chance in it, unless I get careless and don't see it coming. And if I don't see it coming, I'm not going to be getting out of the way either.
  • svindal777svindal777 Member Posts: 856 Arc User
    edited March 2015
    You can survive the blast without losing anything at all in any of the Voth ships if you have the console from the Bastion.
    Well excuse me for having enormous flaws that I don't work on.
  • lordvalecortezlordvalecortez Member Posts: 479 Arc User
    edited March 2015
    Rock n Roll baby or just with good planning you can tank the blasts. I do the former on my main, and the latter on my Fromulan. My 4 other toons I GTFO on the second blast. The 1st blast is almost never lethal.
    Cheers from Antonio Valerio Cortez III, Half-Celestial Archduke of the Free Marches Confederacy.
  • rgzarcherrgzarcher Member Posts: 320 Arc User
    edited March 2015
    Never had a problem myself, Aegis shield reduced that blast to zero for me.
    "Why all the sales"?

    And a merry freaking Christmas to you too, Ebenezer.
    -jonsills, 'Cryptic Why the sales..instead of Fixing XP leveling and this game?'
  • sennahcheribsennahcherib Member Posts: 2,823 Arc User
    edited March 2015
    i just hope that cryptic will do a very lethal blast; so nobody will take the risk. there are no good reason, not to avoid the blast: dps, selfishness, rewards etc; when the success of the entire team is more important.

    but yes, i know, we live in an individualistic world, where 1 person is more important than the group

    thus, don't blame Cryptic is the % of fails, is huge
  • jellico1jellico1 Member Posts: 2,719
    edited March 2015
    Most of this mentality from players taking stupid risks in the game falls back to cryptics design of the content

    If you had a longer respawn time of say 3 minutes and you lost any rewards during that time including the end reward you would see a different playstyle and builds from people

    Cryptics design of content rewards people to make unrealistic dps builds that allow Zerging content ....All DPS and no worry to defense because they can respawn so quickly with little to no damage to their ships

    Another fail of the content design is to allow players to be in a tight group at the beginning spawn and very close to the objective , players should be spread out facing individual enemys they must destroy solo to even group up with the other players to reach the start of the content

    This would help seperate those who don't have the required content Dps to do the content in the first place...

    All content is different and lets say infected advanced require 8k dps from each team member to have a good chance of success your mini mission will be a 8k dps mission you have to complete solo to reach the start point to enter the Q

    once all 5 players reach the start point the content would start picking the first 5 players reaching the start point

    So if 23 players join lets say infected you have to do a small mini mission solo to reach the infected start point where the first 5 there are placed in a team and begin the STF
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • thatcursedwolfthatcursedwolf Member Posts: 1,617 Arc User
    edited March 2015
    rgzarcher wrote: »
    Never had a problem myself, Aegis shield reduced that blast to zero for me.

    This is what kills other people.
    i just hope that cryptic will do a very lethal blast; so nobody will take the risk. there are no good reason, not to avoid the blast: dps, selfishness, rewards etc; when the success of the entire team is more important.

    but yes, i know, we live in an individualistic world, where 1 person is more important than the group

    thus, don't blame Cryptic is the % of fails, is huge

    If no one, even in their uber godly gold fleet consoled ships, could take the blast, it'd be more apparent to the newbs, and possibly even the noobs, that they have to get out of range instead of padding their DPS count.
    jellico1 wrote: »
    Most of this mentality from players taking stupid risks in the game falls back to cryptics design of the content

    If you had a longer respawn time of say 3 minutes and you lost any rewards during that time including the end reward you would see a different playstyle and builds from people

    Cryptics design of content rewards people to make unrealistic dps builds that allow Zerging content ....All DPS and no worry to defense because they can respawn so quickly with little to no damage to their ships...

    I had a saying back in Cesnoredcraft, "Dead locks do no damage once their DoTs fall off." The downtime from the increasing respawn timer will eat into your DPS.
    This is my Risian Corvette. There are many like it, but this one is mine.
  • dpsloss88dpsloss88 Member Posts: 765 Arc User
    edited March 2015
    The "Blast" is not a constant thing. If someone is doing enough dps during the absorb phase it could kill anyone unless they are using an immunity power.

    So no, you cannot always "tank" the blast.

    Given that, I sometimes die because I am not paying attention. I was running 12 toons a day through it and was bored out of my mind....
  • jellico1jellico1 Member Posts: 2,719
    edited March 2015
    This is what kills other people.


    I had a saying back in Cesnoredcraft, "Dead locks do no damage once their DoTs fall off." The downtime from the increasing respawn timer will eat into your DPS.


    That's the entire idea..............plus getting no reward for being destroyed...for elite content it should be the end of your run with a new player waiting in the Q taking your place
    Jellico....Engineer ground.....Da'val Romulan space Sci
    Saphire.. Science ground......Ko'el Romulan space Tac
    Leva........Tactical ground.....Koj Romulan space Eng

    JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
  • embracedsinembracedsin Member Posts: 23 Arc User
    edited March 2015
    i just hope that cryptic will do a very lethal blast; so nobody will take the risk. there are no good reason, not to avoid the blast: dps, selfishness, rewards etc; when the success of the entire team is more important.

    but yes, i know, we live in an individualistic world, where 1 person is more important than the group

    thus, don't blame Cryptic is the % of fails, is huge

    Sto is a game where people run around thinking they are rambo.

    If you want teamwork go do private runs dps channel or whatever else.
  • alcyoneserenealcyoneserene Member Posts: 2,414 Arc User
    edited March 2015
    I understand what the OP is saying, having binged on CCA for the past long while on all toons for the CCA bonus marks and even after that for some much-needed fleet marks.

    There are times of day when I've been in failed CCAs 4 times in a row at the most due to other players getting caught in the blast. Yes, many do tank it successfully, but many others also don't, or try to and discover they can't at the expense of the whole team.

    It isn't exactly much of a challenge to stay farther away during the 2 blast windows. Yes, to me it is fun to stay in the danger zone when you make sure one of the following isn't on cooldown: evasive maneuvers, warp burst capacitor, singularity jump, and subspace jump, plus subsystem power to engines when fleeting. There's also ramming speed if health is low enough. Often I find none of these are even necessary with just subsystem power to engines even when accounting for some server lag in ship position.

    It is an advanced mission, meaning those who play it should expect a good challenge, and be mindful of the team environment necessary for success. The part where it gets frustrating is seeing many who enter it who don't seem to care if they're very low on health and sitting in the danger zones at the times when the wave is imminent, die on both blasts, and take out the whole team. This is no different on pug ISA runs where there's more than enough DPS as indicated by the parsing (even when estimating upwards considering out of range values), science abilities, and powerful expensive ships around.

    The answer seems time and again to point to pre-made teams or fleets, and even if there aren't enough to fill a queue, I've found just having at least 1 more of these on the pug reduces the chance of completely unnecessary failures by a lot.

    And even in such an environment, I do hope there is enough of a challenge at least in part due to unpredictable scenarios requiring a sudden change in both ship strategy and team coordination as to achieve success, meet optional bonuses, or fail.

    That, to me, is the definition of something challenging, which engages you in the game play in what your ship and setup can do, which requires actual communication or at least getting to know your team of friends or fleet, and for a win with optionals to be something spectacular, not an expected outcome.

    Key difference here between a pug and pre-made is knowing that those you queue up with are honestly trying and are willing to learn and experiment and eventually shift the balance to success most of the time, but not every single time still as that would again make it routine, predictable, and expected.

    This to me is what makes a game a blast to play, the anticipation of the mission, getting to know your team/friends/fleet as you tackle something that is unpredictable and changes enough to require a coordinated effort, and then either towing each other back to starbase and sick bay, or celebrating with songs and tales of glory drinking blood wine on Risa or whatever.

    That said, I do hope as the STFs gets revamped or adjusted, that they do stay challenging enough, but not on artificial outside-imposed elements like fail-timers but perhaps certain optional-bonus requirements tied to a team response. Examples of this are already in game, as with UIA's career-specific portals spawning between lanes (which really need higher bonuses instead of a punishing delay on the fail-timer), or CCA's somewhat random blast waves.
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  • carlosbflycarlosbfly Member Posts: 682 Arc User
    edited March 2015
    I always play it safe. I'm in an Escort so the moment that warning pops, I hit Evasive Manewuvers, get out of range and then return to continue the attack once its safe.
  • trejgontrejgon Member Posts: 323 Arc User
    edited March 2015
    well I used to play it as an escort and there was only one run when I actually had to get outta range of the blast and one situation when I did not and I died along with phew others that made us fail

    1st mentioned was when our team had dps too great for rock'n'roll cd to come down between the blasts and I decided its better to not risk the big "IF" on AEGIS proc

    2nd one was kinda weird thing and it was actually fleet run

    dunno how it was with all folks that died but one case was that one pilot misunderstood how exacly wave works (mechanics versus visuals issue) and my case was some weird server hiccup or something cause I hit rock'n'roll got nice red "invulnerable" only to see my ship blowing a second later (from full shields and sth around 75% of hull iirc)

    well it happens

    but other way than those above I always could barrel roll my way outta blast and by thus I always kept trying to dps the TRIBBLE outta entity....

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  • dpsloss88dpsloss88 Member Posts: 765 Arc User
    edited March 2015
    reyan01 wrote: »
    There does seem to be a theme here - and I would tend to agree that the entity's blast probably needs to be made more powerful - much more powerful.

    The blast that the entity puts out should be a threat - a REAL threat. The only ships that should be able to survive it are those with ablities/consoles that grant huge defense bonuses (Vesta with it's Quantum shield, Pathfinder with the Ablative Generator etc etc).

    The operative word here is 'risk' - and the problem is that, if you know that the blast is no particular threat, there is no risk.

    The reason why the blast is so weak now is because most noobs can't do enough DPS to charge up the blast. Back when a lot of people had high dps that blast would wipe entire groups, but now hardly anyone is feeding the blast with any measurable energy.

    The blast is dependent upon players dpsing the entity during the absorb phase. If there isnt much dps there isnt much of a blast....
  • spock1190spock1190 Member Posts: 53 Arc User
    edited March 2015
    What really bothers me is when players sit a 5KM and fire with energy weapons. It's like they don't even know that during absorption the CE is immune to all but kinetic damage. So yeah, most of the fools who don't run just sit there and pound the entity with beam arrays. Not even realizing that only their KCB/torps are doing any good.
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