Please use this thread to post feedback and issues found in the new Tzenkethi Battlezone on Tribble.
Tzenkethi Battlezone:
- The Tzenkethi have set up operations in the Gon’cra system, at the far edges of explored space!
- Captains from all factions are tasked to go to the Gon’cra system and stop the Tzenkethi from harvesting raw material for new weaponry.
- The Tzenkethi Battlezone is set for level 60 captains from all faction and is accessible from the Alpha Quadrant.
- Completion of objectives in the Tzenkethi Battlezone will award new Lukari marks, used for advancing through the Lukari Restoration Initiative reputation.
- Additionally, participation awards expertise and dilithium.
- This is still a work in progress.
- For more details, please visit the Tzenkethi Battlezone blog: http://www.arcgames.com/en/games/star-trek-online/news/detail/10343833-announcing-the-tzenkethi-battlezone
Comments
Pros:
- Battlezone capture methods are far more original than they were in the Badlands Zone, especially Tug of War. Rather than just hold position and shoot ships, you actually have to try a bit to take these new points.
- The map doesn't feel as big as the Badlands Zone, making it feel like it takes less of an eternity to reach corner to corner.
- Because each point now takes about 5-6 minutes to capture regardless of number of ships involved, the full zone could be cleared very quickly if the players stay split up.
Cons/Advice:
- The capture points are being retaken by the Tzenkethi far too quickly to allow for proper zone completion, I think within about 6 minutes from the initial capture. There is also no warning period before a zone is recaptured, rather it resets instantly. Given that all points now require at least 5 minutes to complete, this makes completing the zone with smaller numbers of players (in my case 8), impossible.
- At first, I wasn't aware that Tzenkethi ships had very strong non-forward shields and thought it was a bug until I read the blog released earlier this week. A small advisory from General Rodek in the Operations Information contact concerning the specifics of Tzneenkethi ship mechanics would be useful to newer runners of this battlezone.
As for the Tzeni retaking the objectives quickly... that's a good thing. In the Undine zone I can practically do it solo before they start retaking. By having the objectives under constant threat, it means teams of players will actually have to stay near each objective and guard them, rather than flying off to the next one. Which will mean players need to think strategically, so split up and work together to get the zone to 100%. I'm all for that. (issue with that is, you get rewards for capturing a point, so players aren't going to stand guard, they're all going to fly off and try to take the next point. Maybe change it so you only get rewards if the zone gets to 100%. You want your rewards, you guard this point with your life lol)
Drain boat + Nebula T6 trait + Winter Ship trait = poof-be-gone shields
Throw Solanae 2nd deflector to give Tachy Beam even more oomph.
The modes for the Battlezone are different than the modes for the Undine BZ or Badlands BZ, and they feel like they're a lot more fun. Asteroid tug-of-war in particular.
The cons: the BZ is apparently bugged, since we cannot actually defend points. Instead, the points change from captured to contested and back again with little relation to why they're changing hands. This should probably be fixed before it goes live in a couple of weeks; or the change-of-hand conditions need to be clarified.
--FX cannot be seen through the rings of the planet(s), so it's hard to see if enemy ships are swooping in underneath you to tractor asteroids.
--The colors on the map aren't clear enough to describe what's happening. An area can be (recently) controlled by allies, but still have a red dashed border on it, so then people start yelling about "GET OUT OF MY ZONE, I GOT DIS".
Every time anyone captured a zone it would pretty much be instantly taken back. Its like you take 5 steps forward to take 10 back sigh. Its not bad and is challenging just needs some tweaks. Obviously am aware its a work and progress.
The Devs popped the bosses to facilitate zone completion, people were having way too much trouble completing it.
I would jump for 40% of the marks compared to elite, if it ment I was having fun, and not just chasing a group of people who just go round and kill/clean up before your torpedo's have a chance to hit its mark - The mobs could be just as hard, but respawn rate of the zone markers are slowed - for example if elites was 8min respawns, then the normal would have 12.
http://www.risk-gaming.com/content.php
@Datalives
United Federation 55th
The enemy difficulty was ok, those who have epic xiv gear would find it easy but normal xii gear it just right. It at the advance difficulty. I can do elite but not one of those dps queen's.
I's also like to thank Mr.Todd for coming back and supplying his talents to the whole affair.
Tzenkethi Ships: The look distinctive from the other races, though they remind me just a bit of the Voth's smaller ships.
I feel like perhaps the dreadnought should be a bit bigger, it doesn't feel imposing enough, IMO.
Also now I have a severe case of cluster missile envy.
Battle zone feedback:
Pros:The area looks beautiful, the debris field and objectives add some nice atmosphere.
I like how I can see objectives in-distress from farther away then in some zones.
The tasks feel different enough to set them apart from other battlezone activities.
Cons:Some times the enemy ships felt pretty invulnerable when fighting alone, but it's a battlezone, I don't expect that to happen too often.
Suggestions: I feel like there is room for things similar to the supply dinos from the Sphere ground area and the disabled ships from the Undine battlezone. Something to change the dynamic a little, maybe the ability to call in support ships with tokens or something?
Also you might want to vary up the Tzenkethi ship formations or spread them out a bit more, they seemed to get caught on each other and just stop moving and attacking.
Looking forward to what missions you have in store for us!
* For some reason the battlezone is much more difficult to understand than the prevoius battlezones - more clear instructions are needed. However, this feeling might be caused by improperly working area control mechanics.
* Looks like the area control mechanics are broken. At the array for example, there is no progress bar on all 3 sectors uptime, or whatever should turn the area to allied control. While fighting there for some time, I've noticed it is already marked as blue, so it probably changed without a notification. Not for long though, as it suddenly turned to dashed-red-line, even with like 2-3 players denying any enemies within the area.
* The welcome message from the Klingon guy should only appear when a player is close to his ship. At the moment, changing zones/returning from queues results in being bothered every single time (no matter in which part of the battlezone you appear).
* There is no info on how the boss dreadnouhts could be released from their shields. One can see 4 satellites and progress bars, but it is unknown if the satellites can be destroyed and should be protected, or if players can influence the speed of this process in any way.
The enemies did spawn too fast to be able to hold much and for king of the hill they just charged to the centre and died there so the only option players have is tractor repulsors and park in the centre zone or we have no chance at 70% plus which obviously means a tanky ship is needed here.
When a zone is captured it still shows on the map as being enemy controlled even though it is now blue!
When fighting I would be randomly moved to a different area within the zone which is a tad confusing as i dont remember having a subspace jump equipped anywhere on my ship.
Edit: Forgot to add my temporal dreadnaught was constanly getting stuck in the satellites/arrays so any chance of either making them a little less tangible or arranging driving lessons for me?
Still waiting to be able to use forum titles
I'm an average player at best, but I found that I could make decent progress killing the enemies and keeping myself alive, so that's good. I did blow up once after getting caught between too many of the baddies, but I expected that to happen at least a time or two.
I only had two real complaints. The first being that while the briefing was fairly clear, once you were actually in one of the areas of the zone it was sometimes difficult to see what you were actually supposed to be doing where and when. The second being that it seemed like the enemies were retaking the areas very quickly and without a lot of warning or info on how to prevent it from happening. This seemed to happen even when players were actively defending areas from incoming enemies.
CRUISERS NEED A 206% HULL BUFF
However, the map markings don't actually seem to have anything to do with the state of the points. In the map I'm in (instance 5), I'm seeing zones marked as allied that are actually still in progress, ones showing as red that were captured, and (supremely frustrating) ones showing as contested that had no hostile ships and were still defended by the allied ships. Some of these were actually still friendly, and there was nothing to do to get them to flip friendly except wait for them to actually become contested, but worse some appeared to have reset and weren't even contested anymore but actually flipped back to hostile control (despite the friendly fleet holding it).
I agree at the moment the progression of the Battlezone is broken. Even if you captured a zone, it wouldnt register. Same with completing an instance. Once the timer was up, it didnt reset.
However, I know you devs are aware of that because you were in chat at the time.
I agree/disagree that the zones are recaptured too quickly. It could be toned down, but don't tone it down too much. I enjoyed being out flanked
The Tzenkethi. I think the dreanoughts and battleships could use a bit more hull health/resistance. Some of them melted too quickly. Interesting using the pilot specialization.
I quite enjoyed the asteroid towing, nice mechanic that one