Having issues with Gateway to Gre'thor?
You've come to the right place to post! This is the official post for posting any issues in regards to the
Gateway to Gre'thor Queue.
In order to help our teams find and resolve issues faster with the queue, this thread is made for reporting any issues with the new queue. When posting about any issues you may be having, try to follow this format where applicable in order to keep information organized and readily available for the developers.
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What faction were you playing as? Were you playing as Federation, KDF, or Romulan (if so, how aligned).
What happened with the issue? Did you find yourself stuck at a certain point in the queue, or was something missing that should have been there? Let us know about the issue you were facing.
At what point did the issue occur At what point in the queue did you encounter the issue? Are there any ways you could potentially reproduce this issue?
Were you able to resolve the issue? Were there any specific ways that you found you were able to resolve or bypass the issue in any temporary work-around?
~LaughingTrendy
Comments
And seriously. 'The troop transports from the Starbase are moving toward the planet' x50? Is this working as intented? Because I don't feel like playing that mission ever again, if he doesn't stop saying that every freaking 5 seconds. Or are we supposed to play this mission with sound turned off? And a 45 sec waiting time at the beginning? Is this necessary?
I was really looking forward to defending Qonos (with my Fed even), but this is just sad.
Oh well...
I never want to hear that phrase again. Thank god I have a mute button on my keyboard. That was driving me nuts!
The universe has a wonderful sense of humor. The trick is learning how to take a joke.
Once every wave in the vacinity of the side your on should suffice not every ship for both sides. Agreed, drive me nuts.
I was on my Federation alt.
"No matter where you go...there you are."
"Our history, our past, our present and our future is now forever changed. All we can do is preserve what is left and continue onwards. This is not a surrender nor defeat, we will continue the fight. This is our last hope, our last chance... for victory."
Vlasek D. Lasor - 4.19.3580
Star Trek Online: Foundry Storyline Series
Remove the mission failure from the second phase in Advanced, no real reason to make it fail there if first or third phase doesn't fail the mission.
In elite make it to fail the whole mission if the group can't get the first phase in time.
And Add more time to the first and third phase timers.
Also instruct people to use BFAW with arrays in this and The Herald Sphere STF's because you decided to put all that little junk flying around there.
"Use Temporal Skills to NERF EVERYTHING before it happened!" -Unknown source.
- Gateways are sometimes invisible.
- 75% of the time gateways cant be closed because at exactly 80% I get interrupted. Usually when this happens it keeps happening for several tries in a row. Even when out of combat/not being fired upon and still in range.
sig
http://img825.imageshack.us/img825/5451/om71.jpg
It is a peculiar phenomenon that we can imagine events that defy the laws of the universe.
A reduction in the initial damage of the solar gateways. The damage ramping up is fine, but not the initial burst of damage. It's a little much. ( or maybe my gear is just bad and I should pay more attention.)
I have also noticed, might be that I'm not seeing something, is ther e are times where I'm fighting the medium sized iconian ships (the ones that send out those round probes) and my ship with full shields suddenly drops to half health, then to 10%. No gateways are near, no turbulance nothing visible hitting my ship (besides the regular beams/torpedo's). And then when I activate my hull heal, it does nothing. Again, I think that there's just something I'm not seeing.
Also don't know if it was just me but the gateways themselves don't seem to be visible from one side some of the times so it can be really hard to tell where you need to go or what is actually killing your transports.
I also seemed to have a lot of visual FX lag closing the gateways, the progress bar fills up and then finishes but it takes a good few more seconds to see the gateway close, so you're not sure if it worked or just bugged out on you.
Xindi-Primate Ateleth Dreadnought Cruiser
Reman Prototype Covariant Shield Array (ones from the quest "Coliseum") Upgraded to MK XIV still blue quality
My wife has the same quest shields, only hers are MK XIII and purple quality. Her shield capacity is just fine. Different ship, but I really dont think the ship is the issue. After we finished inside, we stayed for a minute. Linking my sheilds in chat and her tooltip said the same 2700ish. When we left both of us could see the normal value, think its around 11k or so.
I am getting very frustrated with this queue. Like others have reported, the radiation spawns are not closing reliably. There are two issues:
1. I am in range of a radiation spawn, and I am not presented with a dialog option to close. This happens a lot. I'm sitting right next to a spawn, my transports are getting irradiated very nicely for 5-10s on occasion before the dialog finally pops up. There are many times were I'm moving into range, see the dialog to close, then it disappears before I can start it.
I can guarantee 100% that this occurs without another player in range interacting with the same spawn. First thing I checked. This actually compounds the problem: When I don't get the dialog and someone is in range, I don't know if it's because the other player is closing the rift or I'm just getting the no-option bug. Which means I can only sit there watching the transports burn while I hope for the best and wait to see if the dialog appears. NOT FUN!
2. I am in the process of closing the radiation spawn when it is interrupted. Sometimes under fire, sometimes not. Sometimes moving, sometimes not. Sometimes others in range and maybe also interacting, sometimes not. Again, very frustrating given the time it takes to close and how fragile the transports are, even on normal.
Now for one suggestion:
Multiple players should be able to work on the same spawn to close in shorter time. There should NOT be spawn closing lockout and cooperation should be beneficial.
The concept is good, it's theoretically a fun mission, but the execution is very problematic.
In some matches phase 3 is absolutely awful in advanced, even for teams that breeze through phases 1 and 2. Players die repeatedly due to just how massive the swarm of enemies gets, in part because there's no way to protect yourself from Raiders. Something seems broken.
Anyone else getting that?
As far as I'm aware, there are no Oblivion Gateways in the Standard difficulty (if there are, then they're gone before I see them). Solar Gateways yes.
To be fair, the folks I was grouped with had no clue what they were doing. Even when given direction. I don't think they even know anything about the chat box other than it's a chat box. They were that bad. Nearly failed the first part. I had to do almost everything myself. I was the only one actually dealing significant damage (my skills are also not setup right for a Tactical officer). So there is that. Maybe that's what it's like to be teamed up with that kind of player in this game. It hurts.
But I still wonder if it was bugged because of the oblivion gateways.
I've been in an Advanced difficulty one time with a team that knew what they were doing and it was nowhere near as difficult.
Well, I might be wrong. I'm posting anyway in case it is bugged and not just because the other four were bad.
I've never had an issue at standard difficulty, but I only ran it a few times before moving on to advanced. However, I believe phase 3 is fundamentally flawed and poorly balanced... but only for bad or low-DPS teams. As long as it doesn't go on for too long, phase 3 is otherwise pretty easy.
I'm a capable player. Out of 12 endgame-ready characters I don't think I have any left that can't hit at least 40k. And there's been a surprising number of capable teams pugging GGA. Still, sometimes you get a bad pug. If a team doesn't meet the DPS check or fails to focus the dread in phase 3, it gets exponentially harder. The result is a massive swarm of enemies that repeatedly kills players in quick succession.
In my experience most of the deaths are coming from raiders swarming and using their ramming speed attack. As I mentioned a few posts ago in this thread, there doesn't seem to be a way to mitigate this damage, and the damage immunity from rock and roll doesn't prevent it. Yesterday I had a Recluse at full hull and shields with brace for impact active go down in two seconds. If evasive is on cooldown, there's not much you can do.
Was tallying the rewards for completing all the bonus each time, and in 5 different scenarios the team I was on cleared both the shipyard and Station before the timer, Killed the Dread before the timer, and saved 41 transports.
There were 5 different mark amounts for each one despite completing the same amount.
There is no other factor in the reward dialogue though.
It was as low as 51 marks, and as high as 91.
Great, I'll just...
"The troop transports are heading towards the planet."
Yep, I see them now and...
"The troop transports are heading towards the planet."
Heading towards the first radiation gateway...
"The troop transports are heading towards the planet."
"The troop transports are heading towards the planet."
"The troop transports are heading towards the planet."
"The troop transports are heading towards the planet."
Could someone code it so that the Klingon only says this for the group of troop transports spawning in instead of for every individual transport? Because...
"The troop transports are heading towards the planet."
currently
"The troop transports are heading towards the planet."
it
"The troop transports are heading towards the planet."
can
"The troop transports are heading towards the planet."
get
"The troop transports are heading towards the planet."
annoying
"The troop transports are heading towards the planet."
quite
"The troop transports are heading towards the planet."
quickly.
"The troop transports are heading towards the planet.""The troop transports are heading towards the planet.""The troop transports are heading towards the planet.""The troop transports are heading towards the planet.""The troop transports are heading towards the planet.""The troop transports are heading towards the planet.""The troop transports are heading towards the planet."
About the infinyspawn: maybe a cap would be okay (also performance wise). For PuGs it can get ugly. My main is an AoE Sci (Inverted Tractor Beams, Gravwell, Isometric Charge, Aceton Assimilator - the lot) and that helps keep the little pests under control comfortably. The moment you rely on beam or worse cannon to do your DPS, you get troubles (but are of course way more effective against the main target).
While I like the fact that different roles get uses - it can be very difficult, depending on the setups, even if individually sound.
This seems to happen more on Advanced. (KDF, in a carrier). It would be nice to have a clue what's interrupting me.
Yes, this happened to the group that I was in earlier today. For me, this was the second time in the past month or so. Really pissed us off too, since we rescued 44 transports...
I only know of two things that interrupt gateway closing.
Sometimes, entering combat by being attacked by an Iconian ship will cause an interruption (not 100% of the time).
Most often, however, it's caused by movement of my starship. When closing gateways I always try to come to a complete stop first.
If neither of these solutions fixes the problem, then it's probably a technical glitch with the game.
[EDIT: This is not so pronounced in the standard mission, but in the Advanced mission, it got really bad. In the Advanced mission,] All my allies left, and I was the only one fighting the dreadnought. I finally had to leave as well. What is the point in playing this game if nothing I do is worth squat? Can WE get carrier pets like those fighters? Which can travel faster than full impulse and 2 shot enemies right through their shields?
I was about to make a bunch of purchases, but I am glad I played this mission first. This is hopelessly broken.