Hello all, I'd like to talked a little about Azura Nebula rescue advanced.
I would like to know who thought it was a good idea to put those new optional and what he was smoking at the time for it to seem like a good idea. In summary, odds are that you'll never get any of the optional. Why you asked, first those tholian are just big/humongous hp bag, you need a really high dps team to kill them in a timely fashion. Second why put an optional where you have to make 10 points (scaled on ship size) when you rarely get enough ship big enough to even reach the 10 points in time and when you do you need so much dps that the average player will never do it. As an exemple, did one yesterday where 2 wave of ship to rescue were 1 except a lone 2 (seven 1 and one 2). How are you suppose to get 10 point that way? We even tried a fleet team with all 20k+ dps for all player ( a couple over 50k) but no dice, we never had high number ships to save even if we could have easily done it with the right ones.
I do that one because i need argonite gas and its the only one that I remotely like to do. For you dev or anybody in charge, if you make a queue with optional in it, at least make sure you have a fighting chance to do it, as it is, optional is only some meaningless writing that will rarely be done and will pretty much always turn red.
Jamal : Tactical space specialist. USS Bug Warrior and many others
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
If you don't have the raw DPS (and you usually won't), you need teamwork.
It's literally unnecessary to shoot anything. You just need to free the ships.
Yes.
Example:
Player A distracts the Tholians by getting shot in the face repeatedly while Player B does the interacts to free the Romulan ships. when the interacts are done, the surviving Tholians will simply leave.
Sometimes there aren't 10 points worth of ships available for release during the timer, and, sometimes that is caused by a lack of respawning.
This.
The biggest problem with this queue is that success has far too much of a random element in it: which point values of ships spawn, and when. It is entirely possible--and not exactly uncommon--for a team to get screwed by the RNG even if they're playing smart.
The point value of the spawns should not be random. Period. That mechanic is completely inappropriate for this context, as it devalues the degree to which skill contributes towards success.
This is the main reason why I stopped running this queue: it is disproportionately frustrating and unrewarding compared to anything else I might have available to do at any given time.
Fleet Admiral L'Yern - Screenshot and doffing addict
Eclipse Class Intel Cruiser U.S.S. Dioscuria NX-91121-A - Interactive Crew Roster
while it is nice to have mechanics like having someone pull their attention while you free them you forget some of the tholians use BFW this will automatically stop your friend from freeing them now if they could make getting hit not interrupt you like how it is in gate to grethor then there is no issue also why should we have to not kill all the enemies? some of us like actual combat so any opinion involving how people don't have to fight is noted but i for one like fighting and Bullet sponges are a clear sign of a bad habit that devs have.
The biggest problem with this queue is that success has far too much of a random element in it: which point values of ships spawn, and when. It is entirely possible--and not exactly uncommon--for a team to get screwed by the RNG even if they're playing smart.
The point value of the spawns should not be random. Period. That mechanic is completely inappropriate for this context, as it devalues the degree to which skill contributes towards success.
This is the main reason why I stopped running this queue: it is disproportionately frustrating and unrewarding compared to anything else I might have available to do at any given time.
I think you best resume what I was trying to say. I rarely had any mission where the value was enough to get 10 in time. Overinflated meatbat seems to be rampant these days, AI is really lacking in this game.
Jamal : Tactical space specialist. USS Bug Warrior and many others
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property
Comments
It's literally unnecessary to shoot anything. You just need to free the ships.
Example:
Player A distracts the Tholians by getting shot in the face repeatedly while Player B does the interacts to free the Romulan ships. when the interacts are done, the surviving Tholians will simply leave.
My character Tsin'xing
But unfortunately you lost at the point you tried to do it with raw dps
The biggest problem with this queue is that success has far too much of a random element in it: which point values of ships spawn, and when. It is entirely possible--and not exactly uncommon--for a team to get screwed by the RNG even if they're playing smart.
The point value of the spawns should not be random. Period. That mechanic is completely inappropriate for this context, as it devalues the degree to which skill contributes towards success.
This is the main reason why I stopped running this queue: it is disproportionately frustrating and unrewarding compared to anything else I might have available to do at any given time.
Eclipse Class Intel Cruiser U.S.S. Dioscuria NX-91121-A - Interactive Crew Roster
I think you best resume what I was trying to say. I rarely had any mission where the value was enough to get 10 in time. Overinflated meatbat seems to be rampant these days, AI is really lacking in this game.
E'Mc2 : Science Reman torp T'Varo, deadly annoyance :P
Kunmal: Tactical fed Klingon, ground specialist, USS Kanewaga
Ka -tet Tier 5 fleet fully completed Starbase and fleet property