a battle cloaking science ship with easy ways to distract the terrans so you can close the rifts.
Did they actually fix it so that science warbirds are recognized as science ships to close rifts faster? I doubt they did.
The Dyson warbirds also, unfortunately, aren't exactly special in comparison to the few other science warbirds all of which have battle cloaks, unless I guess if you build it as a tactical destroyer and keep it in tac mode, but properly built science ships do excellent in target rich environments just the same, and if you're closing rifts, best to let someone else draw aggro.
Can you please do something about AFK people in ques I just did a mirror invasion with 3 afk guys right till the last part reporting them seems to do nothing
Can you please do something about AFK people in ques I just did a mirror invasion with 3 afk guys right till the last part reporting them seems to do nothing
Just keep reporting them. That's all you can do. This issue has been pointed out to Cryptic many times.
"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.
I finished my runs this morning. First run was semi-horrendous with me blowing up once and the station going offline twice. I just kept doing the best I could till the second phase. Second run was better. Station at 80% and we closed a good many rifts. Many of them I closed in my Chel Grett Warship, while others got the defenses up. I had an Aceton Assimilator which helped keep most of the aggro off while I closed/powered up.
My experience, like every year before since I've been doing this, wasn't horrible enough to say never again. It's much better since the prize is an account unlock now and I only have to take one in each account through it.
Never again? It wasn't that bad, as I said before.
Now a LTS and loving it.
Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything.
MI event is cool, for years since MI started, we all have lower pre-t5 ships, now we have t6 shops and seeing massive numbers of terran ships, protecting their rifts, adding more ship made it harder to clear hostiles away from fed enpowerment disks. inever seen this many as before, usaully around 10-15 ships near the station, now i am seeing 30 plus.
it is causing the "bonus" to fail.
The MI is also good for role reversal.
If my sci gravity wells the horde, try to close down the rifts from the outside.
Also, I've found myself activating the generators alone many times.<this is a good thing. It means y'all kicking a**.
We are a team of electrons, orbiting a nucleus.
> @darthmeow504 said:
> occisorxx wrote: »
>
> Can you please do something about AFK people in ques I just did a mirror invasion with 3 afk guys right till the last part reporting them seems to do nothing
>
> People always AFK the Mirror grind because it's mind-numbing, and it's a timegate anyhow where nothing you do matters until the dreadnought phase. I suggest you get over it, it's going to keep happening as long as this event continues without some adjustment to make it less of a hellish slog. See the thread title? It's all about how miserable the experience is, don't be surprised that some choose to make it a bit less torturous by AFKing at least part of it.
MI is hands down my favorite queued mission in this game. Nothing is "hellish" about it in the slightest. I don't personally care what reasons lazy people want to invent to excuse their afking but I hope it pisses off every afker in any pug run I do that I will never afk.
I remember the old "coffee break" bug. I really wish they'd made that a feature. IE if you succeed in closing rifts fast enough they stop spawning completely. Then the boss fight triggers early.
What I wish they would do is, have powering up the station to Level 5 trigger the Dreadnaught spawning. The faster you do it, the faster you get the Dreadnaught to spawn. The 15 minute countdown would still be there, and the Dreadnaught would spawn at the conclusion anyway, but any time left on the countdown clock would factor into awarding bonus Marks/Dilithium, in addition to the rift closing and station health bonuses. So, the faster you get it done, the larger the reward, thereby incentivizing participation as opposed to AFKing the event.
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Can you please do something about AFK people in ques I just did a mirror invasion with 3 afk guys right till the last part reporting them seems to do nothing
Just keep reporting them. That's all you can do. This issue has been pointed out to Cryptic many times.
Not sure if valid, but I was told to place those AFKing on Ignore & that makes it to where you won't be grouped with them anymore so slowly but surely you'll be able to avoid the AFKers in normal PUGs.
What I wish they would do is, have powering up the station to Level 5 trigger the Dreadnaught spawning. The faster you do it, the faster you get the Dreadnaught to spawn. The 15 minute countdown would still be there, and the Dreadnaught would spawn at the conclusion anyway, but any time left on the countdown clock would factor into awarding bonus Marks/Dilithium, in addition to the rift closing and station health bonuses. So, the faster you get it done, the larger the reward, thereby incentivizing participation as opposed to AFKing the event.
That would be an excellent addition. It doesn't take away from anyone if not attempting it, but rewards a bit more for those over achievers.
if only the folk i am on a team with would focus on the portals, protecting the station, and the switching on the satellites....all they care about is blowing up stuff.
I like the event, and generally don't care if someone goes AFK. Better than them stepping on my toes every ten seconds. Last night I went in and some sci ship kept closing(or trying to close) rifts I had clearly already started closing several seconds before. After this happened a few times, I gave up and went AFK myself. What a waste of time and effort someone stalking me the whole match. I take out the whole rift squad in five seconds then start closing it. What good is it for a player to do something I've already taken care of?
My only problem with people going AFK is the same problem I have with people who just want to pew pew and kill things. It causes more and more rifts to spawn more enemies so that while I'm trying to close rifts, I'm finding it impossible because there's hundreds of ships all around me that just kept multiplying with no one actually taking them down. If you give in and just fight them, more and more rifts spawn more and more enemies. What starts as fun turns into a slog that ends with continuous death of you and your team.
But having said that, I love MU Invasion and would like to see this mission implemented somehow (with fixes) into a regular queue. I think the idea of having powered up the station causing the dreadnaught to show up sooner is a really good idea.
Fleet Admiral Duane Gundrum, U.S.S. Merrimack
Fleet Admiral Ventaxa Proxmire, U.S.S. Shaka Walls Fell
Blog: http://www.sarbonn.com/?page_id=1990
Foundry series: Bob From Accounting & For the Sake of the Empire
What I wish they would do is, have powering up the station to Level 5 trigger the Dreadnaught spawning. The faster you do it, the faster you get the Dreadnaught to spawn. The 15 minute countdown would still be there, and the Dreadnaught would spawn at the conclusion anyway, but any time left on the countdown clock would factor into awarding bonus Marks/Dilithium, in addition to the rift closing and station health bonuses. So, the faster you get it done, the larger the reward, thereby incentivizing participation as opposed to AFKing the event.
Personally, I'd ditch the autowin timer entirely and have the dreadnought only spawn when they players have closed all the rifts and killed all the ships. And if the station died you'd lose.
On Normal, there'd be a fixed number of rifts. On Advanced/Elite they would keep appearing forever if players were too slow closing them. On Elite, I'd put that 15 minute timer in as a second fail condition.
I have always preferred the idea of having the different activities you can do in the stf contribute tot he mission's time-gate. Make it that the hp of the station at the end determines how much of a mark reward we get, unless it was brought to zero hp at least one time which negates any mark reward bonus from that, it would make actually healing the base even more appealing as you could actually reverse the loss of some rewards via healing the base if it did not get to zero hp yet. Than make it that leveling up the sats/defenses of base, and closing rifts could reduce that time-gate even if it was 5 mins at max that is still a reduction that makes actually participating feel rewarding.
They seem to have evolved from the relay hugger but this one was instead flying circles around an outlying rift killing the spawns but not closing it.
According to the pm they were endeavouring to avoid the AFK penalty and I shouldn't prevent them from helping kill ships that would otherwise attack the station. I then felt duty bound to monitor them and close rifts as per the usual tactic of one gets aggro while another closes.
Captain *redacted* of the starship *redacted* didn't seem like a happy bunny by the end, although possibly because they flew to the flagship and promptly died while the group were sorting the final spawns and rifts.
Just keep reporting them. That's all you can do. This issue has been pointed out to Cryptic many times.
The GMs have already explicitly stated being AFK isn't a violation of any rule, so reporting serves nothing, it will just go straight to the circular file with the rest of the "So-and-so is cheating in PvP" complaints.
Since it's turned into an account-unlock like all other Events, I don't have to run it nearly as often, so that's cut down on running into lazy afkers.
Sure, the 50k dil is tempting, but not temptin enough to run it 19 times a day for fourteen days. Especially because of the afkers.
It's made me a much happier person when the event is running.
Now a LTS and loving it.
Just because you spend money on this game, it does not entitle you to be a jerk if things don't go your way.
I have come to the conclusion that I have a memory like Etch-A-Sketch. I shake my head and forget everything.
I ran it for 4 toons for the dil boost. Easy fun mission...lots to do and lots to shoot. What's wrong with that? Isn't that what the game is about at base level??
I ran it for 4 toons for the dil boost. Easy fun mission...lots to do and lots to shoot. What's wrong with that? Isn't that what the game is about at base level??
There isn't a lot to shoot as its a time gate with a limited amount of targets. If you are in a decent group with decent DPS once you have killed and closed a bunch of rifts nothing else spawns and you sit there waiting bored with nothing to do waiting for the timer to hit zero.
The problem is the time gate. Nothing you do has any impact on how long the mission takes making it feel like there is no point in doing anything.
EDIT: Another way to look at it is if we are forced to sit AFK for half the mission watching a timer tick down we may as well sit AFK for the entire mission and get a higher reward while doing so.
> @pottsey5g said: > lordbeefy7 wrote: » > > I ran it for 4 toons for the dil boost. Easy fun mission...lots to do and lots to shoot. What's wrong with that? Isn't that what the game is about at base level?? > > > > There isn't a lot to shoot as its a time gate with a limited amount of targets. If you are in a decent group with decent DPS once you have killed and closed a bunch of rifts nothing else spawns and you sit there waiting bored with nothing to do waiting for the timer to hit zero. > > The problem is the time gate. Nothing you do has any impact on how long the mission takes making it feel like there is no point in doing anything. > > EDIT: Another way to look at it is if we are forced to sit AFK for half the mission watching a timer tick down we may as well sit AFK for the entire mission and get a higher reward while doing so.
I wasn't aware that this Lind of scenario can occur..i haven't experienced that many high dpsers in the mission at any one time so i must just have been lucky because it's always been that spawns were occurring at a greater rate than most of the players were killing them....certainly even running a high dps setup myself and killing the spawns quick there was always more elsewhere on the map for me to chase.
The only part that did slow down for me was the final chain of rifts with the dreadnought.
I perhaps wouldn't have found it as enjoyable in your example though.
Comments
Did they actually fix it so that science warbirds are recognized as science ships to close rifts faster? I doubt they did.
The Dyson warbirds also, unfortunately, aren't exactly special in comparison to the few other science warbirds all of which have battle cloaks, unless I guess if you build it as a tactical destroyer and keep it in tac mode, but properly built science ships do excellent in target rich environments just the same, and if you're closing rifts, best to let someone else draw aggro.
And the games damage history will no doubt tell you there was no significant damage recorded.
Just keep reporting them. That's all you can do. This issue has been pointed out to Cryptic many times.
@ambassadorkael#6946
My experience, like every year before since I've been doing this, wasn't horrible enough to say never again. It's much better since the prize is an account unlock now and I only have to take one in each account through it.
Never again? It wasn't that bad, as I said before.
it is causing the "bonus" to fail.
If my sci gravity wells the horde, try to close down the rifts from the outside.
Also, I've found myself activating the generators alone many times.<this is a good thing. It means y'all kicking a**.
We are a team of electrons, orbiting a nucleus.
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Not sure if valid, but I was told to place those AFKing on Ignore & that makes it to where you won't be grouped with them anymore so slowly but surely you'll be able to avoid the AFKers in normal PUGs.
That would be an excellent addition. It doesn't take away from anyone if not attempting it, but rewards a bit more for those over achievers.
they only care for portals for the boss arrival.
But having said that, I love MU Invasion and would like to see this mission implemented somehow (with fixes) into a regular queue. I think the idea of having powered up the station causing the dreadnaught to show up sooner is a really good idea.
Fleet Admiral Ventaxa Proxmire, U.S.S. Shaka Walls Fell
Blog: http://www.sarbonn.com/?page_id=1990
Foundry series: Bob From Accounting & For the Sake of the Empire
On Normal, there'd be a fixed number of rifts. On Advanced/Elite they would keep appearing forever if players were too slow closing them. On Elite, I'd put that 15 minute timer in as a second fail condition.
The game will still quite happily group you with them in pugs.
They seem to have evolved from the relay hugger but this one was instead flying circles around an outlying rift killing the spawns but not closing it.
According to the pm they were endeavouring to avoid the AFK penalty and I shouldn't prevent them from helping kill ships that would otherwise attack the station. I then felt duty bound to monitor them and close rifts as per the usual tactic of one gets aggro while another closes.
Captain *redacted* of the starship *redacted* didn't seem like a happy bunny by the end, although possibly because they flew to the flagship and promptly died while the group were sorting the final spawns and rifts.
It's a sweat drop. This happens a lot in anime, watch some and you'll see.
http://tvtropes.org/pmwiki/pmwiki.php/Main/SweatDrop
Sure, the 50k dil is tempting, but not temptin enough to run it 19 times a day for fourteen days. Especially because of the afkers.
It's made me a much happier person when the event is running.
The problem is the time gate. Nothing you do has any impact on how long the mission takes making it feel like there is no point in doing anything.
EDIT: Another way to look at it is if we are forced to sit AFK for half the mission watching a timer tick down we may as well sit AFK for the entire mission and get a higher reward while doing so.
> lordbeefy7 wrote: »
>
> I ran it for 4 toons for the dil boost. Easy fun mission...lots to do and lots to shoot. What's wrong with that? Isn't that what the game is about at base level??
>
>
>
> There isn't a lot to shoot as its a time gate with a limited amount of targets. If you are in a decent group with decent DPS once you have killed and closed a bunch of rifts nothing else spawns and you sit there waiting bored with nothing to do waiting for the timer to hit zero.
>
> The problem is the time gate. Nothing you do has any impact on how long the mission takes making it feel like there is no point in doing anything.
>
> EDIT: Another way to look at it is if we are forced to sit AFK for half the mission watching a timer tick down we may as well sit AFK for the entire mission and get a higher reward while doing so.
I wasn't aware that this Lind of scenario can occur..i haven't experienced that many high dpsers in the mission at any one time so i must just have been lucky because it's always been that spawns were occurring at a greater rate than most of the players were killing them....certainly even running a high dps setup myself and killing the spawns quick there was always more elsewhere on the map for me to chase.
The only part that did slow down for me was the final chain of rifts with the dreadnought.
I perhaps wouldn't have found it as enjoyable in your example though.