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Remove the Dreadnought from Breach Normal

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  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    yeah...what happened to all those nice tutorial popups that show up often in the early game, and again when a system is unlocked? why are there no such popups for the dreadnought telling you about some of its abilities and how to deal with them?

    for that matter, where are they for EVERY normal queue that doesn't already have some explaining some mechanic or another (are there even any such queues?)​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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  • nikeixnikeix Member Posts: 3,972 Arc User
    I've sort of enjoyed having to go back and rethink some Boff abilities on my builds for Shield Penetration. One or my captains commands an Eclipse and an combination of beaming over torpedoes (100% shield penetration... tick, tick, boom!) and Endothermic Beams has helped me feel a bit more useful in that fight.
  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    Difficulty on normal level content :D
    XzRTofz.gif
  • storulesstorules Member Posts: 3,285 Arc User
    Who needs new content when you have the forums to give you a kick of laughter. Or even better when forum posting has become the END game of STO these days pig-2.gifbear-2.gifmonkey-25.gif​​
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  • iceeaglexiceeaglex Member Posts: 375 Arc User
    Lol at all you noobs. Dieing to the NPCs in a normal diff queue? lololol.
    Get better gear. If you don't have mk xiv epic weaps and consoles, with a t6 annorax, GTFO of normal queues. This is for the elite players with thousands of hours perfecting their ships. If you DARE to join another NORMAL game again i will cry on the forums about how bad you are........
  • equinox976equinox976 Member Posts: 2,305 Arc User
    I'm a bit confused by the OP. I can understand that some players with equipment that is not so good might struggle a bit even on normal, but after doing alot of pugs in The Breach on normal, I have never once seen a 'fail' or been unable to complete it.
    iceeaglex wrote: »
    Lol at all you noobs. Dieing to the NPCs in a normal diff queue? lololol.

    I don't think that's really constructive ice, we were all 'noobs' once.
  • peterconnorfirstpeterconnorfirst Member Posts: 6,225 Arc User
    equinox976 wrote: »
    I'm a bit confused by the OP. I can understand that some players with equipment that is not so good might struggle a bit even on normal, but after doing alot of pugs in The Breach on normal, I have never once seen a 'fail' or been unable to complete it.
    iceeaglex wrote: »
    Lol at all you noobs. Dieing to the NPCs in a normal diff queue? lololol.

    I don't think that's really constructive ice, we were all 'noobs' once.

    Yea I think like everywhere in teamed PvE it’s all about the team. In most cases it’s probably not a problem if someone wants to sneak his 3k DPS gimp through but when 5 gimps meet by accident things could get tough, even in normal. :)
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  • ashstorm1ashstorm1 Member Posts: 679 Arc User
    For the second time tonight, I was with a group that failed to get past the dreadnought. This is a normal difficulty mission, which as part of an event people are bringing lower powered alt characters through and some of them just can't cut it. My alts aren't strong enough to carry a full group past that stupid beast, and once people start bailing out it's all over. All the dreadnought does is slow down the mission, it's already a hell of a slog. Please, remove the dreadnought or at least let us kill them while they're "sleeping" aka vulnerable with no shields up yet or weapons.​​

    Breach on Normal feels like a breeze to me, and i think Advanced itself is pretty easy. The dreadnought is understandably sturdier than other ships, but so far we always disposed of it under three minutes. All in all, it appears to me as a mild annoyance rather than a true challenge.

    With that said, i am not going to resort to names and shaming, because that's not how you make things evolve anyway, so all i can say is redistribute your skill points if necesssary, set your space traits right, set your build right, and upgrade your stuff to Mk XIV. You're bound to notice a difference afterwards :)
  • nephitisnephitis Member Posts: 456 Arc User
    I think some people are missing the point that there are multiple difficulty levels for a reason. Normal difficulty is SUPPOSED to be "easy mode". That's the point of playing on that level. You don't have to like it, you certainly all have the knowledge and gear to tackle tougher challenges --that's what Advanced and Elite difficulties are for. You shouldn't even be IN a Normal difficulty run unless you're bored and just want to get the thing over with since it's a grind event. Normal difficulty is for new players, underpowered alts, and "filthy casuals" and the challenge level should be appropriately light to accommodate such. Nobody's asking to nerf the higher difficulty versions, you can have all the challenge you want there that is appropriate for your level of skill, knowledge and gear. This isn't about you, it's about weaker players and characters that aren't at your level. [/.../]​​
    There are indeed different difficulty levels and a meaning behind them. However, that does not mean that certain enemies and certain content scale evenly in difficulty across different game modes. It is given that STFs may not generate enemies and scenarios of equal difficulty you would otherwise encounter in solo scenarios.
    And FFS, people, just because YOU have no problem with it doesn't mean everyone can handle it. Maybe you're just too damned good to be in a Normal run in the first place, and most of you probably are. The forum tends to be populated with better, more experienced players. That doesn't invalidate the fact that weaker players DO exist and they shouldn't be punished on the easiest difficulty setting. [/.../]​​
    True, but you are arguing across several statements. You started off with wanting the Citadel/capital ship to be instantly removed from the STF, and the reception to that was perhaps not so positive. Now you are arguing about different difficulty levels and how the Citadel ship does not scale with levels. In that case you should perhaps argue for a quick fix rather than an instant removal. The initial impression your first post gave was a cry-out for a developer solution to one's own weakness which plagues this forums in different categories and varying forms and shapes.

  • thunderfoot#5163 thunderfoot Member Posts: 4,545 Arc User
    I think I prefer some Into the Breach, as is, than no Into the Breach.
    A six year old boy and his starship. Living the dream.
  • saber1973asaber1973a Member Posts: 1,225 Arc User
    I got killed 2 Times on my last run, because my system is too low-end to show me the spatial charges (or whatever it is) targeting spheres - they just were not drawn and i got slaughtered when they all detonated around me...
    Still you must really try to fail any mission in STO on normal - just respawn and try again - until succed.
  • angrytargangrytarg Member Posts: 11,008 Arc User
    edited March 2016
    saber1973a wrote: »
    I got killed 2 Times on my last run, because my system is too low-end to show me the spatial charges (or whatever it is) targeting spheres - they just were not drawn and i got slaughtered when they all detonated around me...
    Still you must really try to fail any mission in STO on normal - just respawn and try again - until succed.

    Those don't render for me as well and I'm running everything on the highest settings so far. But the "fortress ship" itself isn't firing beams when the STF starts, to pick out the scenery NPC that fly past us at the beginning, as well. So maybe the map has some general fx-problems, or is it just my computer?​​
    Post edited by angrytarg on
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  • risian4risian4 Member Posts: 3,711 Arc User
    I'm also using the highest settings, for everything graphical related. And I'm not seeing those charges or their targeting icons either.
  • kayajaykayajay Member Posts: 1,990 Arc User
    What gets me...The Breach is just so boring. I used to quite enjoy playing it once in a blue moon when it was part of the queues, but it's just monotonous. I'm not even that bothered I've decided about the reward for it now, so I'm not even going to keep playing it for that.

    Why can't it have been Mine Trap that they brought back for an event? And some of the diamonds they culled from the queues...
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  • questeriusquesterius Member Posts: 8,490 Arc User
    I would rather see the boring BFAW trench removed instead of the DN.
    Dreadnought at least provides a minor challenge, very minor, the trench is just plain annoying.
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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    questerius wrote: »
    I would rather see the boring BFAW trench removed instead of the DN.
    Dreadnought at least provides a minor challenge, very minor, the trench is just plain annoying.

    Yeah, I agree.

    The big problem I have with The Breach is that there are so many 'time wasters' that just tick people off. I actually don't mind the Dread fight, at least I'm engaged and doing something. Unlike the 'trench run' where you have to shoot a thousand of those stupid 'hard points' or the reactor room where you have to play 'Warp Core Whack-A-Mole.' They all just feel like they're drawn out to make the instance take longer and that's the really annoying part to me.

    Dread is fine, he's easy to beat anyway and most of the time the fight doesn't take that long.
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2016
    If you want that citadel to fall faster, just make sure you load up with decent flow caps (those science console slots are not there purely as universal console space), carry a quantum phase torpedo with TS3, and carry a copy of Tachyon Beam 2 or 3. If you are lucky and have a sci ship and the solanae 2nd deflector then slot it. Using subnuke right after if uses TT2 will give you more time before it uses it again.

    The main problem with the Citadel is the shield and the fact that is uses basic player type tactics like TT2 (Has it up every 20 seconds), and APD. Once that shield goes down, FAW away as you please.

    By the way, all that I've mentioned above except for that particular 2nd deflector, are things you can obtain easily in the game.
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    edited March 2016
    or you can just flat-out FAW/CRF away while the shield is still up if you have heavy shield penetrating methods (like most exotic attacks, elachi disruptors, intel fleet or self-modulating fire to name a few examples)​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • tfcivtfciv Member Posts: 65 Arc User
    I wonder what 5 Breen Sarr Theln carriers loaded with Elite Plesh Brek Raiders would be like against that dread. That's 20 powerful tach beams and breen energy dissipators. Have them cycle that carrier's console for tach beam cooldown reduction as well.

    Anyways, drains can work against the dread... however my main just does a flank alpha strike with self-modulating fire. The dread doesn't stand a chance.
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    questerius wrote: »
    I would rather see the boring BFAW trench removed instead of the DN.
    Dreadnought at least provides a minor challenge, very minor, the trench is just plain annoying.
    Honestly, the trench run is the fun part for me. It's unique to this mission, and when done well is actually pretty fast.
    -=-=-=-=-=-=-=-
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  • asuran14asuran14 Member Posts: 2,335 Arc User
    edited March 2016
    Well it is good to see people agreeing pretty much fully together, and so honestly what would you change to make parts more interesting not remove just change? For me that is more of the issue is that when I go into the stf I know what is coming and the only variables I find are the other players, and so I would rather have more randomness in what could be encountered in the stf. It is a kind of derail, but also though kinda on topic as it is pretty evident most players find the content a bit repetitive, but not the specific encounter that interesting depending on which you are speaking on an so why not look into what players might want to see changed an how.

    I would make some shifting aspects of what you encounter in the stf to break up the fact of always knowing what is coming, and feeling so dull. It could be like making it that you might encounter the Dread as standard in the hanger one run, than a upgraded voth battleship another time, which each have different tactics an abilities they would use against you. Than in the second room with the sub-core I would like I said before want to see it that you have three cores that you needed to destroy maybe within a certain time frame between each other, but that they gained additional abilities an caused de-buffs to the group as more were revealed/opened, this with the standard shifting whack a mole version would give some interesting changing encounters for you to do instead of fightining the same encounters over an over.
  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    Honestly, the trench run is the fun part for me. It's unique to this mission, and when done well is actually pretty fast.

    If the Trench Run just shot you directly to the inside of the ship.. it would be cool. The way it currently is though where you do the trench run and then have to fly around the outside of the ship blowing up hard points makes it suck. Things like that are what I was referring to earlier. The Trench Part is actually kinda cool (unless you happen to use Cannons) but the rest of it is just fluff designed to waste time. This is why people want to bypass it.

    If you just did a trench run and then shot into the inside of the ship, that wouldn't be nearly as bad. It could just shoot you into the room where the ship fight with the hangar doors starts and go on from there. But no.. instead, I have to fly around pointlessly blowing up hard points and then 'rally' to shoot more hard points.. just to get to the next phase.

    Silly.
    Insert witty signature line here.
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  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2016
    asuran14 wrote: »
    Well it is good to see people agreeing pretty much fully together, and so honestly what would you change to make parts more interesting not remove just change?

    A couple of things that could help would be:

    - Make the trench run not have the part where you slow down to deal with the turrets and dome. It worked in the original iteration as you had the ships that were protecting it. As it is now, it's just kind of immersion breaking from the trench run itself. I'm not saying just remove that, I'm saying if it's possible to alter that part so that it too happens at the boosted trench run speed. So that would be an overhaul on that part, but still keep it as something you need to do as different than shooting hard points.
    - Perspective. This is where I think the boredom comes from. The speeds there seem far slower than usual because the size and perspective is much larger. Our big starships are dwarfed by the size of this fortress that itself is dwarfed by the size of the sphere it's in. That's cool at first, but that makes it feel like you are going way slower and sluggish than you really are. My suggestion is to make the slower parts FEEL like they're going faster. Make the whole run feel like a surgical strike at high speeds. Instead of a plodding poke through a massive construct inside a massive construct. By making it feel much much faster, that would, for me, smooth over some of the plot holes as well (you're going so fast on this coordinated hit and run strike that the Voth don't have a lot of time to react).
    - Make the spatial charges more visible to everyone in some way. I never see them coming either and the deaths I get are just from those.
    - You could make the Dreadnought a mini boss encounter in itself where there's phases. And well, I mean, this gets into more standard MMO raid encounter design. It's a possibility.
    - Mostly that's all I got. The disappearing subpower cores are fine. I think maybe to make the story seem more intelligible, make them all three actual cores, but you need to hit the right one. So change the graphics, like if you hit a fake core, what you actually do is instead of one shotting a fake core, you hit the wrong core and it flashes red or whatever and you get hit with the shot and debuff. That way you're actually not dealing with a teleporting core, you're just trying to hit the core in the right sequence.

    So basically my idea is to make it feel and flow faster. And some graphical tweaks to improve the idea of the story.
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  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    Honestly, the trench run is the fun part for me. It's unique to this mission, and when done well is actually pretty fast.

    If the Trench Run just shot you directly to the inside of the ship.. it would be cool. The way it currently is though where you do the trench run and then have to fly around the outside of the ship blowing up hard points makes it suck. Things like that are what I was referring to earlier. The Trench Part is actually kinda cool (unless you happen to use Cannons) but the rest of it is just fluff designed to waste time. This is why people want to bypass it.

    If you just did a trench run and then shot into the inside of the ship, that wouldn't be nearly as bad. It could just shoot you into the room where the ship fight with the hangar doors starts and go on from there. But no.. instead, I have to fly around pointlessly blowing up hard points and then 'rally' to shoot more hard points.. just to get to the next phase.

    Silly.
    And it's still the quick and easy part of the mission. :p
    -=-=-=-=-=-=-=-
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  • farranorfarranor Member Posts: 559 Arc User
    Yesterday, on my last Breach on my last alt, I died to the Dreadnought. I got hit by a Spatial Charge, a Wide-Angle Transphasic Chroniton torp, and an Aceton Pulse at the same time. That character is an engineer flying a cruiser, focusing on defense and healing. I could've shrugged off any one of those without even noticing it. Two of them? Would've been fine, but I would've needed to pop a heal or two afterward. But all three? Nope. Given that the only one of those with any warning is the Spatial Charge (which, even though the charges and the targeting reticle render just fine on my system, can be hard to avoid if you're caught in a tractor beam and a gravity well), the first I knew of my impending doom was the explosion of my ship's warp core. If I'd known beforehand that I was going to be taking so much spike damage, there were half a dozen abilities I could've used, including total immunities like Rock and Roll. But those abilities have CDs, and last for a limited duration, so they can't always be on.

    I do not have access to an Orb of Prophecy. I do not have the Force. I do not have a fairy in a bottle. If something is going to instakill me, I can only interact with that mechanic/event if I know about it beforehand. There should either be a targeting reticle like the Spatial Charge has (although it sounds like that warning should be investigated, as many people aren't seeing it), or some kind of timer, or DBM-style raid warning, or something. Otherwise the mechanic is worthless and only serves as a random death, which, with the way this game's respawn system works, just makes the eventual win less fun. And we will win - you chip away at the thing, you die, you respawn, you keep chipping away. I once soloed Brotherhood of the Sword (on Normal) like that. It wasn't fun, but I did complete it successfully. After I got enough Iconian marks for the gear I wanted, I never ran it again... kind of like the Breach, which, having gotten the admiralty card for each of my characters, I won't run any more. Because it's not fun.

    If I wanted to play Mario Party or Oscar, I would.
  • kodachikunokodachikuno Member Posts: 6,020 Arc User1
    For the second time tonight, I was with a group that failed to get past the dreadnought. This is a normal difficulty mission, which as part of an event people are bringing lower powered alt characters through and some of them just can't cut it. My alts aren't strong enough to carry a full group past that stupid beast, and once people start bailing out it's all over. All the dreadnought does is slow down the mission, it's already a hell of a slog. Please, remove the dreadnought or at least let us kill them while they're "sleeping" aka vulnerable with no shields up yet or weapons.​​

    wait... there are people that cant kill that thing??? ..... wow.... just... wow...
    tumblr_mr1jc2hq2T1rzu2xzo1_400.gif
    tacofangs wrote: »
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  • sentinel64sentinel64 Member Posts: 901 Arc User
    I had one full team in which everyone else was dying repeatedly and it took forever to kill the Dread, and then another run with a toon that ended up with a three players team (two dropped out before the Dread room). We took down the ship with little difficulty and maxed the run. It all comes down to luck and team synergy.
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