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Discuss The Breach Right here!

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    rattler2rattler2 Member Posts: 58,018 Community Moderator
    the flash is the sign of the debuffs being applied; it's when i know to hit the counter​​

    Afterwords you have electrical arcs around your ship, which is usually when I hit Science Team.
    db80k0m-89201ed8-eadb-45d3-830f-bb2f0d4c0fe7.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2ExOGQ4ZWM2LTUyZjQtNDdiMS05YTI1LTVlYmZkYmJkOGM3N1wvZGI4MGswbS04OTIwMWVkOC1lYWRiLTQ1ZDMtODMwZi1iYjJmMGQ0YzBmZTcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8G-Pg35Qi8qxiKLjAofaKRH6fmNH3qAAEI628gW0eXc
    I can't take it anymore! Could everyone just chill out for two seconds before something CRAZY happens again?!
    The nut who actually ground out many packs. The resident forum voice of reason (I HAZ FORUM REP! YAY!)
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    For those unhappy that it seems more friendly to beams then cannons.. your issue is not with the mission, it's with the Mechanic of Cannons and their unreasonably narrow firing arc.

    The mission itself is fine, your problem is the fact that Cannons desperately need a revamp.
    Insert witty signature line here.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    I can agree that the cannons and even torpedoes in game need a revamp/buffing, but that is for another thread, but that is not fully the only issue either though. As the inadequacies of cannons/torpedoes are merely compounded by the design of the trench itself, which being quite wide makes it far more effective for beams (most of all bfaw) to merely fly thru the trench blasting them. Also it is not merely cannons an torpedoes that are at a disadvantage on the trench, but any narrow firing arc weapon type like Beam-banks compared to beam arrays that have a greatly higher firing arc. Just looking at how wide the trench is a weapon with a firing arc of 180 degrees or higher for example will merely out perform by a large margin, mostly to do with the fact that the smaller arc an how the point are spread out through the trench makes the smaller firing arcs using ships need to turn considerably more than a ship using single cannons or beam arrays.

    Though you can't make the trench design really less effective for beam arrays or single cannons, but it could be improved for cannons and torpedoes by making the trench thinner thus making the ships using the narrower firing arc weapons have to turn less, which would also have less impact on the effectiveness of beam arrays an single cannons. Mind you this is one area that has alot less to do with the mission compared to the rest of the areas, and those areas are more forgiving to the narrower firing arc weapons, as such a change like this is not fully needed but would be nice to see happen.
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    rmy1081rmy1081 Member Posts: 2,840 Arc User
    rattler2 wrote: »
    Maybe you got something modifying your Engie Team that I don't. All I know is that for me, Science Team clears it.

    Science Team clears the damage and engine disable. Engineering Team just clears the engine disable.
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    ltminnsltminns Member Posts: 12,569 Arc User
    As far as the speed through issue in the Trench, there was no way someone could have sped through past me, reached the end and gone around the outside to the breach site in under 15 seconds. That is the issue I inquired about above.

    Now if you can go directly to the side from the starting position, and speaking of that falls under a similar rule to the First Rule of the Fight Club, I understand and will speak of it no further. ;)
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
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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.'
    Lt. Philip J. Minns
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    ltminnsltminns Member Posts: 12,569 Arc User
    Two of my Characters have ships that are equipped with Canons. One with DHC's and one with Single Canons. They were able to blow up the Turret complexes. I don't fire on other Hard points at all.
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    '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.'
    Lt. Philip J. Minns
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    theanothernametheanothername Member Posts: 1,504 Arc User
    Played it. Its bad AND its good.

    The good part: Its short enough for a daily grind. Still not sure I would do it daily since the weapon is not account bound and I do not have any character concept that includes such a melee weapon ready.

    The bad part: Its trimmed for a daily grind mission. I played the old one; while that indeed was a bad one for daily grind it was actually a fun mission.

    Maybe put the old one as some kind of space encounter like you have with several other species. Because as a mission to be played (opposed to a piece of work done daily) the old version is superior.
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    tilarta wrote: »
    I've been studying the Trench run and am trying to figure out how certain players get so far ahead of me to trigger the rally site message.
    If I try to fly straight and through, the game causes my ship to slow down as it passes over the power unit with the turret ring.
    I've tried every method I can think of to fly through the trench without slowing down, so far, nothing has worked.
    What I am overlooking?
    lnblade wrote: »
    Maybe then people will figure out they shouldn't attack the one labeled "Subpower core?"

    This is my number one aggrievance with the Subpower Core?
    Note the question mark, it is important!
    And this morning, I witnessed the ultimate example of Fake Subpower Core recklessness!
    The correct Subpower core had been destroyed and I was near the fake closest to the door when another player flies past and blasts it, causing the blast wave!
    Why on earth would you blow up the Fake if the correct one had already been identified and dealt with???? :s
    I think they're just operating on autopilot, see target, shoot target.
    I should have a macro that hyperlinks this video link in team chat:


    I think that whatever ship shoots the Fake Subpower core needs to explode instantly, to teach them not to do it.

    And I don't care if the Debuff can be removed, I shouldn't need to if we'd just check our targets.
    Especially when the skill used to cleanse it is still on cooldown and a second one occurs in that time!
    They would need to be teleported back to the start of the map to have any notable impact for them. Who cares if they blow up once?
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    For those unhappy that it seems more friendly to beams then cannons.. your issue is not with the mission, it's with the Mechanic of Cannons and their unreasonably narrow firing arc.

    The mission itself is fine, your problem is the fact that Cannons desperately need a revamp.

    No, it's a problem with the mission. If you had to blow a hole through the ship by applying massive damage to a single object, cannons would be superior. But we always shoot at a target-rich environment, so AOE and wide fire arcs are best.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    warpangelwarpangel Member Posts: 9,427 Arc User
    lucho80 wrote: »
    Risan Corvette maximum speed build makes this queue short so 1 player can run that trench to the door like a maniac. Now if someone would start a thread on how to maximize speed like a 14 year old minmaxer, that would be awesome.
    Personally I prefer something with a cloak so the turret clusters don't stop my full impulse.
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    questeriusquesterius Member Posts: 8,318 Arc User
    warpangel wrote: »
    lucho80 wrote: »
    Risan Corvette maximum speed build makes this queue short so 1 player can run that trench to the door like a maniac. Now if someone would start a thread on how to maximize speed like a 14 year old minmaxer, that would be awesome.
    Personally I prefer something with a cloak so the turret clusters don't stop my full impulse.

    A romulan pilot ship perhaps?
    This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Questerius 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.
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    tilartatilarta Member Posts: 1,799 Arc User
    questerius wrote: »
    warpangel wrote: »
    Personally I prefer something with a cloak so the turret clusters don't stop my full impulse.

    A romulan pilot ship perhaps?

    I don't have a Pilot Ship, but I have tested it with a Romulan Scimitar and a Cloaking Sovereign.
    Neither of these were able to get past the "mud spot" of the turret cluster.
    Which makes me think it is scripted to slow you down as you pass over it.
    I don't know if you can fly past it though by going to the side of the trench, I haven't been able to do a sideline run with any degree of success yet.
    Too much kibble blocking the path.
    tilarta wrote: »
    I think that whatever ship shoots the Fake Subpower core needs to explode instantly, to teach them not to do it.
    Who cares if they blow up once?

    Oh, it wouldn't be just once. ;):p
    They'd probably go on to shoot the second one and blow up again.
    Which would have the effect of giving them a second respawn timer at an duration greater then that of the first one.
    Maybe if they spend enough of the battle in this room looking at a cloud of metal fragments and energy particles while the respawn timer is ticking over, it'll finally make the point.

    Bees like honey, they don't like vinegar.
    Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad :'(
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    warpangelwarpangel Member Posts: 9,427 Arc User
    tilarta wrote: »
    questerius wrote: »
    warpangel wrote: »
    Personally I prefer something with a cloak so the turret clusters don't stop my full impulse.

    A romulan pilot ship perhaps?

    I don't have a Pilot Ship, but I have tested it with a Romulan Scimitar and a Cloaking Sovereign.
    Neither of these were able to get past the "mud spot" of the turret cluster.
    Which makes me think it is scripted to slow you down as you pass over it.
    I don't know if you can fly past it though by going to the side of the trench, I haven't been able to do a sideline run with any degree of success yet.
    Too much kibble blocking the path.
    The auto-speed zone has a gap over the turret clusters. You have to manually use full impulse to cross it fast. That's why you cloak, so the turrets don't put you in red alert.
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    warpangelwarpangel Member Posts: 9,427 Arc User
    tilarta wrote: »
    Why on earth would you blow up the Fake if the correct one had already been identified and dealt with???? :s
    Because you can't do full impulse if the fake is shooting you.
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    i've never had the fake shoot at me, only the real one​​
    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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    leemwatsonleemwatson Member Posts: 5,344 Arc User
    Ah the fake core shooters....mostly it's cause people have auto-fire enabled. The map should be more punishing for that such as a stronger effect when it's destroyed on the person who shot it. One of the reasons I loved the original is because you had to be more tactical, especially when trying to free the Fed ships! And yet people still don't understand there is no interrupt on this map when freeing the ships!!

    And lastly, AFK'ers...jeez! If a player hasn't got into the trench by the time players hit the first node, they should be auto-kicked by the system. It's about time free-loaders got an even more raw deal!
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
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    saurializardsaurializard Member Posts: 4,392 Arc User
    edited March 2017
    i've never had the fake shoot at me, only the real one​​
    I thought it couldn't at first, then it started shooting me. Sometimes it doesn't but other times it does. It seems to be an addition to this Breach version.
    It's also a bit annoying if you have a trait that grants you a chance to reflect damage.
    #TASforSTO
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    risian4risian4 Member Posts: 3,711 Arc User
    leemwatson wrote: »
    Ah the fake core shooters....mostly it's cause people have auto-fire enabled. The map should be more punishing for that such as a stronger effect when it's destroyed on the person who shot it. One of the reasons I loved the original is because you had to be more tactical, especially when trying to free the Fed ships! And yet people still don't understand there is no interrupt on this map when freeing the ships!!

    And lastly, AFK'ers...jeez! If a player hasn't got into the trench by the time players hit the first node, they should be auto-kicked by the system. It's about time free-loaders got an even more raw deal!

    I can understand why one wouldn't want to do the trench run. If anyone is using beams, and you're using something different, there's really no reason to fly with the others.

    An auto-kick system should therefore be in place if a player hasn't done anything by the time the final core room is reached. Not before then, this will also make true AFK'ing more annoying to the AFK'er because he's basically waiting for something he doesn't want (getting a ban).
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    letsfadeawayletsfadeaway Member Posts: 110 Arc User
    This feedback is in regard to it being an event to earn something:

    Good:
    - it's short
    - not a gear check
    - very PUG/noob-friendly
    - interesting concept

    Bad:
    - briefing/end timer that cannot be shortened/skipped
    - trench run is pointless
    - end reward not an account unlock

    Ugly:
    - the walled off areas on the outside break any immersion one might have, it's more of how it is done and not that it is done
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    bobbydazlersbobbydazlers Member Posts: 4,534 Arc User
    much quicker then before so regardless of anything else that is a vast improvement, now if they can just do the same with mirror we will be getting somewhere.

    When I think about everything we've been through together,

    maybe it's not the destination that matters, maybe it's the journey,

     and if that journey takes a little longer,

    so we can do something we all believe in,

     I can't think of any place I'd rather be or any people I'd rather be with.

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    nickodaemusnickodaemus Member Posts: 711 Arc User
    For those unhappy that it seems more friendly to beams then cannons.. your issue is not with the mission, it's with the Mechanic of Cannons and their unreasonably narrow firing arc.

    The mission itself is fine, your problem is the fact that Cannons desperately need a revamp.

    I'd like to see the firing arcs comparable to what I'm used to for Star Fleet Battles instead of what we have:

    http://sto.gamepedia.com/Category:Firing_Arcs
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    asuran14asuran14 Member Posts: 2,335 Arc User
    Oh the fact of firing arcs for cannons it would just be nice if they buffed the dual cannons from being the same 45 degree arc as heavy dual cannons, and make them instead something closer to 60-75 degree (90 degrees might be the highest I think it would go.). Which is mostly due to the fact that it feels that the two variants of dual cannons are so similar that the dual heavy version is chosen quite often on the fact of the increased damage output an innate critical damage bonus it has, while with a wider arc ont the dual cannon variant might make it more practical an appealing to use on the slower ships that can use dual cannons without having to resort to power sliding or stacking turn rate improving consoles or buffs. Dual cannons just feel redundant overall with the bonuses that dual heavies have innately, and also lack a niche they fill in cannon builds.
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    edited March 2017
    I've found SC builds to work nicely for the trench run. I actually have scimmi setup for CSV and SC.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    tilartatilarta Member Posts: 1,799 Arc User
    warpangel wrote: »
    tilarta wrote: »
    Why on earth would you blow up the Fake if the correct one had already been identified and dealt with???? :s
    Because you can't do full impulse if the fake is shooting you.

    Except that it wasn't shooting at anyone.
    I'd been parked next to this core for a minute and it did nothing except sit there.
    As soon as the player got into range, they shot it instantly.
    Which was naturally a source of aggrievement for me, because it stopped me going to full speed due to the red alert! :#

    And even if was shooting at anyone, it doesn't really solve the problem, because destroying it just slows you down anyway.

    Autofire does explain a lot though, so basically, they've just got the game to shoot at everything that's a target and not thinking there are occasions when this might not be practical.


    As for the trench run, I'm getting so tired of doing it, I am giving serious consideration to just sitting there and waiting for the Rally Point message to show up.
    It wouldn't matter if I went in there or not, since my goal is simply to get to the end as fast as possible.
    I'm not shooting at any of the hard points or the turret rings, so unless I get to the Rally Point first, my presence in the trench doesn't assist anyone with mission goals.

    Bees like honey, they don't like vinegar.
    Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad :'(
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    In my experience, the fake cores are little more than a minor annoyance.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
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    samargathasamargatha Member Posts: 75 Arc User
    Well, doing it on two characters. More is too much.
    On average ok, better than before, as it's shorter.

    I miss a bit all the explosions around when you're trying to escape :D It was more dramatic. Other than that, OK. Tho I walked into a wall once when escaping and had no way to get out. I was there, trapped on the middle of nothing. But as the ship didn't explode, I survived :)
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    warpangelwarpangel Member Posts: 9,427 Arc User
    tilarta wrote: »
    warpangel wrote: »
    tilarta wrote: »
    Why on earth would you blow up the Fake if the correct one had already been identified and dealt with???? :s
    Because you can't do full impulse if the fake is shooting you.

    Except that it wasn't shooting at anyone.
    I'd been parked next to this core for a minute and it did nothing except sit there.
    As soon as the player got into range, they shot it instantly.
    Which was naturally a source of aggrievement for me, because it stopped me going to full speed due to the red alert! :#

    And even if was shooting at anyone, it doesn't really solve the problem, because destroying it just slows you down anyway.
    Why were you parked next to a fake core for a minute?

    And no, it doesn't slow you down, since the debuff is instantly cleared by science team.
    Autofire does explain a lot though, so basically, they've just got the game to shoot at everything that's a target and not thinking there are occasions when this might not be practical.
    Even if people didn't shoot them, the NPCs in the room that people insist on rescuing would. As would any pets anyone may have deployed.

    It's better to just equip science team and expect them to be shot.

    As for the trench run, I'm getting so tired of doing it, I am giving serious consideration to just sitting there and waiting for the Rally Point message to show up.
    It wouldn't matter if I went in there or not, since my goal is simply to get to the end as fast as possible.
    I'm not shooting at any of the hard points or the turret rings, so unless I get to the Rally Point first, my presence in the trench doesn't assist anyone with mission goals.
    Well no, but in my experience pugs usually stop to shoot the turrets, so if you know better then you're very likely to get to the goal first. Most of the time I get to the end of the trench first, even on toons not flying a cloaking ship, simply because everyone else is wasting time on the impossible optional.

    And of course, if everyone were waiting for someone else to do the trench, nobody would be doing it. o:)
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    avoozuulavoozuul Member Posts: 3,196 Arc User
    I think it would've been better if they made the normal difficulty Breach the cut version while making the advanced difficulty Breach more like the original non-cut version.
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    tilartatilarta Member Posts: 1,799 Arc User
    warpangel wrote: »
    Why were you parked next to a fake core for a minute?
    And no, it doesn't slow you down, since the debuff is instantly cleared by Science Team.

    Because the actual Subpower Core was all the way at the other end of the chamber with the rest of the team and I was at the power relays near the door where it had formerly been located.
    I didn't see the point of flying all the way across the chamber and then just having to come back having done nothing at all.
    The Subpower Core was at low health at this point, so it would have been destroyed by the time I got there.

    I don't use Science Team in my builds, I use Hazard Emitters.
    I haven't really been paying attention, but I don't think it clears the debuff, I tried it once or twice and it didn't seem to do anything.

    Bees like honey, they don't like vinegar.
    Everytime someone makes a character that is an copy of an existing superhuman, Creativity is sad :'(
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    warpangelwarpangel Member Posts: 9,427 Arc User
    tilarta wrote: »
    warpangel wrote: »
    Why were you parked next to a fake core for a minute?
    And no, it doesn't slow you down, since the debuff is instantly cleared by Science Team.

    Because the actual Subpower Core was all the way at the other end of the chamber with the rest of the team and I was at the power relays near the door where it had formerly been located.
    I didn't see the point of flying all the way across the chamber and then just having to come back having done nothing at all.
    The Subpower Core was at low health at this point, so it would have been destroyed by the time I got there.

    I don't use Science Team in my builds, I use Hazard Emitters.
    I haven't really been paying attention, but I don't think it clears the debuff, I tried it once or twice and it didn't seem to do anything.
    Hazard Emitters is not even supposed to clear it. If you don't bring Science Team thats on you.
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