I did it yesterday on adv. and it went fine for the most part but yeah, close portals and watch enterprise blow the sphere and then repeat 2 more times. Not very exiting. Also the Enterprise-J isn't all that big but that saucer, TRIBBLE hell. Think they went overboard with windows and lights.
I rarely say this, but this mission probably *does* need to be toned down a bit. No, I haven't died yet. :P But, seriously the spawns are too many, and too hefty, for a pug on Normal.
I rarely say this, but this mission probably *does* need to be toned down a bit. No, I haven't died yet. :P But, seriously the spawns are too many, and too hefty, for a pug on Normal.
I agree, either that or they need to increase the timer on how quickly they respawn. Yes, a party of seasoned players working together can take this down pretty easily, but the 'normal' mode (and even advanced) is largely PUG groups that aren't in direct communication with one another and this mission is just frustrating as all hell in that scenario.
Part of the problem is that people don't want to follow the objectives, they just fly around shooting and not trying to close portals. It would be nice if when I see people doing that, I could just take a more passive role and close the portals while they do what they want to do. Unfortunately, as mentioned before, if anything is going on anywhere within a mile and a half of my ship my crew, for some reason, can't handle the task of closing the portal.
There is a difference between difficult and just ridiculously frustrating. This queue isn't 'hard' it's just annoying.
I rarely say this, but this mission probably *does* need to be toned down a bit. No, I haven't died yet. :P But, seriously the spawns are too many, and too hefty, for a pug on Normal.
I agree, either that or they need to increase the timer on how quickly they respawn. Yes, a party of seasoned players working together can take this down pretty easily, but the 'normal' mode (and even advanced) is largely PUG groups that aren't in direct communication with one another and this mission is just frustrating as all hell in that scenario.
Part of the problem is that people don't want to follow the objectives, they just fly around shooting and not trying to close portals. It would be nice if when I see people doing that, I could just take a more passive role and close the portals while they do what they want to do. Unfortunately, as mentioned before, if anything is going on anywhere within a mile and a half of my ship my crew, for some reason, can't handle the task of closing the portal.
There is a difference between difficult and just ridiculously frustrating. This queue isn't 'hard' it's just annoying.
I doubt it makes a difference whether you're a seasoned player or not. It seems that the faster you kill the enemies, the faster a replacement will spawn.
I would imagine aggro grabbing / high DPS builds would be a premium in this instance. Whether they're a tanky BFAW with Threat up or a Science+AOE build, they tend to attract attention good.
If you're going for the shutdowns, hold your fire, let the others do their work in getting attention, focused. Aceton Assimilators will help a little bit combined with holding fire. Cloak capable ships, esp Battle / Enhanced Battle Cloak look like a big deal here.
But if you're PUG'ing this on Adv/Elite? Not gonna happen right now.
They spam AoE abilities. Threat management is futile.
Well maybe if you combine threat management with disable and debuffing abilities, it could work. There are sets and traits that remove tactical buffs from enemies and I believe there are intel abilities that do the same.
It's possible... you'd just need a highly specialised build. And you'd still need to work together cause even if you can remove a FAW buff from an enemy, they can still target you specifically of course.
It's not faw. They are using exotic shield pen DOT damage. You COULD possible shut down the ability with a disable if you can it off before they get theirs off...but seriously, the whole I took 300 hull damage so I have to stop closing the portal on ships that have 60+k hull is beyond stupid.
It's both. Most ships (didn't know that it was ships causing it, but apparently it is) are causing a DOT effect but there are some ships that spam FAW as well.
I doubt it makes a difference whether you're a seasoned player or not. It seems that the faster you kill the enemies, the faster a replacement will spawn.
The spawn rate is broken either way, yes. But a skilled group in communication with one another can handle it pretty easy. It's just a matter of drawing them back a bit while another player stays cloaked by the portal waiting for the opening to uncloak and close the portal. It's not something that is realistic to expect from a PUG group however where people aren't in communication and vary greatly in skill level. You're definitely right on the spawn rate, it's ridiculous, especially for 'normal' mode.
The other big problem is the portals are too close together. Even if you manage to briefly clear the spawns protecting the portal you wish to close, you're still in range of ships guarding the neighboring portal. When you look at the spawn rates of these guys, having you in range of 2 portals at once makes it close to impossible to make any real progress.
I rarely say this, but this mission probably *does* need to be toned down a bit. No, I haven't died yet. :P But, seriously the spawns are too many, and too hefty, for a pug on Normal.
I agree, either that or they need to increase the timer on how quickly they respawn. Yes, a party of seasoned players working together can take this down pretty easily, but the 'normal' mode (and even advanced) is largely PUG groups that aren't in direct communication with one another and this mission is just frustrating as all hell in that scenario.
Part of the problem is that people don't want to follow the objectives, they just fly around shooting and not trying to close portals. It would be nice if when I see people doing that, I could just take a more passive role and close the portals while they do what they want to do. Unfortunately, as mentioned before, if anything is going on anywhere within a mile and a half of my ship my crew, for some reason, can't handle the task of closing the portal.
There is a difference between difficult and just ridiculously frustrating. This queue isn't 'hard' it's just annoying.
Zactly! And it's too repetitive. Sphere gets blown up, you start again. And that several times over. And I can't close all portals by myself (and too few others are trying, or calling sides, or making any attempt at coordination). And nobody seems to be queue-ing on Advanced, so I wind up doing an annoying, repetitive mission on Normal, with not even a rep reward to show for, and basically just wasted 20 minutes of my time.
I did this Queue once the other night on Normal. Didn't notice, but do they use the same mechanic as is the Mirror Invasion Queue, where Science ships close the portals faster?
If not, they should really be looking to make that the standard for closing portals, etc. with Science ships in PVE Queues.
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'As l speak now, the words are forming in my head.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
I've run it three times now on two different characters. My tank loves this mission. It's very engaging for me and my build.
My science ship (which is a Nautilus now ... well the ship is the nautilus, the SKIN is the Daedalus!) not so much as I'm still trying to figure out the build and the ship is very very fragile.
One thing I'm really struggling with is the visuals in this mission.
It's basically an orange space map with about a billion tonnes of visual spam laid over the top, and with enemies spawning endlessly all around you actually finding and spotting what the hell you're meant to be shooting/closing can be a real pain in the TRIBBLE.
Plus, tone down the respawn rates on those portals, especially at advanced and higher. I can barely clear a portal to start shutting it before more ships appear and blast me, stopping any interactions.
Make it like GtG where you can still interact despite taking fire, that way at least you can have the option to buff up and tank the enemy fire whilst trying for the portal.
I noticed in Procyon mission that often as soon as you kill the last mob at a portal, a new set spawn instantly....it seems designed that way to prevent victory via brute dps....unfortunately thats what most pick up groups try to do.
I redesigned my ship to have 2 tractor repulsers plus extra control effects on build and extra science cooldowns. I could then push the ships away if not too many, then use evasive to hightail it back to portal to remove it if nobody was already there.
However, in the 3rd wave there are just too many mobs to repulse them all...get 4-5 per portal plus the portals are close enough together there is a lot of overlap...can clear out one and mobs from another shoot you. We had some minor success with me repulsing 1-2 away and killing off the rest that I could not move...but its still a pain in the butt mission that takes too long due to all the respawns and portal clearing interrupts. This mission needs tuning to be done by PUGs...even on normal if you are not lucky enough to get several skilled people in mission
I've been playing this queue roughly twice a day and I still haven't figured out the last group though. "Something" stops them from constantly spawning at a portal. But I can't figure out what it is.
And what the heck is it that takes my hull to zero while my shields are at 100%. Someone mentioned some sort of shield Pen DoT.. What the heck is it?
I've been playing this queue roughly twice a day and I still haven't figured out the last group though. "Something" stops them from constantly spawning at a portal. But I can't figure out what it is.
And what the heck is it that takes my hull to zero while my shields are at 100%. Someone mentioned some sort of shield Pen DoT.. What the heck is it?
Reading through this topic leads me to having a question. Do we get acc wide temporal mark rewards for the temporal agent recruitment event and if yes how many?
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
I've been playing this queue roughly twice a day and I still haven't figured out the last group though. "Something" stops them from constantly spawning at a portal. But I can't figure out what it is.
And what the heck is it that takes my hull to zero while my shields are at 100%. Someone mentioned some sort of shield Pen DoT.. What the heck is it?
I think it's the green cloud
The Delphic Expanse also has a nasty effect on ships not equipped with the Trellium-D plating from 'Ragnarok'. That cuts through your hull over time regardless of shield status, and I'm reasonably certain that this queue counts as being in the Expanse.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Reading through this topic leads me to having a question. Do we get acc wide temporal mark rewards for the temporal agent recruitment event and if yes how many?
Around 850:
10 for the Lieutenant box. 35 for the LtC box. 100 for the Captain box. 200 for the Rear Admiral box, and 500 for the VA box. You can pick any mark type up to and including temporal.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Comments
And bump.
Yeah. I saw my younger brother run through it, and... meh. The way they handled that didn't quite appeal to me.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
indeed, and even if the portals are closed, ennemies continue to be spawned during a moment
Trash mob spam.
Fragile portal interaction.
Ridiculous NPC power scaling and spam.
Repetition spam.
Hot garbage.
I agree, either that or they need to increase the timer on how quickly they respawn. Yes, a party of seasoned players working together can take this down pretty easily, but the 'normal' mode (and even advanced) is largely PUG groups that aren't in direct communication with one another and this mission is just frustrating as all hell in that scenario.
Part of the problem is that people don't want to follow the objectives, they just fly around shooting and not trying to close portals. It would be nice if when I see people doing that, I could just take a more passive role and close the portals while they do what they want to do. Unfortunately, as mentioned before, if anything is going on anywhere within a mile and a half of my ship my crew, for some reason, can't handle the task of closing the portal.
There is a difference between difficult and just ridiculously frustrating. This queue isn't 'hard' it's just annoying.
I doubt it makes a difference whether you're a seasoned player or not. It seems that the faster you kill the enemies, the faster a replacement will spawn.
It's both. Most ships (didn't know that it was ships causing it, but apparently it is) are causing a DOT effect but there are some ships that spam FAW as well.
The spawn rate is broken either way, yes. But a skilled group in communication with one another can handle it pretty easy. It's just a matter of drawing them back a bit while another player stays cloaked by the portal waiting for the opening to uncloak and close the portal. It's not something that is realistic to expect from a PUG group however where people aren't in communication and vary greatly in skill level. You're definitely right on the spawn rate, it's ridiculous, especially for 'normal' mode.
The other big problem is the portals are too close together. Even if you manage to briefly clear the spawns protecting the portal you wish to close, you're still in range of ships guarding the neighboring portal. When you look at the spawn rates of these guys, having you in range of 2 portals at once makes it close to impossible to make any real progress.
Zactly! And it's too repetitive. Sphere gets blown up, you start again. And that several times over. And I can't close all portals by myself (and too few others are trying, or calling sides, or making any attempt at coordination). And nobody seems to be queue-ing on Advanced, so I wind up doing an annoying, repetitive mission on Normal, with not even a rep reward to show for, and basically just wasted 20 minutes of my time.
If not, they should really be looking to make that the standard for closing portals, etc. with Science ships in PVE Queues.
l don't know.
l really don't know what l'm about to say, except l have a feeling about it.
That l must repeat the words that come without my knowledge.'
My science ship (which is a Nautilus now ... well the ship is the nautilus, the SKIN is the Daedalus!) not so much as I'm still trying to figure out the build and the ship is very very fragile.
To be fair, Daniels expresses the exact same dissatisfaction with that mechanic IN the mission itself! (It made me chuckle).
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It's basically an orange space map with about a billion tonnes of visual spam laid over the top, and with enemies spawning endlessly all around you actually finding and spotting what the hell you're meant to be shooting/closing can be a real pain in the TRIBBLE.
Plus, tone down the respawn rates on those portals, especially at advanced and higher. I can barely clear a portal to start shutting it before more ships appear and blast me, stopping any interactions.
Make it like GtG where you can still interact despite taking fire, that way at least you can have the option to buff up and tank the enemy fire whilst trying for the portal.
I redesigned my ship to have 2 tractor repulsers plus extra control effects on build and extra science cooldowns. I could then push the ships away if not too many, then use evasive to hightail it back to portal to remove it if nobody was already there.
However, in the 3rd wave there are just too many mobs to repulse them all...get 4-5 per portal plus the portals are close enough together there is a lot of overlap...can clear out one and mobs from another shoot you. We had some minor success with me repulsing 1-2 away and killing off the rest that I could not move...but its still a pain in the butt mission that takes too long due to all the respawns and portal clearing interrupts. This mission needs tuning to be done by PUGs...even on normal if you are not lucky enough to get several skilled people in mission
And what the heck is it that takes my hull to zero while my shields are at 100%. Someone mentioned some sort of shield Pen DoT.. What the heck is it?
I think it's the green cloud
Looking for a fun PvE fleet? Join us at Omega Combat Division today.
The Delphic Expanse also has a nasty effect on ships not equipped with the Trellium-D plating from 'Ragnarok'. That cuts through your hull over time regardless of shield status, and I'm reasonably certain that this queue counts as being in the Expanse.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.
Around 850:
10 for the Lieutenant box. 35 for the LtC box. 100 for the Captain box. 200 for the Rear Admiral box, and 500 for the VA box. You can pick any mark type up to and including temporal.
Infinite possibilities have implications that could not be completely understood if you turned this entire universe into a giant supercomputer.